mirror of
https://github.com/thornAvery/jep-hack.git
synced 2025-09-17 02:30:50 +12:00
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:
parent
4581e10cc2
commit
42566c651a
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@ -126,18 +126,18 @@
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const EVENT_GOT_TM37_SANDSTORM
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const EVENT_FIRST_TIME_BANKING_WITH_MOM
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const EVENT_TOLD_ELM_ABOUT_TOGEPI_OVER_THE_PHONE
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const EVENT_GOT_CLEAR_BELL
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const EVENT_GOT_MASTER_BALL
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const EVENT_GOT_SILVER_WING
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const EVENT_GOT_TM12_SWEET_SCENT
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const EVENT_RELEASED_THE_BEASTS
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const EVENT_GOT_MASTER_BALL_FROM_ELM
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const EVENT_GOT_MASTER_BALL_FROM_ELM ; To be changed
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; Johto hidden items
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const EVENT_TIN_TOWER_4F_HIDDEN_MAX_POTION
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const EVENT_TIN_TOWER_5F_HIDDEN_FULL_RESTORE
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const EVENT_TIN_TOWER_5F_HIDDEN_CARBOS
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const EVENT_BURNED_TOWER_1F_HIDDEN_ETHER
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; These are now fossil-related pieces.
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; These are now fossils!
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; adapted from https://github.com/pret/pokecrystal/wiki/Reviving-Pok%C3%A9mon-from-Fossils-(Gen-I)
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const EVENT_GAVE_SCIENTIST_OLD_AMBER
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const EVENT_GAVE_SCIENTIST_HELIX_FOSSIL
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@ -523,7 +523,7 @@
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const EVENT_FOUGHT_EUSINE
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const EVENT_KOJI_ALLOWS_YOU_PASSAGE_TO_TIN_TOWER
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const EVENT_FOUGHT_SUICUNE
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const EVENT_GOT_RAINBOW_WING
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const EVENT_GOT_RAINBOW_WING ; can be replaced
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const EVENT_HUEY_PROTEIN
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const EVENT_JOEY_HP_UP
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const EVENT_VANCE_CARBOS
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@ -1437,8 +1437,8 @@
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const EVENT_GOLDENROD_DEPT_STORE_5F_HAPPINESS_EVENT_LADY
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const EVENT_BURNED_TOWER_MORTY
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const EVENT_BURNED_TOWER_1F_EUSINE
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const EVENT_RANG_CLEAR_BELL_1
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const EVENT_RANG_CLEAR_BELL_2
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const EVENT_SAW_RAINBOW_WING_1
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const EVENT_SAW_RAINBOW_WING_2
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const EVENT_FLORIA_AT_FLOWER_SHOP
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const EVENT_FLORIA_AT_SUDOWOODO
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const EVENT_GOLDENROD_CITY_MOVE_TUTOR
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@ -75,7 +75,7 @@
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const SECRETPOTION ; 43
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const S_S_TICKET ; 44
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const MYSTERY_EGG ; 45
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const CLEAR_BELL ; 46
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const CLEAR_BELL ; 46 - can be removed given new progression
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const SILVER_WING ; 47
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const MOOMOO_MILK ; 48
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const QUICK_CLAW ; 49
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@ -468,4 +468,4 @@ endc
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const UNOWN_Z ; 26
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const UNOWN_EXCLAMATION ; 27
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const UNOWN_QUESTION ; 28
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DEF NUM_UNOWN EQU const_value - 1 ; 26
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DEF NUM_UNOWN EQU const_value - 1 ; 28
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@ -22,6 +22,7 @@ CeladonPokecenter1FCooltrainerFScript:
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CeladonPokecenter1FPharmacistScript:
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jumptextfaceplayer CeladonPokecenter1FPharmacistText
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; To be reworked into a Naval Rock event
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CeladonEusine:
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faceplayer
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opentext
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@ -109,18 +110,20 @@ EusineLeavesCeladonText:
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para "rainbow-colored"
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line "#MON appearing"
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cont "at TIN TOWER."
