mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-09-09 09:51:34 -07:00
191 lines
3.5 KiB
NASM
191 lines
3.5 KiB
NASM
const_value set 2
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const TRAINERHOUSEB1F_RECEPTIONIST
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const TRAINERHOUSEB1F_CHRIS
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TrainerHouseB1F_MapScriptHeader:
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.SceneScripts:
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db 1
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scene_script .DummyScene
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.MapCallbacks:
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db 0
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.DummyScene:
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end
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TrainerHouseReceptionistScript:
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spriteface PLAYER, UP
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opentext
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checkflag ENGINE_FOUGHT_IN_TRAINER_HALL_TODAY
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iftrue .FoughtTooManyTimes
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writetext TrainerHouseB1FIntroText
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buttonsound
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special Special_TrainerHouse
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iffalse .GetCal3Name
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trainertotext CAL, CAL2, $0
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jump .GotName
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.GetCal3Name:
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trainertotext CAL, CAL3, $0
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.GotName:
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writetext TrainerHouseB1FYourOpponentIsText
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buttonsound
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writetext TrainerHouseB1FAskWantToBattleText
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yesorno
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iffalse .Declined
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setflag ENGINE_FOUGHT_IN_TRAINER_HALL_TODAY
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writetext TrainerHouseB1FGoRightInText
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waitbutton
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closetext
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applymovement PLAYER, Movement_EnterTrainerHouseBattleRoom
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opentext
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writetext TrainerHouseB1FCalBeforeText
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waitbutton
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closetext
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special Special_TrainerHouse
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iffalse .NoSpecialBattle
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winlosstext TrainerHouseB1FCalBeatenText, 0
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setlasttalked TRAINERHOUSEB1F_CHRIS
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loadtrainer CAL, CAL2
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startbattle
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reloadmapafterbattle
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iffalse .End
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.NoSpecialBattle:
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winlosstext TrainerHouseB1FCalBeatenText, 0
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setlasttalked TRAINERHOUSEB1F_CHRIS
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loadtrainer CAL, CAL3
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startbattle
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reloadmapafterbattle
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.End:
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applymovement PLAYER, Movement_ExitTrainerHouseBattleRoom
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end
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.Declined:
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writetext TrainerHouseB1FPleaseComeAgainText
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waitbutton
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closetext
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applymovement PLAYER, Movement_TrainerHouseTurnBack
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end
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.FoughtTooManyTimes:
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writetext TrainerHouseB1FSecondChallengeDeniedText
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waitbutton
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closetext
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applymovement PLAYER, Movement_TrainerHouseTurnBack
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end
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Movement_EnterTrainerHouseBattleRoom:
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step LEFT
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step LEFT
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step LEFT
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step DOWN
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step DOWN
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step DOWN
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step DOWN
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step DOWN
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step DOWN
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step DOWN
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step DOWN
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step LEFT
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turn_head RIGHT
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step_end
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Movement_ExitTrainerHouseBattleRoom:
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step UP
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step UP
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step UP
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step RIGHT
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step UP
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step UP
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step UP
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step UP
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step UP
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step_end
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Movement_TrainerHouseTurnBack:
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step RIGHT
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turn_head LEFT
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step_end
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TrainerHouseB1FIntroText:
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text "Hi. Welcome to our"
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line "TRAINING HALL."
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para "You may battle a"
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line "trainer once per"
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cont "day."
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done
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TrainerHouseB1FYourOpponentIsText:
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text_from_ram StringBuffer3
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text " is your"
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line "opponent today."
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done
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TrainerHouseB1FAskWantToBattleText:
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text "Would you like to"
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line "battle?"
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done
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TrainerHouseB1FGoRightInText:
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text "Please go right"
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line "through."
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para "You may begin"
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line "right away."
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done
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TrainerHouseB1FPleaseComeAgainText:
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text "Sorry. Only those"
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line "trainers who will"
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para "be battling are"
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line "allowed to go in."
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done
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TrainerHouseB1FSecondChallengeDeniedText:
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text "I'm sorry."
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line "This would be your"
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para "second time today."
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line "You're permitted"
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para "to enter just once"
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line "a day."
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done
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TrainerHouseB1FCalBeatenText:
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text "I lost…"
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line "Darn…"
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done
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TrainerHouseB1FCalBeforeText:
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text "I traveled out"
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line "here just so I"
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cont "could battle you."
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done
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TrainerHouseB1F_MapEventHeader:
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; filler
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db 0, 0
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.Warps:
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db 1
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warp_def 9, 4, 3, TRAINER_HOUSE_1F
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.CoordEvents:
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db 1
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coord_event 7, 3, 0, TrainerHouseReceptionistScript
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.BGEvents:
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db 0
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.ObjectEvents:
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db 2
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object_event 7, 1, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1
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object_event 6, 11, SPRITE_CHRIS, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1
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