White City progressgating

This commit adds some events to the White City gate that prevent the player from getting too ahead of themselves. I've also expanded Route 66 and Winner's Path so you don't get that ugly gate ending too early.

Oh, and Cal has his teams and some notes for the future chucked in.

The player needs to dumpsterfuck Green to access White City now!
This commit is contained in:
Llinos Evans 2024-07-25 12:55:45 +01:00
parent 6c2a1d2707
commit 7a5cbd31dc
8 changed files with 126 additions and 26 deletions

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@ -617,8 +617,8 @@ ENDM
newgroup SILENT_HILLS ; 35
map_const WINNERS_PATH, 10, 26 ; 1
map_const WINNERS_PATH_OUTSIDE, 9, 30 ; 2
map_const ROUTE_66, 31, 9 ; 3
map_const WINNERS_PATH_OUTSIDE, 10, 30 ; 2
map_const ROUTE_66, 32, 9 ; 3
map_const SILENT_HILLS, 10, 10 ; 4
map_const DEBUG_ROOM, 20, 20 ; 5
map_const ROUTE_49, 15, 9 ; 6

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@ -88,4 +88,5 @@ MapScenes::
scene_var PEWTER_MUSEUM_OF_SCIENCE_1F, wPewterMuseum1FSceneID
scene_var SILENT_HILLS, wSilentHillsSceneID
scene_var BLUE_LAB, wBlueLabSceneID
scene_var ROUTE_66_WHITE_CITY_GATE, wRoute66WhiteCityGateID
db -1 ; end

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@ -451,25 +451,52 @@ WillGroup:
PKMNTrainerGroup:
next_list_item ; CAL (1)
db "CAL@", TRAINERTYPE_NORMAL
db 10
dw CHIKORITA
db 10
dw CYNDAQUIL
db 10
dw TOTODILE
; A "story team" of Pokemon using lots of field moves. Cal gets around using this one.
db "CAL@", TRAINERTYPE_MOVES
db 50
dw FURRET
dw STRENGTH, HEADBUTT, SURF, CUT
db 50
dw TOGEKISS
dw FLY, THUNDERBOLT, FIRE_BLAST, FLASH
db 50
dw JOLTEON
dw THUNDERBOLT, DIG, THUNDER_WAVE, DOUBLE_KICK
db 50
dw MEGANIUM
dw RAZOR_LEAF, SYNTHESIS, BODY_SLAM, SWEET_SCENT
db 50
dw TYPHLOSION
dw ROCK_SMASH, FIRE_BLAST, THUNDERPUNCH, SUBMISSION
db 50
dw FERALIGATR
dw WHIRLPOOL, WATERFALL, ICE_PUNCH, CRUNCH
db -1 ; end
; This is more like, Cal's "real" team.
next_list_item ; CAL (2)
db "CAL@", TRAINERTYPE_NORMAL
db 30
dw BAYLEEF
db 30
dw QUILAVA
db 30
dw CROCONAW
db "CAL@", TRAINERTYPE_MOVES
db 60
dw KLEAVOR
dw SWORDS_DANCE, ROCK_SLASH, AGILITY, BATON_PASS
db 60
dw PIDGEOT
dw DOUBLE_EDGE, WING_ATTACK, MIRROR_MOVE, PURSUIT
db 60
db PILOSWINE ; MAMOSWINE
dw EARTHQUAKE, BODY_SLAM, ROAR, ANCIENTPOWER
db 60
dw SLOWKING
dw PSYCHIC_M, SURF, FUTURE_SIGHT, ICE_BEAM
db 60
dw GOROCHU
dw BELLY_DRUM, BODY_SLAM, SURF, SUBMISSION
db 60
dw BRUINOUS
dw FIRE_BLAST, CRUNCH, SUNNY_DAY, SOLARBEAM
db -1 ; end
; This is replaced when using Mystery Gift or something, so don't get too attached.
next_list_item ; CAL (3)
db "CAL@", TRAINERTYPE_NORMAL
db 50