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cont "at NAVEL ROCK."
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para "I've just had my"
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line "party healed, so"
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para "now I'm headed to"
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line "ECRUTEAK."
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para "now I'm headed"
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line "there."
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para "I'll be seeing"
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line "you, <PLAYER>!"
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done
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; follow up by giving the ticket and so on.
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NoBeastsText:
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text "Oh, by the way,"
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line "<PLAYER>."
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@ -19,22 +19,20 @@ EcruteakTinTowerEntranceNoop2Scene:
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end
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EcruteakTinTowerEntranceInitializeSagesCallback:
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checkevent EVENT_FOUGHT_SUICUNE
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iftrue .DontBlockTower
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checkevent EVENT_KOJI_ALLOWS_YOU_PASSAGE_TO_TIN_TOWER
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iftrue .DontBlockTower
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checkevent EVENT_CLEARED_RADIO_TOWER
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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.
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iftrue .BlockTower
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endcallback
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.BlockTower:
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clearevent EVENT_RANG_CLEAR_BELL_1
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setevent EVENT_RANG_CLEAR_BELL_2
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clearevent EVENT_SAW_RAINBOW_WING_1
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setevent EVENT_SAW_RAINBOW_WING_2
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setevent EVENT_ECRUTEAK_TIN_TOWER_ENTRANCE_WANDERING_SAGE
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checkitem CLEAR_BELL
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iftrue .NoClearBell
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checkitem RAINBOW_WING
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iftrue .NoRainbowWing
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setscene SCENE_ECRUTEAKTINTOWERENTRANCE_SAGE_BLOCKS
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.NoClearBell:
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.NoRainbowWing:
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endcallback
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.DontBlockTower:
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@ -42,7 +40,7 @@ EcruteakTinTowerEntranceInitializeSagesCallback:
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endcallback
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EcruteakTinTowerEntranceSageBlocksLeft:
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checkevent EVENT_RANG_CLEAR_BELL_2
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checkevent EVENT_SAW_RAINBOW_WING_2
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iftrue EcruteakTinTowerEntranceAlreadyBlocked
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applymovement ECRUTEAKTINTOWERENTRANCE_SAGE2, EcruteakTinTowerEntranceSageBlocksLeftMovement
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moveobject ECRUTEAKTINTOWERENTRANCE_SAGE1, 4, 6
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@ -52,7 +50,7 @@ EcruteakTinTowerEntranceSageBlocksLeft:
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end
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EcruteakTinTowerEntranceSageBlocksRight:
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checkevent EVENT_RANG_CLEAR_BELL_1
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checkevent EVENT_SAW_RAINBOW_WING_1 ; check what this is for
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iftrue EcruteakTinTowerEntranceAlreadyBlocked
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applymovement ECRUTEAKTINTOWERENTRANCE_SAGE1, EcruteakTinTowerEntranceSageBlocksRightMovement
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moveobject ECRUTEAKTINTOWERENTRANCE_SAGE2, 5, 6
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@ -68,7 +66,7 @@ EcruteakTinTowerEntranceSageScript:
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faceplayer
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opentext
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checkevent EVENT_CLEARED_RADIO_TOWER
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iftrue .CheckForClearBell
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iftrue .CheckForRainbowWing
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checkflag ENGINE_FOGBADGE
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iftrue .BlockPassage_GotFogBadge
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writetext EcruteakTinTowerEntranceSageText
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closetext
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end
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.CheckForClearBell:
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.CheckForRainbowWing:
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checkevent EVENT_KOJI_ALLOWS_YOU_PASSAGE_TO_TIN_TOWER
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iftrue .AllowedThrough
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checkevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
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iftrue .RangClearBell
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checkitem CLEAR_BELL
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iftrue .GotClearBell
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writetext EcruteakTinTowerEntranceSageText_NoClearBell
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iftrue .SawRainbowWing
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checkitem RAINBOW_WING
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iftrue .GotRainbowWing
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writetext EcruteakTinTowerEntranceSageText_NoRainbowWing
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waitbutton
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closetext
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end
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.GotClearBell:
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writetext EcruteakTinTowerEntranceSageText_HearsClearBell
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.RainbowWing:
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writetext EcruteakTinTowerEntranceSageText_SeesRainbowWing
