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Winner's Path modifications
- Added a Strength Switch puzzle to floor 2, which took an unhealthy amount of time to do. This is possible in GSC but requires a lot of extremely hacky solutions. There is a glitch that causes the boulder not to move once on the switch if you reload the map but I have been doing this for 3-4 hours, shush. - Added a depressed switch tile to accomodate the new functionality. - New switch collision type for boulder puzzles. - Removed a lot of unused/unreferenced stuff that isn't necessary in Crystal to save space.
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commit
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16 changed files with 108 additions and 48 deletions
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@ -1,9 +1,71 @@
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object_const_def
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const WINNERS_PATH_COOLTRAINERM1
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const WINNERS_PATH_COOLTRAINERM2
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const WINNERS_PATH_BEAUTY
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const WINNERS_PATH_BOULDER1
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const WINNERS_PATH_NPCITEM1
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const WINNERS_PATH_NPCITEM2
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const WINNERS_PATH_ROCK
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WinnersPath_MapScripts:
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def_scene_scripts
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def_callbacks
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callback MAPCALLBACK_TILES, WinnersPathSwitchClickCallback
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callback MAPCALLBACK_CMDQUEUE, WinnersPathSwitchCallback
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; This replicates the boulder switch functionality of RBY.
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; Not sure why they removed this to be honest, it's quite nice.
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; This is extremely hacky and the boulder won't move if you reload the map and put it back on the switch, but given there's no function for switches and I can't be bothered to make one, this will do.
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WinnersPathSwitchCallback:
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checkevent EVENT_WINNERS_PATH_SWITCH_PRESSED
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iftrue .noBoulderNeeded
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writecmdqueue .CommandQueue
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.noBoulderNeeded
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endcallback
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.CommandQueue:
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cmdqueue CMDQUEUE_STONETABLE, .StoneTable ; check if any stones are sitting on a warp (or in our case, the switch)
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.StoneTable:
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stonetable 7, WINNERS_PATH_BOULDER1, .Boulder1
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db -1 ; end
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.Boulder1:
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checkevent EVENT_WINNERS_PATH_SWITCH_PRESSED
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iftrue .skip
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pause 30
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scall .switchClicked
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setevent EVENT_WINNERS_PATH_SWITCH_PRESSED
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opentext
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writetext WinnersPathDoorOpenedText
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waitbutton
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closetext
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changeblock 2, 22, $1C ; boulder gate
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changeblock 4, 24, $59 ; switch
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reloadmappart
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delcmdqueue CMDQUEUE_STONETABLE, .StoneTable
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; fallthrough
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.skip
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end
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.switchClicked:
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playsound SFX_STRENGTH
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earthquake 80
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end
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WinnersPathSwitchClickCallback:
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checkevent EVENT_WINNERS_PATH_SWITCH_PRESSED
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iffalse .keepBlock
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changeblock 2, 22, $1C ; boulder gate
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changeblock 4, 24, $59 ; switch
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.keepBlock
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endcallback
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WinnersPathDoorOpenedText:
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text "The switch was"
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line "pressed!"
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done
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WinnersPathSign1Script:
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jumptext WinnersPathSign1Text
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@ -119,16 +181,29 @@ BeautyJaclynAfterBattleText:
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line "CHAMPIONs! Eek!"
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done
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WinnersPathBoulder:
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jumpstd StrengthBoulderScript
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WinnersPathRock:
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jumpstd SmashRockScript
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WinnersPathItem1:
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itemball TM_CURSE
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WinnersPathItem2:
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itemball TM_ROLLOUT
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WinnersPath_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 3, 49, WINNERS_PATH_OUTSIDE, 3
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warp_event 17, 39, WINNERS_PATH, 3
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warp_event 17, 29, WINNERS_PATH, 2
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warp_event 15, 29, WINNERS_PATH, 2
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warp_event 3, 21, WINNERS_PATH, 5
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warp_event 3, 11, WINNERS_PATH, 4
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warp_event 17, 5, WINNERS_PATH_OUTSIDE, 4 ; Some Route...
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warp_event 5, 24, WINNERS_PATH_OUTSIDE, 4 ; Dummy warp for the switch. Hope this works!
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def_coord_events
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@ -138,5 +213,9 @@ WinnersPath_MapEvents:
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def_object_events
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object_event 9, 43, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 2, TrainerCoolTrainerErick, -1
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object_event 5, 22, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 2, TrainerCoolTrainerAndy, -1
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object_event 8, 22, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 2, TrainerCoolTrainerAndy, -1
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object_event 7, 8, SPRITE_BEAUTY, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 2, TrainerBeautyJaclyn, -1
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object_event 14, 23, SPRITE_BOULDER, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, WinnersPathBoulder, -1
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object_event 10, 6, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, WinnersPathItem1, EVENT_WINNERS_PATH_ITEM1
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object_event 2, 29, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, WinnersPathItem2, EVENT_WINNERS_PATH_ITEM2
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object_event 3, 28, SPRITE_ROCK, SPRITEMOVEDATA_SMASHABLE_ROCK, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, WinnersPathRock, -1
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