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@ -2,11 +2,14 @@
; https://www.youtube.com/watch?v=Pe1vsKRl7_M&ab_channel=Minamitoku
; Because there's no player here, we're taking the opportunity to expand on Cal.
; While usually a Trainer House stand-in in Viridian, he is characterised in some ways.
; For example, he says he's a traveling trainer in GSC.
; In Stadium 2, he is further characterised and even given a unique design.
; In base GSC, he's a trainer who travels to Viridian City to challenge the player, acting as a stand-in if you haven't used Mystery Gift before.
; In Stadium 2, he is given a unique design and uses largely random Pokemon.
; Everything just kind of falls into place, no?
; So here, we're having Cal be a trainer who enjoys using rental Pokemon. He loves to battle, but doesn't want to spend too much time training or catching his own. He gets more excitement out of quick-thinking and wit!
; He'll still have his Trainer House role, but we're changing that up a bit too!
object_const_def
const CALSHOUSE_KEN

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@ -1,6 +1,6 @@
k))(k)))))))))))(efj''%eeeeeeeeeej'''''''''''%-`-TnnnUptt]^"C"X555Y‹ŒŒb""X555Y`beeeeeeee"eeeX555Yeee`
k))(k)))))))))))(efj''%eeeeeeeeeej'''''''''''%-`-TnnnUpttt]^"C"X555Y‹ŒŒŒb""X555Y`beeeeeeee"eeeX555Yeee`
nnnnnnnnnnnŠ555Y
nnnnnnnnnnnŠ555Y

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@ -2,9 +2,73 @@
Route66WhiteCityGate_MapScripts:
def_scene_scripts
scene_script Route66WhiteCityGateNoopScript, SCENE_WHITECITYGATEMOMENT
def_callbacks
Route66WhiteCityGateNoopScript:
end
; Progressgating so the player doesn't go flying up to Stand...
Route66WhiteCityGateOfficerScript:
opentext
checkevent EVENT_BEAT_LEADER_GREEN
iftrue .skip
writetext Route66WhiteCityGateOfficerNoGoText1
waitbutton
closetext
pause 15
applymovement PLAYER, Route66WhiteCityGateNoGoMovement
opentext
writetext Route66WhiteCityGateOfficerNoGoText2
waitbutton
closetext
.skip
end
; This can never trigger unless the above event can't trigger.
Route66WhiteCityGateOfficerTalk:
jumptext Route66WhiteCityGateOfficerYouGoText
Route66WhiteCityGateOfficerNoGoText1:
text "Whoa, aren't you"
line "hasty?"
done
Route66WhiteCityGateOfficerNoGoText2:
text "The road's closed,"
line "come back another"
cont "time."
done
Route66WhiteCityGateOfficerYouGoText:
text "WHITE CITY is a"
line "big place."
para "Don't get lost"
line "out there!"
done
Route66WhiteCityGateNoGoMovement:
step LEFT
step_end
Route66WhiteCityGateSpaceworldGirlScript:
jumptextfaceplayer Route66WhiteCityGateSpaceworldGirlText
Route66WhiteCityGateSpaceworldGirlText:
text "There's this guy"
line "who comes through"
cont "here all the time."
para "What was his name…"
para "CAL?"
para "Yeah, we call him"
line "a BATTLE MANIAC!"
done
Route66WhiteCityGate_MapEvents:
db 0, 0 ; filler
@ -15,7 +79,11 @@ Route66WhiteCityGate_MapEvents:
warp_event 9, 7, WHITE_CITY, 1
def_coord_events
coord_event 4, 5, SCENE_WHITECITYGATEMOMENT, Route66WhiteCityGateOfficerScript
coord_event 4, 4, SCENE_WHITECITYGATEMOMENT, Route66WhiteCityGateOfficerScript
def_bg_events
def_object_events
object_event 4, 2, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, Route66WhiteCityGateOfficerTalk, -1
object_event 8, 3, SPRITE_SPACEWORLD_GIRL, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, Route66WhiteCityGateSpaceworldGirlScript, -1

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@ -1 +1 @@
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@ -3113,7 +3113,8 @@ wCeruleanCave1FSceneID:: db
wPewterMuseum1FSceneID:: db
wSilentHillsSceneID:: db
wBlueLabSceneID:: db
ds 46
wRoute66WhiteCityGateID:: db
ds 45
; fight counts
wJackFightCount:: db