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waitbutton
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closetext
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setscene SCENE_ECRUTEAKTINTOWERENTRANCE_NOOP
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setevent EVENT_RANG_CLEAR_BELL_2
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clearevent EVENT_RANG_CLEAR_BELL_1
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setevent EVENT_SAW_RAINBOW_WING_2
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clearevent EVENT_SAW_RAINBOW_WING_1
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setevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
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end
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@ -110,8 +108,8 @@ EcruteakTinTowerEntranceSageScript:
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closetext
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end
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.RangClearBell:
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writetext EcruteakTinTowerEntranceSageText_HeardClearBell
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.SawRainbowWing:
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writetext EcruteakTinTowerEntranceSageText_SawRainbowWing
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waitbutton
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closetext
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end
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@ -119,15 +117,15 @@ EcruteakTinTowerEntranceSageScript:
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EcruteakTinTowerEntranceWanderingSageScript:
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faceplayer
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opentext
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checkevent EVENT_GOT_CLEAR_BELL
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iftrue .GotClearBell
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checkevent EVENT_GOT_MASTER_BALL
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iftrue .GotRainbowWing
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writetext EcruteakTinTowerEntranceWanderingSageText
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waitbutton
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closetext
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end
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.GotClearBell:
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writetext EcruteakTinTowerEntranceWanderingSageText_GotClearBell
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.GotRainbowWing:
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writetext EcruteakTinTowerEntranceWanderingSageText_GotRainbowWing
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waitbutton
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closetext
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end
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@ -174,7 +172,7 @@ EcruteakTinTowerEntranceSageText_GotFogBadge:
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cont "right through."
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done
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EcruteakTinTowerEntranceSageText_NoClearBell:
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EcruteakTinTowerEntranceSageText_NoRainbowWing:
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text "A momentous event"
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line "has occurred."
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@ -182,8 +180,8 @@ EcruteakTinTowerEntranceSageText_NoClearBell:
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line "but I must ask you"
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cont "to leave."
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para "…What soothes the"
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line "soul…"
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para "…What symbolises"
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line "the heart…"
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para "The WISE TRIO say"
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line "things that are so"
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@ -192,7 +190,7 @@ EcruteakTinTowerEntranceSageText_NoClearBell:
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line "understand…"
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done
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EcruteakTinTowerEntranceSageText_HearsClearBell:
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EcruteakTinTowerEntranceSageText_SeesRainbowWing:
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text "A momentous event"
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line "has occurred."
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para "Ah!"
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para "The sound of that"
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line "CLEAR BELL!"
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para "That's a RAINBOW"
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line "WING!"
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para "It… It's sublime!"
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para "I've never heard"
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line "so beautiful a"
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cont "sound before!"
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para "That bell's chime"
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line "is indicative of"
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cont "the bearer's soul."
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para "I've never seen"
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line "something so"
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cont "beautiful!"
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para "You…"
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@ -230,10 +224,10 @@ EcruteakTinTowerEntranceSageText_PleaseDoGoOn:
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text "Please, do go on."
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done
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EcruteakTinTowerEntranceSageText_HeardClearBell:
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text "That bell's chime"
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EcruteakTinTowerEntranceSageText_SawRainbowWing:
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text "The RAINBOW WING"
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line "is indicative of"
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cont "the bearer's soul."
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cont "one's heart."
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para "You…"
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@ -256,7 +250,7 @@ EcruteakTinTowerEntranceWanderingSageText:
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cont "see it."
