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Partial Safari Game implementation
This adds some infrastructure for the Safari Game, specifically; - The guards who let you in; the ticket is given and Safari Balls are provided; you also get the leaving early and so on. Bit janky at times. - Infrastructure for the step system, albeit unfinished; the steps aren't initially counted and there's no kicking out process yet. All in all, it's now playable, but the loss conditions are not yet finished. I shall now lay down in a dark room.
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9 changed files with 288 additions and 6 deletions
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@ -3,6 +3,31 @@ SafariZoneBeta_MapScripts:
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def_callbacks
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SafariZoneCheckSteps:
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ld a, [wSafariZoneStepCount] ; check if you have more than 0 steps.
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jr nz, .skip ; if not zero, ignore. easy enough.
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checkitem SAFARI_BALL ; check if the player has any safari balls left
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iftrue .skip ; this checks if there's any at all, so same principle.
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playsound SFX_ELEVATOR_END
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opentext
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writetext SafariZoneTimesUpText
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waitbutton
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closetext
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warpfacing UP, SAFARI_ZONE_FUCHSIA_GATE_BETA, 4, 0
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.skip
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ret
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SafariZoneTimesUpText:
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text "PA: Ding-dong!"
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para "Time's up!"
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para "Your SAFARI GAME"
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line "is over!"
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done
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SafariZoneBeta_MapEvents:
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db 0, 0 ; filler
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