Initial HGSS-style Suicune Progression

Still need to set up the events properly. It's gonna take a while and a lot of testing. This makes the Clear Bell unnecessary and makes the Radio Tower director hand over a Master Ball instead.
This commit is contained in:
Llinos Evans 2024-09-01 21:19:53 +01:00
parent 4581e10cc2
commit 42566c651a
7 changed files with 132 additions and 386 deletions

View file

@ -1,7 +1,4 @@
object_const_def
const TINTOWER1F_SUICUNE
const TINTOWER1F_RAIKOU
const TINTOWER1F_ENTEI
const TINTOWER1F_EUSINE
const TINTOWER1F_SAGE1
const TINTOWER1F_SAGE2
@ -12,36 +9,22 @@
TinTower1F_MapScripts:
def_scene_scripts
scene_script TinTower1FSuicuneBattleScene, SCENE_TINTOWER1F_SUICUNE_BATTLE
scene_script TinTower1FNoopScene, SCENE_TINTOWER1F_NOOP
def_callbacks
callback MAPCALLBACK_OBJECTS, TinTower1FNPCsCallback
callback MAPCALLBACK_TILES, TinTower1FStairsCallback
callback MAPCALLBACK_NEWMAP, TinTower1FLoadReservedIDsCallback
TinTower1FSuicuneBattleScene:
sdefer TinTower1FSuicuneBattleScript
end
TinTower1FNoopScene:
end
TinTower1FLoadReservedIDsCallback:
loadmonindex 1, RAIKOU
loadmonindex 2, ENTEI
loadmonindex 3, SUICUNE
endcallback
; Much of this may look unnecessary but we are keeping the janky "temporarily let the player in" clause of vanilla
; I frankly think this could be made significantly better simply by not letting the player in until they have actually got the wing
TinTower1FNPCsCallback:
checkevent EVENT_GOT_RAINBOW_WING
iftrue .GotRainbowWing
checkevent EVENT_BEAT_ELITE_FOUR
iffalse .FaceBeasts
special BeastsCheck
iffalse .FaceBeasts
clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
setevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
sjump .Done
setevent EVENT_TIN_TOWER_1F_WISE_TRIO_1 ; purpose?
.GotRainbowWing:
checkevent EVENT_FOUGHT_HO_OH
iffalse .Done
@ -49,38 +32,6 @@ TinTower1FNPCsCallback:
.Done:
endcallback
.FaceBeasts:
checkevent EVENT_FOUGHT_SUICUNE
iftrue .FoughtSuicune
appear TINTOWER1F_SUICUNE
loadmonindex 0, RAIKOU
special MonCheck
iftrue .NoRaikou
appear TINTOWER1F_RAIKOU
sjump .CheckEntei
.NoRaikou:
disappear TINTOWER1F_RAIKOU
.CheckEntei:
loadmonindex 0, ENTEI
special MonCheck
iftrue .NoEntei
appear TINTOWER1F_ENTEI
sjump .BeastsDone
.NoEntei:
disappear TINTOWER1F_ENTEI
.BeastsDone:
endcallback
.FoughtSuicune:
disappear TINTOWER1F_SUICUNE
disappear TINTOWER1F_RAIKOU
disappear TINTOWER1F_ENTEI
clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
setevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
endcallback
TinTower1FStairsCallback:
checkevent EVENT_GOT_RAINBOW_WING
iftrue .DontHideStairs
@ -88,92 +39,6 @@ TinTower1FStairsCallback:
.DontHideStairs:
endcallback
TinTower1FSuicuneBattleScript:
applymovement PLAYER, TinTower1FPlayerEntersMovement
pause 15
loadmonindex 0, RAIKOU
special MonCheck
iftrue .Next1 ; if player caught Raikou, it doesn't appear in Tin Tower
applymovement TINTOWER1F_RAIKOU, TinTower1FRaikouApproachesMovement
turnobject PLAYER, LEFT
cry RAIKOU
pause 10
playsound SFX_WARP_FROM
applymovement TINTOWER1F_RAIKOU, TinTower1FRaikouLeavesMovement
disappear TINTOWER1F_RAIKOU
playsound SFX_EXIT_BUILDING
waitsfx
.Next1:
loadmonindex 0, ENTEI
special MonCheck
iftrue .Next2 ; if player caught Entei, it doesn't appear in Tin Tower
applymovement TINTOWER1F_ENTEI, TinTower1FEnteiApproachesMovement
turnobject PLAYER, RIGHT
cry ENTEI
pause 10
playsound SFX_WARP_FROM
applymovement TINTOWER1F_ENTEI, TinTower1FEnteiLeavesMovement
disappear TINTOWER1F_ENTEI
playsound SFX_EXIT_BUILDING
waitsfx
.Next2:
turnobject PLAYER, UP
pause 10
applymovement PLAYER, TinTower1FPlayerBacksUpMovement
applymovement TINTOWER1F_SUICUNE, TinTower1FSuicuneApproachesMovement
cry SUICUNE
pause 20
loadwildmon SUICUNE, 40
loadvar VAR_BATTLETYPE, BATTLETYPE_SUICUNE
startbattle
dontrestartmapmusic
disappear TINTOWER1F_SUICUNE
setevent EVENT_FOUGHT_SUICUNE
setevent EVENT_SAW_SUICUNE_ON_ROUTE_42
setmapscene ROUTE_42, SCENE_ROUTE42_NOOP
setevent EVENT_SAW_SUICUNE_ON_ROUTE_36
setmapscene ROUTE_36, SCENE_ROUTE36_NOOP
setevent EVENT_SAW_SUICUNE_AT_CIANWOOD_CITY
setmapscene CIANWOOD_CITY, SCENE_CIANWOODCITY_NOOP
setscene SCENE_TINTOWER1F_NOOP
clearevent EVENT_SET_WHEN_FOUGHT_HO_OH
reloadmapafterbattle
pause 20
turnobject PLAYER, DOWN
playmusic MUSIC_MYSTICALMAN_ENCOUNTER
playsound SFX_ENTER_DOOR
moveobject TINTOWER1F_EUSINE, 10, 15
appear TINTOWER1F_EUSINE
applymovement TINTOWER1F_EUSINE, TinTower1FEusineEntersMovement
playsound SFX_ENTER_DOOR
moveobject TINTOWER1F_SAGE1, 9, 15
appear TINTOWER1F_SAGE1
applymovement TINTOWER1F_SAGE1, TinTower1FSage1EntersMovement
playsound SFX_ENTER_DOOR
moveobject TINTOWER1F_SAGE2, 9, 15
appear TINTOWER1F_SAGE2
applymovement TINTOWER1F_SAGE2, TinTower1FSage2EntersMovement
playsound SFX_ENTER_DOOR
moveobject TINTOWER1F_SAGE3, 9, 15
appear TINTOWER1F_SAGE3
applymovement TINTOWER1F_SAGE3, TinTower1FSage3EntersMovement
moveobject TINTOWER1F_SAGE1, 7, 13
moveobject TINTOWER1F_SAGE2, 9, 13
moveobject TINTOWER1F_SAGE3, 11, 13
turnobject PLAYER, RIGHT
opentext
writetext TinTower1FEusineSuicuneText
waitbutton
closetext
applymovement TINTOWER1F_EUSINE, TinTower1FEusineLeavesMovement
playsound SFX_EXIT_BUILDING
disappear TINTOWER1F_EUSINE
waitsfx
special FadeOutMusic
pause 20
playmapmusic
end
TinTower1FSage1Script:
jumptextfaceplayer TinTower1FSage1Text
@ -196,21 +61,9 @@ TinTower1FSage5Script:
opentext
checkevent EVENT_FOUGHT_HO_OH
iftrue .FoughtHoOh
checkevent EVENT_GOT_RAINBOW_WING
checkitem RAINBOW_WING
iftrue .GotRainbowWing
writetext TinTower1FSage5Text1
promptbutton
verbosegiveitem RAINBOW_WING
closetext
refreshscreen
earthquake 72
waitsfx
playsound SFX_STRENGTH
changeblock 10, 2, $20 ; stairs
reloadmappart
setevent EVENT_GOT_RAINBOW_WING
closetext
opentext
sjump .FoughtHoOh
.GotRainbowWing:
writetext TinTower1FSage5Text2
waitbutton
@ -234,129 +87,11 @@ TinTower1FSage6Script:
TinTower1FEusine:
jumptextfaceplayer TinTower1FEusineHoOhText
TinTower1FPlayerEntersMovement:
slow_step UP
slow_step UP
slow_step UP
slow_step UP
step_end
TinTower1FRaikouApproachesMovement:
set_sliding
fast_jump_step DOWN
remove_sliding
step_end
TinTower1FRaikouLeavesMovement:
set_sliding
fast_jump_step DOWN
fast_jump_step RIGHT
fast_jump_step DOWN
remove_sliding
step_end
TinTower1FEnteiApproachesMovement:
set_sliding
fast_jump_step DOWN
remove_sliding
step_end
TinTower1FEnteiLeavesMovement:
set_sliding
fast_jump_step DOWN
fast_jump_step LEFT
fast_jump_step DOWN
remove_sliding
step_end
TinTower1FSuicuneApproachesMovement:
set_sliding
fast_jump_step DOWN
remove_sliding
step_end
TinTower1FPlayerBacksUpMovement:
fix_facing
big_step DOWN
remove_fixed_facing
step_end
TinTower1FEusineEntersMovement:
step UP
step UP
step UP
turn_head LEFT
step_end
TinTower1FEusineLeavesMovement:
step DOWN
step DOWN
step DOWN
step_end
TinTower1FSage1EntersMovement:
step UP
step UP
step LEFT
step LEFT
turn_head UP
step_end
TinTower1FSage2EntersMovement:
step UP
step UP
step_end
TinTower1FSage3EntersMovement:
step UP
step RIGHT
step RIGHT
step UP
step_end
TinTower1FEusineSuicuneText:
text "EUSINE: Awesome!"
line "Too awesome, even!"
para "I've never seen a"
line "battle that great."
para "That was truly"
line "inspiring to see."
para "SUICUNE was tough,"
line "but you were even"
para "more incredible,"
line "<PLAYER>."
para "I heard SUICUNE's"
line "mystic power"
para "summons a rainbow-"
line "colored #MON."
para "Maybe, just maybe,"
line "what went on today"
para "will cause that"
line "#MON to appear."
para "I'm going to study"
line "the legends more."
para "Thanks for showing"
line "me that fantastic"
cont "battle."
para "Later, <PLAYER>!"
done
TinTower1FSage1Text:
text "According to"
line "legend…"
para "When the souls of"
para "When the hearts of"
line "#MON and humans"
para "commune, from the"
@ -540,9 +275,6 @@ TinTower1F_MapEvents:
def_bg_events
def_object_events
object_event 9, 9, SPRITE_SUICUNE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_SUICUNE
object_event 7, 9, SPRITE_RAIKOU, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_RAIKOU
object_event 12, 9, SPRITE_ENTEI, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_ENTEI
object_event 8, 3, SPRITE_SUPER_NERD, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, TinTower1FEusine, EVENT_TIN_TOWER_1F_EUSINE
object_event 5, 9, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage1Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
object_event 11, 11, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage2Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1