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done
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EcruteakTinTowerEntranceWanderingSageText_GotClearBell:
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EcruteakTinTowerEntranceWanderingSageText_GotRainbowWing:
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text "The TIN TOWER"
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line "shook! A #MON"
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@ -292,7 +286,7 @@ EcruteakTinTowerEntrance_MapEvents:
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def_bg_events
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def_object_events
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object_event 4, 6, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceSageScript, EVENT_RANG_CLEAR_BELL_1
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object_event 5, 6, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceSageScript, EVENT_RANG_CLEAR_BELL_2
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object_event 4, 6, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceSageScript, EVENT_SAW_RAINBOW_WING_1
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object_event 5, 6, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceSageScript, EVENT_SAW_RAINBOW_WING_2
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object_event 6, 9, SPRITE_SAGE, SPRITEMOVEDATA_WANDER, 1, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, EcruteakTinTowerEntranceWanderingSageScript, EVENT_ECRUTEAK_TIN_TOWER_ENTRANCE_WANDERING_SAGE
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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:
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opentext
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writetext RadioTower5FDirectorThankYouText
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promptbutton
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verbosegiveitem CLEAR_BELL
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writetext RadioTower5FDirectorDescribeClearBellText
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verbosegiveitem MASTER_BALL ; was CLEAR_BELL, being changed for new progression.
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writetext RadioTower5FDirectorDescribeMasterBallText
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waitbutton
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closetext
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setscene SCENE_RADIOTOWER5F_NOOP
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setmapscene ECRUTEAK_TIN_TOWER_ENTRANCE, SCENE_ECRUTEAKTINTOWERENTRANCE_SAGE_BLOCKS
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setevent EVENT_GOT_CLEAR_BELL
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setevent EVENT_GOT_MASTER_BALL
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setevent EVENT_TEAM_ROCKET_DISBANDED
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sjump .UselessJump
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.UselessJump:
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applymovement RADIOTOWER5F_DIRECTOR, RadioTower5FDirectorWalksOut
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playsound SFX_EXIT_BUILDING
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disappear RADIOTOWER5F_DIRECTOR
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@ -335,57 +332,77 @@ RadioTower5FDirectorThankYouText:
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cont "take this."
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done
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RadioTower5FDirectorDescribeClearBellText:
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text "There used to be a"
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line "tower right here"
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cont "in GOLDENROD CITY."
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RadioTower5FDirectorDescribeMasterBallText:
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text "We've been working"
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line "a promotion with"
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cont "SILPH CO.!"
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para "But it was old and"
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line "creaky."
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para "If you win our"
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line "lottery, you can"
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cont "win this super-"
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cont "rare MASTER BALL!"
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para "So we replaced it"
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line "with our RADIO"
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cont "TOWER."
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para "A few years ago,"
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line "TEAM ROCKET rea-"
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cont "lly wanted these."
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para "We dug up that"
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line "bell during"
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cont "construction."
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para "I heard that all"
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line "sorts of #MON"
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para "lived in GOLDENROD"
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line "in the past."
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para "Perhaps…"
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para "That bell has some"
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line "connection to the"
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para "TIN TOWER in"
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line "ECRUTEAK CITY…"
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para "Ah!"
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para "That reminds me…"
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para "I overheard TEAM"
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line "ROCKET whispering."
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para "Apparently, some-"
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line "thing is going on"
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cont "at the TIN TOWER."
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para "I have no idea"
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line "what is happening,"
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para "but you might look"
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line "into it."
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para "OK, I better go to"
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line "my OFFICE."
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para "I wonder how the"
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line "CHIEF is doing?"
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done
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; this text was removed in favour of new progression methods.
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; the text is also just kind of ass yknow
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;RadioTower5FDirectorDescribeClearBellText:
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; text "There used to be a"
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; line "tower right here"
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; cont "in GOLDENROD CITY."
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; para "But it was old and"
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; line "creaky."
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; para "So we replaced it"
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; line "with our RADIO"
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; cont "TOWER."
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; para "We dug up that"
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; line "bell during"
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; cont "construction."
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; para "I heard that all"
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; line "sorts of #MON"
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; para "lived in GOLDENROD"
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; line "in the past."
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; para "Perhaps…"
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; para "That bell has some"
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; line "connection to the"
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; para "TIN TOWER in"
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; line "ECRUTEAK CITY…"
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; para "Ah!"
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; para "That reminds me…"
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; 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>!"
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue