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

@ -126,18 +126,18 @@
const EVENT_GOT_TM37_SANDSTORM
const EVENT_FIRST_TIME_BANKING_WITH_MOM
const EVENT_TOLD_ELM_ABOUT_TOGEPI_OVER_THE_PHONE
const EVENT_GOT_CLEAR_BELL
const EVENT_GOT_MASTER_BALL
const EVENT_GOT_SILVER_WING
const EVENT_GOT_TM12_SWEET_SCENT
const EVENT_RELEASED_THE_BEASTS
const EVENT_GOT_MASTER_BALL_FROM_ELM
const EVENT_GOT_MASTER_BALL_FROM_ELM ; To be changed
; Johto hidden items
const EVENT_TIN_TOWER_4F_HIDDEN_MAX_POTION
const EVENT_TIN_TOWER_5F_HIDDEN_FULL_RESTORE
const EVENT_TIN_TOWER_5F_HIDDEN_CARBOS
const EVENT_BURNED_TOWER_1F_HIDDEN_ETHER
; These are now fossil-related pieces.
; These are now fossils!
; adapted from https://github.com/pret/pokecrystal/wiki/Reviving-Pok%C3%A9mon-from-Fossils-(Gen-I)
const EVENT_GAVE_SCIENTIST_OLD_AMBER
const EVENT_GAVE_SCIENTIST_HELIX_FOSSIL
@ -523,7 +523,7 @@
const EVENT_FOUGHT_EUSINE
const EVENT_KOJI_ALLOWS_YOU_PASSAGE_TO_TIN_TOWER
const EVENT_FOUGHT_SUICUNE
const EVENT_GOT_RAINBOW_WING
const EVENT_GOT_RAINBOW_WING ; can be replaced
const EVENT_HUEY_PROTEIN
const EVENT_JOEY_HP_UP
const EVENT_VANCE_CARBOS
@ -1437,8 +1437,8 @@
const EVENT_GOLDENROD_DEPT_STORE_5F_HAPPINESS_EVENT_LADY
const EVENT_BURNED_TOWER_MORTY
const EVENT_BURNED_TOWER_1F_EUSINE
const EVENT_RANG_CLEAR_BELL_1
const EVENT_RANG_CLEAR_BELL_2
const EVENT_SAW_RAINBOW_WING_1
const EVENT_SAW_RAINBOW_WING_2
const EVENT_FLORIA_AT_FLOWER_SHOP
const EVENT_FLORIA_AT_SUDOWOODO
const EVENT_GOLDENROD_CITY_MOVE_TUTOR

View file

@ -75,7 +75,7 @@
const SECRETPOTION ; 43
const S_S_TICKET ; 44
const MYSTERY_EGG ; 45
const CLEAR_BELL ; 46
const CLEAR_BELL ; 46 - can be removed given new progression
const SILVER_WING ; 47
const MOOMOO_MILK ; 48
const QUICK_CLAW ; 49

View file

@ -468,4 +468,4 @@ endc
const UNOWN_Z ; 26
const UNOWN_EXCLAMATION ; 27
const UNOWN_QUESTION ; 28
DEF NUM_UNOWN EQU const_value - 1 ; 26
DEF NUM_UNOWN EQU const_value - 1 ; 28

View file

@ -22,6 +22,7 @@ CeladonPokecenter1FCooltrainerFScript:
CeladonPokecenter1FPharmacistScript:
jumptextfaceplayer CeladonPokecenter1FPharmacistText
; To be reworked into a Naval Rock event
CeladonEusine:
faceplayer
opentext
@ -109,18 +110,20 @@ EusineLeavesCeladonText:
para "rainbow-colored"
line "#MON appearing"
cont "at TIN TOWER."
cont "at NAVEL ROCK."
para "I've just had my"
line "party healed, so"
para "now I'm headed to"
line "ECRUTEAK."
para "now I'm headed"
line "there."
para "I'll be seeing"
line "you, <PLAYER>!"
done
; follow up by giving the ticket and so on.
NoBeastsText:
text "Oh, by the way,"
line "<PLAYER>."

View file

@ -19,22 +19,20 @@ EcruteakTinTowerEntranceNoop2Scene:
end
EcruteakTinTowerEntranceInitializeSagesCallback:
checkevent EVENT_FOUGHT_SUICUNE
iftrue .DontBlockTower
checkevent EVENT_KOJI_ALLOWS_YOU_PASSAGE_TO_TIN_TOWER
iftrue .DontBlockTower
checkevent EVENT_CLEARED_RADIO_TOWER
checkevent EVENT_BEAT_ELITE_FOUR ; Temporary. This should be changed to something relating to Navel Rock. We don't need it to be the Radio Tower, anyway, as Suicune is no longer here.
iftrue .BlockTower
endcallback
.BlockTower:
clearevent EVENT_RANG_CLEAR_BELL_1
setevent EVENT_RANG_CLEAR_BELL_2
clearevent EVENT_SAW_RAINBOW_WING_1
setevent EVENT_SAW_RAINBOW_WING_2
setevent EVENT_ECRUTEAK_TIN_TOWER_ENTRANCE_WANDERING_SAGE
checkitem CLEAR_BELL
iftrue .NoClearBell
checkitem RAINBOW_WING
iftrue .NoRainbowWing
setscene SCENE_ECRUTEAKTINTOWERENTRANCE_SAGE_BLOCKS
.NoClearBell:
.NoRainbowWing:
endcallback
.DontBlockTower:
@ -42,7 +40,7 @@ EcruteakTinTowerEntranceInitializeSagesCallback:
endcallback
EcruteakTinTowerEntranceSageBlocksLeft:
checkevent EVENT_RANG_CLEAR_BELL_2
checkevent EVENT_SAW_RAINBOW_WING_2
iftrue EcruteakTinTowerEntranceAlreadyBlocked
applymovement ECRUTEAKTINTOWERENTRANCE_SAGE2, EcruteakTinTowerEntranceSageBlocksLeftMovement
moveobject ECRUTEAKTINTOWERENTRANCE_SAGE1, 4, 6
@ -52,7 +50,7 @@ EcruteakTinTowerEntranceSageBlocksLeft:
end
EcruteakTinTowerEntranceSageBlocksRight:
checkevent EVENT_RANG_CLEAR_BELL_1
checkevent EVENT_SAW_RAINBOW_WING_1 ; check what this is for
iftrue EcruteakTinTowerEntranceAlreadyBlocked
applymovement ECRUTEAKTINTOWERENTRANCE_SAGE1, EcruteakTinTowerEntranceSageBlocksRightMovement
moveobject ECRUTEAKTINTOWERENTRANCE_SAGE2, 5, 6
@ -68,7 +66,7 @@ EcruteakTinTowerEntranceSageScript:
faceplayer
opentext
checkevent EVENT_CLEARED_RADIO_TOWER
iftrue .CheckForClearBell
iftrue .CheckForRainbowWing
checkflag ENGINE_FOGBADGE
iftrue .BlockPassage_GotFogBadge
writetext EcruteakTinTowerEntranceSageText
@ -82,25 +80,25 @@ EcruteakTinTowerEntranceSageScript:
closetext
end
.CheckForClearBell:
.CheckForRainbowWing:
checkevent EVENT_KOJI_ALLOWS_YOU_PASSAGE_TO_TIN_TOWER
iftrue .AllowedThrough
checkevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
iftrue .RangClearBell
checkitem CLEAR_BELL
iftrue .GotClearBell
writetext EcruteakTinTowerEntranceSageText_NoClearBell
iftrue .SawRainbowWing
checkitem RAINBOW_WING
iftrue .GotRainbowWing
writetext EcruteakTinTowerEntranceSageText_NoRainbowWing
waitbutton
closetext
end
.GotClearBell:
writetext EcruteakTinTowerEntranceSageText_HearsClearBell
.RainbowWing:
writetext EcruteakTinTowerEntranceSageText_SeesRainbowWing
waitbutton
closetext
setscene SCENE_ECRUTEAKTINTOWERENTRANCE_NOOP
setevent EVENT_RANG_CLEAR_BELL_2
clearevent EVENT_RANG_CLEAR_BELL_1
setevent EVENT_SAW_RAINBOW_WING_2
clearevent EVENT_SAW_RAINBOW_WING_1
setevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
end
@ -110,8 +108,8 @@ EcruteakTinTowerEntranceSageScript:
closetext
end
.RangClearBell:
writetext EcruteakTinTowerEntranceSageText_HeardClearBell
.SawRainbowWing:
writetext EcruteakTinTowerEntranceSageText_SawRainbowWing
waitbutton
closetext
end
@ -119,15 +117,15 @@ EcruteakTinTowerEntranceSageScript:
EcruteakTinTowerEntranceWanderingSageScript:
faceplayer
opentext
checkevent EVENT_GOT_CLEAR_BELL
iftrue .GotClearBell
checkevent EVENT_GOT_MASTER_BALL
iftrue .GotRainbowWing
writetext EcruteakTinTowerEntranceWanderingSageText
waitbutton
closetext
end
.GotClearBell:
writetext EcruteakTinTowerEntranceWanderingSageText_GotClearBell
.GotRainbowWing:
writetext EcruteakTinTowerEntranceWanderingSageText_GotRainbowWing
waitbutton
closetext
end
@ -174,7 +172,7 @@ EcruteakTinTowerEntranceSageText_GotFogBadge:
cont "right through."
done
EcruteakTinTowerEntranceSageText_NoClearBell:
EcruteakTinTowerEntranceSageText_NoRainbowWing:
text "A momentous event"
line "has occurred."
@ -182,8 +180,8 @@ EcruteakTinTowerEntranceSageText_NoClearBell:
line "but I must ask you"
cont "to leave."
para "…What soothes the"
line "soul…"
para "…What symbolises"
line "the heart…"
para "The WISE TRIO say"
line "things that are so"
@ -192,7 +190,7 @@ EcruteakTinTowerEntranceSageText_NoClearBell:
line "understand…"
done
EcruteakTinTowerEntranceSageText_HearsClearBell:
EcruteakTinTowerEntranceSageText_SeesRainbowWing:
text "A momentous event"
line "has occurred."
@ -204,18 +202,14 @@ EcruteakTinTowerEntranceSageText_HearsClearBell:
para "Ah!"
para "The sound of that"
line "CLEAR BELL!"
para "That's a RAINBOW"
line "WING!"
para "It… It's sublime!"
para "I've never heard"
line "so beautiful a"
cont "sound before!"
para "That bell's chime"
line "is indicative of"
cont "the bearer's soul."
para "I've never seen"
line "something so"
cont "beautiful!"
para "You…"
@ -230,10 +224,10 @@ EcruteakTinTowerEntranceSageText_PleaseDoGoOn:
text "Please, do go on."
done
EcruteakTinTowerEntranceSageText_HeardClearBell:
text "That bell's chime"
EcruteakTinTowerEntranceSageText_SawRainbowWing:
text "The RAINBOW WING"
line "is indicative of"
cont "the bearer's soul."
cont "one's heart."
para "You…"
@ -256,7 +250,7 @@ EcruteakTinTowerEntranceWanderingSageText:
cont "see it."
done
EcruteakTinTowerEntranceWanderingSageText_GotClearBell:
EcruteakTinTowerEntranceWanderingSageText_GotRainbowWing:
text "The TIN TOWER"
line "shook! A #MON"
@ -292,7 +286,7 @@ EcruteakTinTowerEntrance_MapEvents:
def_bg_events
def_object_events
object_event 4, 6, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceSageScript, EVENT_RANG_CLEAR_BELL_1
object_event 5, 6, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceSageScript, EVENT_RANG_CLEAR_BELL_2
object_event 4, 6, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceSageScript, EVENT_SAW_RAINBOW_WING_1
object_event 5, 6, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceSageScript, EVENT_SAW_RAINBOW_WING_2
object_event 6, 9, SPRITE_SAGE, SPRITEMOVEDATA_WANDER, 1, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceWanderingSageScript, EVENT_ECRUTEAK_TIN_TOWER_ENTRANCE_WANDERING_SAGE
object_event 3, 11, SPRITE_GRAMPS, SPRITEMOVEDATA_WANDER, 1, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceGrampsScript, EVENT_ECRUTEAK_TIN_TOWER_ENTRANCE_WANDERING_SAGE

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@ -120,17 +120,14 @@ RadioTower5FRocketBossScript:
opentext
writetext RadioTower5FDirectorThankYouText
promptbutton
verbosegiveitem CLEAR_BELL
writetext RadioTower5FDirectorDescribeClearBellText
verbosegiveitem MASTER_BALL ; was CLEAR_BELL, being changed for new progression.
writetext RadioTower5FDirectorDescribeMasterBallText
waitbutton
closetext
setscene SCENE_RADIOTOWER5F_NOOP
setmapscene ECRUTEAK_TIN_TOWER_ENTRANCE, SCENE_ECRUTEAKTINTOWERENTRANCE_SAGE_BLOCKS
setevent EVENT_GOT_CLEAR_BELL
setevent EVENT_GOT_MASTER_BALL
setevent EVENT_TEAM_ROCKET_DISBANDED
sjump .UselessJump
.UselessJump:
applymovement RADIOTOWER5F_DIRECTOR, RadioTower5FDirectorWalksOut
playsound SFX_EXIT_BUILDING
disappear RADIOTOWER5F_DIRECTOR
@ -335,57 +332,77 @@ RadioTower5FDirectorThankYouText:
cont "take this."
done
RadioTower5FDirectorDescribeClearBellText:
text "There used to be a"
line "tower right here"
cont "in GOLDENROD CITY."
RadioTower5FDirectorDescribeMasterBallText:
text "We've been working"
line "a promotion with"
cont "SILPH CO.!"
para "But it was old and"
line "creaky."
para "If you win our"
line "lottery, you can"
cont "win this super-"
cont "rare MASTER BALL!"
para "So we replaced it"
line "with our RADIO"
cont "TOWER."
para "A few years ago,"
line "TEAM ROCKET rea-"
cont "lly wanted these."
para "We dug up that"
line "bell during"
cont "construction."
para "I heard that all"
line "sorts of #MON"
para "lived in GOLDENROD"
line "in the past."
para "Perhaps…"
para "That bell has some"
line "connection to the"
para "TIN TOWER in"
line "ECRUTEAK CITY…"
para "Ah!"
para "That reminds me…"
para "I overheard TEAM"
line "ROCKET whispering."
para "Apparently, some-"
line "thing is going on"
cont "at the TIN TOWER."
para "I have no idea"
line "what is happening,"
para "but you might look"
line "into it."
para "OK, I better go to"
line "my OFFICE."
para "I wonder how the"
line "CHIEF is doing?"
done
; this text was removed in favour of new progression methods.
; the text is also just kind of ass yknow
;RadioTower5FDirectorDescribeClearBellText:
; text "There used to be a"
; line "tower right here"
; cont "in GOLDENROD CITY."
; para "But it was old and"
; line "creaky."
; para "So we replaced it"
; line "with our RADIO"
; cont "TOWER."
; para "We dug up that"
; line "bell during"
; cont "construction."
; para "I heard that all"
; line "sorts of #MON"
; para "lived in GOLDENROD"
; line "in the past."
; para "Perhaps…"
; para "That bell has some"
; line "connection to the"
; para "TIN TOWER in"
; line "ECRUTEAK CITY…"
; para "Ah!"
; para "That reminds me…"
; para "I overheard TEAM"
; line "ROCKET whispering."
; para "Apparently, some-"
; line "thing is going on"
; cont "at the TIN TOWER."
; para "I have no idea"
; line "what is happening,"
; para "but you might look"
; line "into it."
; para "OK, I better go to"
; line "my OFFICE."
; done
RadioTower5FDirectorText:
text "DIRECTOR: Hello,"
line "<PLAY_G>!"

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@ -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