This commit is contained in:
Zeta_Null 2024-09-14 15:25:29 -04:00
commit 848c79784f
199 changed files with 10126 additions and 2998 deletions

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

@ -48,7 +48,7 @@ CianwoodCitySuicuneAndEusine:
disappear CIANWOODCITY_SUICUNE
pause 10
setscene SCENE_CIANWOODCITY_NOOP
clearevent EVENT_SAW_SUICUNE_ON_ROUTE_42
setevent EVENT_SAW_SUICUNE_AT_CIANWOOD_CITY
setmapscene ROUTE_42, SCENE_ROUTE42_SUICUNE
checkevent EVENT_FOUGHT_EUSINE
iftrue .Done

View file

@ -8,12 +8,12 @@ DebugRoom_MapScripts:
DebugPokemon1Script:
opentext
getmonname STRING_BUFFER_3, PIKACHU
getmonname STRING_BUFFER_3, ONIYANMA
writetext ReceivedDebugPokemonText
playsound SFX_CAUGHT_MON
waitsfx
promptbutton
givepoke PIKACHU, 24, POISON_STONE
givepoke ONIYANMA, 65, TM_ROCK_SMASH
closetext
end
@ -42,15 +42,14 @@ DebugPokemon3Script:
cry STROMEN
pause 15
closetext
loadvar VAR_BATTLETYPE, BATTLETYPE_SHINY
loadwildmon STROMEN, 60
loadvar VAR_BATTLETYPE, BATTLETYPE_SUICUNE
loadwildmon HYOSHU_YIN, 75
startbattle
reloadmapafterbattle
end
DebugTextA:
text "Sparkle..."
line "Sparkle..."
text "Komaiiii!"
done
DebugPokemon4Script:
@ -60,14 +59,14 @@ DebugPokemon4Script:
cry STROMEN
pause 15
closetext
loadvar VAR_BATTLETYPE, BATTLETYPE_SAFARI
loadwildmon STROMEN, 60
loadvar VAR_BATTLETYPE, BATTLETYPE_SUICUNE
loadwildmon HYOSHU_YANG, 75
startbattle
reloadmapafterbattle
end
DebugTextB:
text "Do-ku-raaagh!"
text "Komaiiii!"
done
DebugFlyScript:
@ -124,9 +123,12 @@ DebugFlyScript:
setevent EVENT_BEAT_ELITE_FOUR
setevent EVENT_SAW_SUICUNE_ON_ROUTE_42 ; for testing the suicune events
setmapscene VERMILION_CITY, SCENE_VERMILIONCITY_SUICUNE ; this ensures that the scene is correctly set too.
addcellnum PHONE_MOM
readvar VAR_BADGES
givepoke SHI_SHI, 70
givepoke PIDGEOT, 70
closetext
end

View file

@ -42,8 +42,8 @@ EcruteakGymMortyScript:
readvar VAR_BADGES
scall EcruteakGymActivateRockets
setmapscene ECRUTEAK_TIN_TOWER_ENTRANCE, SCENE_ECRUTEAKTINTOWERENTRANCE_NOOP
setevent EVENT_RANG_CLEAR_BELL_1
setevent EVENT_RANG_CLEAR_BELL_2
setevent EVENT_SAW_RAINBOW_WING_1
setevent EVENT_SAW_RAINBOW_WING_2
.FightDone:
checkevent EVENT_GOT_TM30_SHADOW_BALL
iftrue .GotShadowBall

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
.GotRainbowWing:
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

View file

@ -3,6 +3,22 @@
LakeOfRagePrycesHouse_MapScripts:
def_scene_scripts
def_callbacks
callback MAPCALLBACK_OBJECTS, LakeOfRagePrycesHousePryce
LakeOfRagePrycesHousePryce:
checkevent EVENT_LAKE_OF_RAGE_RED_GYARADOS
iffalse .NoAppear
sjump .Appear
.Appear:
appear LAKEOFRAGEPRYCESHOUSE_PRYCE
endcallback
.NoAppear:
disappear LAKEOFRAGEPRYCESHOUSE_PRYCE
endcallback
; For some reason these crash the game. Ok.
;PrycesHouseBookshelf1:
@ -12,9 +28,7 @@ LakeOfRagePrycesHouse_MapScripts:
; jumpstd MagazineBookshelfScript
PrycesHousePryce:
faceplayer
opentext
writetext PrycesHousePryceText
jumptextfaceplayer PrycesHousePryceText
waitbutton
closetext
end
@ -22,7 +36,7 @@ PrycesHousePryce:
PrycesHousePryceText:
text "Thank you for"
line "saving my"
cont "beloved town."
cont "beloved home."
para "My middle name"
line "is WILLOW."
@ -81,22 +95,6 @@ LakeOfRagePrycesHouseSwinubText:
; text "Seel! Seel!"
; done
def_callbacks
callback MAPCALLBACK_OBJECTS, LakeOfRagePrycesHousePryce
LakeOfRagePrycesHousePryce:
checkevent EVENT_LAKE_OF_RAGE_RED_GYARADOS
iffalse .NoAppear
sjump .Appear
.Appear:
appear LAKEOFRAGEPRYCESHOUSE_PRYCE
endcallback
.NoAppear:
disappear LAKEOFRAGEPRYCESHOUSE_PRYCE
endcallback
LakeOfRagePrycesHouse_MapEvents:
db 0, 0 ; filler

View file

@ -75,5 +75,5 @@ LavenderCrypt_MapEvents:
def_bg_events
def_object_events
object_event 13, 11, SPRITE_CHANNELER, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_TRAINER, 4, TrainerChannelerReimu, -1
object_event 4, 11, SPRITE_CHANNELER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_TRAINER, 4, TrainerChannelerSanae, -1
object_event 13, 11, SPRITE_CHANNELER, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_EMOTE, OBJECTTYPE_TRAINER, 4, TrainerChannelerReimu, -1
object_event 4, 11, SPRITE_CHANNELER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_EMOTE, OBJECTTYPE_TRAINER, 4, TrainerChannelerSanae, -1

View file

@ -113,11 +113,11 @@ PlayersHouse2F_MapEvents:
db 0, 0 ; filler
def_warp_events
IF DEF(_DEBUG)
;IF DEF(_DEBUG)
warp_event 7, 0, DEBUG_ROOM, 1
else
warp_event 7, 0, PLAYERS_HOUSE_1F, 3
endc
;else
; warp_event 7, 0, PLAYERS_HOUSE_1F, 3
;endc
def_coord_events

View file

@ -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."
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."
RadioTower5FDirectorDescribeMasterBallText:
text "We've been working"
line "a promotion with"
cont "SILPH CO.!"
para "If you win our"
line "lottery, you can"
cont "win this super-"
cont "rare MASTER BALL!"
para "A few years ago,"
line "TEAM ROCKET rea-"
cont "lly wanted these."
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>!"

View file

@ -3,11 +3,133 @@
const ROUTE14_YOUNGSTER
const ROUTE14_POKEFAN_M2
const ROUTE14_KIM
const ROUTE14_EUSINE
const ROUTE14_SUICUNE
Route14_MapScripts:
def_scene_scripts
scene_script Route14Noop1Scene, SCENE_ROUTE14_NOOP
scene_script Route14Noop2Scene, SCENE_ROUTE14_SUICUNE
def_callbacks
callback MAPCALLBACK_OBJECTS, Route14SuicuneCallback
Route14Noop1Scene:
end
Route14Noop2Scene:
end
Route14SuicuneCallback:
checkevent EVENT_SAW_SUICUNE_IN_VERMILION_CITY
iffalse .NoAppear
checkevent EVENT_SAW_SUICUNE_ON_ROUTE_14
iffalse .NoAppear
appear ROUTE14_SUICUNE
endcallback
.NoAppear:
disappear ROUTE14_SUICUNE
disappear ROUTE14_EUSINE ; just making sure, also skips using any events for this matter
endcallback
; BUG: Movement is fucky, eusine is a little weird. I'm just incompetent.
Route14EusineHandler:
moveobject ROUTE14_EUSINE, 12, 11
; fallthrough
Route14SuicuneScript:
playmusic MUSIC_NONE
showemote EMOTE_SHOCK, PLAYER, 15
turnobject PLAYER, RIGHT
pause 15
cry SUICUNE
playsound SFX_WARP_FROM
applymovement ROUTE14_SUICUNE, Route14SuicuneMovement
disappear ROUTE14_SUICUNE
pause 10
appear ROUTE14_EUSINE
playmusic MUSIC_MYSTICALMAN_ENCOUNTER
applymovement ROUTE14_EUSINE, Route14EusineMovement1
opentext
writetext Route14EusineSawSuicune
waitbutton
closetext
applymovement ROUTE14_EUSINE, Route14EusineMovement2
setscene SCENE_ROUTE14_NOOP
setevent EVENT_SAW_SUICUNE_ON_ROUTE_14
setmapscene ROUTE_25, SCENE_ROUTE25_FINAL_SUICUNE
disappear ROUTE14_EUSINE
special RestartMapMusic
end
Route14EusineMovement1:
big_step UP
big_step UP
big_step UP
big_step UP
step UP
step UP
step_end
Route14EusineMovement2:
step UP
step UP
step UP
step UP
step UP
step_end
Route14SuicuneMovement:
set_sliding
fast_jump_step RIGHT
fast_jump_step RIGHT
fast_jump_step RIGHT
fast_jump_step RIGHT
fast_jump_step RIGHT
fast_jump_step RIGHT
remove_sliding
step_end
; This text is heavily modified from HGSS for speed and ease of scrolling.
; Otherwise, it looks incredibly awkward.
Route14EusineSawSuicune:
text "EUSINE: <PLAYER>!"
line "Not again! I'll"
cont "be there first"
cont "next time!"
para "Following it here,"
line "I think I know"
cont "what SUICUNE is"
cont "after."
para "Honestly, I want"
line "to keep this"
cont "information to"
cont "myself."
para "But I must be an"
line "honest TRAINER in"
cont "in front of"
cont "SUICUNE!"
para "It seems SUICUNE"
line "likes hilly areas"
cont "close to water."
para "Somewhere north."
para "I don't know where"
line "just yet…"
para "Who will find it"
line "first? <PLAYER>,"
cont "I challenge you!"
done
Kim:
faceplayer
@ -119,6 +241,10 @@ Route14_MapEvents:
def_warp_events
def_coord_events
coord_event 11, 8, SCENE_ROUTE14_SUICUNE, Route14SuicuneScript
coord_event 12, 8, SCENE_ROUTE14_SUICUNE, Route14SuicuneScript
coord_event 13, 8, SCENE_ROUTE14_SUICUNE, Route14EusineHandler
coord_event 14, 8, SCENE_ROUTE14_SUICUNE, Route14SuicuneScript
def_bg_events
@ -127,3 +253,5 @@ Route14_MapEvents:
object_event 11, 27, SPRITE_YOUNGSTER, SPRITEMOVEDATA_SPINRANDOM_FAST, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 3, TrainerBirdKeeperRoy, -1
object_event 6, 11, SPRITE_POKEFAN_M, SPRITEMOVEDATA_SPINRANDOM_FAST, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_TRAINER, 3, TrainerPokefanmTrevor, -1
object_event 7, 5, SPRITE_TEACHER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 4, Kim, -1
object_event 13, 11, SPRITE_SUPER_NERD, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_SAW_SUICUNE_ON_ROUTE_14
object_event 17, 8, SPRITE_SUICUNE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_SAW_SUICUNE_ON_ROUTE_14

View file

@ -10,13 +10,17 @@
const ROUTE25_SUPER_NERD
const ROUTE25_COOLTRAINER_M2
const ROUTE25_POKE_BALL
const ROUTE25_EUSINE
const ROUTE25_SUICUNE
Route25_MapScripts:
def_scene_scripts
scene_script Route25Noop1Scene, SCENE_ROUTE25_NOOP
scene_script Route25Noop2Scene, SCENE_ROUTE25_MISTYS_DATE
scene_script Route25Noop2Scene, SCENE_ROUTE25_FINAL_SUICUNE
def_callbacks
callback MAPCALLBACK_OBJECTS, Route25SuicuneCallback
Route25Noop1Scene:
end
@ -24,6 +28,140 @@ Route25Noop1Scene:
Route25Noop2Scene:
end
; BUG: Movement is fucky, eusine is a little weird. I'm just incompetent.
; also it messes with the misty script
; the way things are, the game expects you to have beaten misty.
; set to change with a new location and hilly area, set up in a way where you cannot mess things up
Route25SuicuneCallback:
checkevent EVENT_BEAT_MISTY
iffalse .NoAppear
checkevent EVENT_SAW_SUICUNE_ON_ROUTE_14
iffalse .NoAppear
checkevent EVENT_FOUGHT_SUICUNE
iffalse .Appear
sjump .NoAppear
.Appear:
appear ROUTE25_SUICUNE
endcallback
.NoAppear:
disappear ROUTE25_SUICUNE
disappear ROUTE25_EUSINE ; just making sure, also skips using any events for this matter
endcallback
Route25SuicuneEventScript:
showemote EMOTE_SHOCK, PLAYER, 15
pause 15
;applymovement PLAYER, Route25PlayerMovement
appear ROUTE25_EUSINE
playmusic MUSIC_MYSTICALMAN_ENCOUNTER
applymovement ROUTE25_EUSINE, Route25EusineMovement1
opentext
writetext Route25EusineText1
waitbutton
closetext
applymovement ROUTE25_EUSINE, Route25EusineMovement2
opentext
writetext Route25EusineText2
waitbutton
closetext
special RestartMapMusic
end
Route25EusineText1:
text "EUSINE: Huff…puff…"
line "I am…no match for"
cont "you."
para "…"
para "Go ahead."
para "Ever since I met"
line "you in the BURN-"
cont "ED TOWER, I knew"
cont "SUICUNE would"
cont "choose you."
done
Route25EusineText2:
text "EUSINE: Look!"
para "SUICUNE is wait-"
line "ing for you!"
para "It's been waiting"
line "for a TRAINER it"
cont "can trust itself"
cont "with!"
done
Route25EusineText3:
text "EUSINE: <PLAYER>…"
line "You two are truly"
cont "amazing."
para "Never have I seen"
line "a battle that in-"
cont "tense…"
para "I guess this is"
line "goodbye."
para "…"
para "Farewell, <PLAYER>!"
para "…sob…"
para "Farewell, SUICUNE!"
done
Route25EusineMovement1:
big_step RIGHT
big_step RIGHT
step RIGHT
step_end
Route25EusineMovement2:
step RIGHT
step_end
Route25EusineMovement3:
big_step LEFT
big_step LEFT
big_step LEFT
big_step LEFT
big_step LEFT
big_step LEFT
step_end
Route25Suicune:
faceplayer
opentext
cry SUICUNE ; Traditionally, Suicune doesn't have text when fought
pause 15
closetext
setevent EVENT_FOUGHT_SUICUNE
loadvar VAR_BATTLETYPE, BATTLETYPE_FORCEITEM
loadwildmon SUICUNE, 55
startbattle
disappear ROUTE25_SUICUNE
reloadmapafterbattle
opentext
writetext Route25EusineText3
waitbutton
closetext
applymovement ROUTE25_EUSINE, Route25EusineMovement3
disappear ROUTE25_EUSINE
end
Route25MistyDate1Script:
showemote EMOTE_HEART, ROUTE25_MISTY, 15
pause 30
@ -423,10 +561,6 @@ BillsHouseSignText:
line "BILL'S HOUSE"
done
UnusedBillsHouseSignText: ; unreferenced
text "BILL'S HOUSE"
done
Route25_MapEvents:
db 0, 0 ; filler
@ -436,6 +570,8 @@ Route25_MapEvents:
def_coord_events
coord_event 42, 6, SCENE_ROUTE25_MISTYS_DATE, Route25MistyDate1Script
coord_event 42, 7, SCENE_ROUTE25_MISTYS_DATE, Route25MistyDate2Script
coord_event 42, 6, SCENE_ROUTE25_FINAL_SUICUNE, Route25SuicuneEventScript
coord_event 42, 7, SCENE_ROUTE25_FINAL_SUICUNE, Route25SuicuneEventScript
def_bg_events
bg_event 45, 5, BGEVENT_READ, BillsHouseSign
@ -453,3 +589,5 @@ Route25_MapEvents:
object_event 31, 7, SPRITE_SUPER_NERD, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_TRAINER, 1, TrainerSupernerdPat, -1
object_event 37, 8, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, TrainerCooltrainermKevin, -1
object_event 32, 4, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, Route25Protein, EVENT_ROUTE_25_PROTEIN
object_event 40, 7, SPRITE_SUPER_NERD, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_FOUGHT_SUICUNE
object_event 50, 6, SPRITE_SUICUNE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, Route25Suicune, EVENT_FOUGHT_SUICUNE

View file

@ -7,6 +7,7 @@
const ROUTE26_FISHER
const ROUTE26_FRUIT_TREE
const ROUTE26_POKE_BALL
const ROUTE26_RITCHIE
Route26_MapScripts:
def_scene_scripts
@ -24,6 +25,42 @@ TrainerCooltrainermJake:
closetext
end
; Anime reference - that one trainer Ash lost to because his Charizard decided to be funny.
; He isn't on Victory Road as this would mean Silver missed someone.
; This also means you have a pretty hefty challenge after the Heal House. For a challenge, try fighting him without using it!
TrainerCoolTrainerRitchie:
trainer COOLTRAINERM, RITCHIE, EVENT_BEAT_COOLTRAINERM_RITCHIE, CoolTrainerRitchieSeenText, CoolTrainerRitchieBeatenText, 0, .Script
.Script:
endifjustbattled
opentext
writetext CoolTrainerRitchieAfterBattleText
waitbutton
closetext
end
CoolTrainerRitchieSeenText: ; if you can improve this go ahead
text "I want to be a"
line "#MON MASTER!"
para "That's why you're"
line "here too, right?"
done
CoolTrainerRitchieBeatenText:
text "Tough match!"
done
CoolTrainerRitchieAfterBattleText: ; A reference to Zippo being unusually obedient compared to Ash and Trevor's Charizard.
text "They say CHARIZARD"
line "are hard to train."
para "I think they just"
line "need to fight"
cont "stronger foes"
cont "regularly, though!"
done
TrainerCooltrainermGaven3:
trainer COOLTRAINERM, GAVEN3, EVENT_BEAT_COOLTRAINERM_GAVEN, CooltrainermGaven3SeenText, CooltrainermGaven3BeatenText, 0, .Script
@ -432,3 +469,4 @@ Route26_MapEvents:
object_event 10, 92, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_TRAINER, 3, TrainerFisherScott, -1
object_event 14, 54, SPRITE_FRUIT_TREE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, Route26FruitTree, -1
object_event 9, 15, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, Route26MaxElixer, EVENT_ROUTE_26_MAX_ELIXER
object_event 11, 8, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_TRAINER, 1, TrainerCoolTrainerRitchie, -1

View file

@ -43,8 +43,8 @@ Route36SuicuneScript:
turnobject PLAYER, DOWN
pause 10
setscene SCENE_ROUTE36_NOOP
clearevent EVENT_SAW_SUICUNE_AT_CIANWOOD_CITY
setmapscene CIANWOOD_CITY, SCENE_CIANWOODCITY_SUICUNE_AND_EUSINE
setevent EVENT_SAW_SUICUNE_ON_ROUTE_36
setmapscene ROUTE_42, SCENE_ROUTE42_SUICUNE
end
SudowoodoScript:

View file

@ -3,6 +3,7 @@
const ROUTE4_LASS1
const ROUTE4_LASS2
const ROUTE4_POKE_BALL
const ROUTE4_CASEY
Route4_MapScripts:
def_scene_scripts
@ -42,6 +43,38 @@ TrainerPicnickerSharon:
closetext
end
; A reference to "Those Darn Electabuzz!", a popular episode of the Johto anime.
; She's actually a super in-depth character, being based on Mighty Casey and such.
; Not much lore added, just something nice.
TrainerLassCasey:
trainer LASS, CASEY, EVENT_BEAT_LASS_CASEY, LassCaseySeenText, LassCaseyBeatenText, 0, .Script
.Script:
endifjustbattled
opentext
writetext LassCaseyAfterBattleText
waitbutton
closetext
end
LassCaseySeenText:
text "I'm goin' ta watch" ; In the Japanese version, she speaks with the Kansai dialect, like Bill. Let's make her more casual.
line "a baseball game!"
done
LassCaseyBeatenText:
text "ELECTIVIRE! Bahhh!"
done
LassCaseyAfterBattleText:
text "METRONOME safe at"
line "home, HYPER BEAM"
cont "too!"
para "Huh? It's my"
line "favourite song!"
done
MtMoonSquareSign:
jumptext MtMoonSquareSignText
@ -135,3 +168,4 @@ Route4_MapEvents:
object_event 9, 8, SPRITE_LASS, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_TRAINER, 4, TrainerPicnickerHope, -1
object_event 21, 6, SPRITE_LASS, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_TRAINER, 4, TrainerPicnickerSharon, -1
object_event 26, 3, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, Route4HPUp, EVENT_ROUTE_4_HP_UP
object_event 23, 11, SPRITE_LASS, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_TRAINER, 4, TrainerLassCasey, -1

View file

@ -15,6 +15,7 @@ Route42_MapScripts:
scene_script Route42Noop2Scene, SCENE_ROUTE42_SUICUNE
def_callbacks
callback MAPCALLBACK_OBJECTS, Route14SuicuneCallback
Route42Noop1Scene:
end
@ -22,6 +23,18 @@ Route42Noop1Scene:
Route42Noop2Scene:
end
Route42SuicuneCallback:
checkevent EVENT_SAW_SUICUNE_ON_ROUTE_14
iffalse .NoAppear
checkevent EVENT_SAW_SUICUNE_ON_ROUTE_42
iffalse .NoAppear
appear ROUTE42_SUICUNE
endcallback
.NoAppear:
disappear ROUTE42_SUICUNE
endcallback
Route42SuicuneScript:
showemote EMOTE_SHOCK, PLAYER, 15
pause 15
@ -30,8 +43,8 @@ Route42SuicuneScript:
disappear ROUTE42_SUICUNE
pause 10
setscene SCENE_ROUTE42_NOOP
clearevent EVENT_SAW_SUICUNE_ON_ROUTE_36
setmapscene ROUTE_36, SCENE_ROUTE36_SUICUNE
setevent EVENT_SAW_SUICUNE_ON_ROUTE_42
setmapscene VERMILION_CITY, SCENE_ROUTE36_SUICUNE
end
TrainerFisherTully:

View file

@ -1,5 +1,6 @@
object_const_def
const ROUTE5_POKEFAN_M
const ROUTE5_DUPLICA
Route5_MapScripts:
def_scene_scripts
@ -37,6 +38,42 @@ HouseForSaleSignText:
line "Nobody lives here."
done
; Duplica is an anime character based on the Copycat.
; Adding her here to populate this route with a trainer. Not normally done, but making Kanto feel alive is very important.
; Plus, since she's a Ditto specialist, we can add some extra Mimmeo lore to substantiate its existence.
TrainerLassDuplica:
trainer LASS, DUPLICA, EVENT_BEAT_LASS_DUPLICA, LassDuplicaSeenText, LassDuplicaBeatenText, 0, .Script
.Script:
endifjustbattled
opentext
writetext LassDuplicaAfterBattleText
waitbutton
closetext
end
LassDuplicaSeenText:
text "You must know all"
line "#MON to use DITTO!"
done
LassDuplicaBeatenText:
text "I've got a lot"
line "to learn!"
done
LassDuplicaAfterBattleText:
text "MIMMEO is very"
line "strange."
para "It learns moves"
line "that can help"
cont "its TRANSFORM!"
para "It slicks around" ; explaining its ridiculous speed with some quasi-lore.
line "so quickly, too!"
done
Route5_MapEvents:
db 0, 0 ; filler
@ -54,3 +91,4 @@ Route5_MapEvents:
def_object_events
object_event 17, 16, SPRITE_POKEFAN_M, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, Route5PokefanMScript, EVENT_ROUTE_5_6_POKEFAN_M_BLOCKS_UNDERGROUND_PATH
object_event 18, 6, SPRITE_LASS, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_TRAINER, 3, TrainerLassDuplica, -1

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

View file

@ -5,13 +5,145 @@
const VERMILIONCITY_SUPER_NERD
const VERMILIONCITY_BIG_SNORLAX
const VERMILIONCITY_POKEFAN_M
const VERMILIONCITY_EUSINE
const VERMILIONCITY_SUICUNE
VermilionCity_MapScripts:
def_scene_scripts
scene_script VermilionCityNoop1Scene, SCENE_VERMILIONCITY_NOOP
scene_script VermilionCityNoop2Scene, SCENE_VERMILIONCITY_SUICUNE
def_callbacks
callback MAPCALLBACK_NEWMAP, VermilionCityFlypointCallback
VermilionCityNoop1Scene:
end
VermilionCityNoop2Scene:
end
VermilionCitySuicuneCallback:
checkevent EVENT_SAW_SUICUNE_ON_ROUTE_42
iffalse .NoAppear
checkevent EVENT_SAW_SUICUNE_IN_VERMILION_CITY
iffalse .NoAppear
appear VERMILIONCITY_SUICUNE
endcallback
.NoAppear:
disappear VERMILIONCITY_SUICUNE
disappear VERMILIONCITY_EUSINE ; just making sure, also skips using any events for this matter
endcallback
; BUG: Movement is fucky, eusine is a little weird. I'm just incompetent.
; Two different startup scripts given the position.
; I am 99.9% sure there's a way to simply modify this by the player's position on the map, like in RBY.
; However, I can't seem to find any examples...
; If you're smarter than me, you should know what to do.
VermilionCitySuicuneScriptStartupLeft:
playmusic MUSIC_NONE
showemote EMOTE_SHOCK, PLAYER, 15
pause 15
; jank zone begins here.
applymovement PLAYER, VermilionCityPlayerToTheLeftMovement
sjump VermilionCitySuicuneScript
VermilionCitySuicuneScriptStartupRight:
playmusic MUSIC_NONE
showemote EMOTE_SHOCK, PLAYER, 15
pause 15
; jank zone ends here.
turnobject PLAYER, RIGHT ; basically if you can use the player's x/y position you should use this and the left movement in an if this then that statement.
; fallthrough
VermilionCitySuicuneScript:
playsound SFX_WARP_FROM
applymovement VERMILIONCITY_SUICUNE, VermilionCitySuicuneMovement1
cry SUICUNE
applymovement VERMILIONCITY_SUICUNE, VermilionCitySuicuneMovement2
disappear VERMILIONCITY_SUICUNE
pause 10
playmusic MUSIC_MYSTICALMAN_ENCOUNTER
appear VERMILIONCITY_EUSINE
applymovement VERMILIONCITY_EUSINE, VermilionCityEusineMovement1
opentext
writetext VermilionCityEusineSawSuicune
waitbutton
closetext
turnobject PLAYER, UP
applymovement VERMILIONCITY_EUSINE, VermilionCityEusineMovement2
setscene SCENE_VERMILIONCITY_NOOP
setevent EVENT_SAW_SUICUNE_IN_VERMILION_CITY
setmapscene ROUTE_14, SCENE_ROUTE14_SUICUNE
disappear VERMILIONCITY_EUSINE
special RestartMapMusic
end
VermilionCityPlayerToTheLeftMovement:
step RIGHT
step_end
VermilionCityEusineMovement1:
big_step RIGHT
big_step RIGHT
big_step RIGHT
big_step UP
step UP
step_end
VermilionCityEusineMovement2:
big_step UP
big_step UP
big_step UP
big_step UP
big_step UP
big_step UP
step_end
VermilionCitySuicuneMovement1:
set_sliding
fast_jump_step RIGHT
fast_jump_step DOWN
fast_jump_step UP
fast_jump_step LEFT
remove_sliding
step_end
VermilionCitySuicuneMovement2:
set_sliding
fast_jump_step UP
fast_jump_step UP
fast_jump_step UP
fast_jump_step UP
fast_jump_step UP
fast_jump_step UP
remove_sliding
step_end
VermilionCityEusineSawSuicune:
text "EUSINE: So close!"
line "I thought I could"
cont "corner it here!"
para "But running on"
line "water, that's"
cont "beyond me!"
para "However, I am"
line "seeing a pattern…"
para "SUICUNE prefers"
line "water!"
para "That means…"
para "Sorry, <PLAYER>!"
line "I've got to go!"
done
VermilionCityFlypointCallback:
setflag ENGINE_FLYPOINT_VERMILION
endcallback
@ -281,6 +413,8 @@ VermilionCity_MapEvents:
warp_event 34, 7, DIGLETTS_CAVE, 1
def_coord_events
coord_event 28, 21, SCENE_VERMILIONCITY_SUICUNE, VermilionCitySuicuneScriptStartupLeft
coord_event 29, 21, SCENE_VERMILIONCITY_SUICUNE, VermilionCitySuicuneScriptStartupRight
def_bg_events
bg_event 25, 3, BGEVENT_READ, VermilionCitySign
@ -299,3 +433,5 @@ VermilionCity_MapEvents:
object_event 14, 16, SPRITE_SUPER_NERD, SPRITEMOVEDATA_WANDER, 1, 1, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, VermilionCitySuperNerdScript, -1
object_event 34, 8, SPRITE_BIG_SNORLAX, SPRITEMOVEDATA_BIGDOLLSYM, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, VermilionSnorlax, EVENT_VERMILION_CITY_SNORLAX
object_event 31, 12, SPRITE_POKEFAN_M, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, VermilionGymBadgeGuy, -1
object_event 25, 24, SPRITE_SUPER_NERD, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_SAW_SUICUNE_IN_VERMILION_CITY
object_event 31, 21, SPRITE_SUICUNE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_SAW_SUICUNE_IN_VERMILION_CITY

View file

@ -161,6 +161,8 @@ VictoryRoadRivalBattleExitMovement2:
step DOWN
step_end
; HGSS-like text to preserve the lore that Silver beat everyone on Victory Road.
; I've altered the text to be less formal too. For some reason, he's kind of...awkward...in the original.
VictoryRoadRivalBeforeText:
text "Hold it."
@ -169,22 +171,25 @@ VictoryRoadRivalBeforeText:
cont "LEAGUE challenge?"
para "…Don't make me"
line "laugh."
line "laugh. Didn't"
cont "you notice?"
para "… … …"
para "You still don't"
line "get it."
para "You're so much"
line "weaker than I am."
para "You didn't see"
cont "any TRAINERs on"
cont "the way, did you?"
para "Haha! They were"
line "all spineless!"
cont "I crushed them"
cont "all!"
para "I'm not like I was"
line "before."
para "I now have the"
line "best and strongest"
para "#MON with me."
line "I'm invincible!"
para "<PLAYER>!"
line "I challenge you!"
para "Just like I'll do"
line "to you, <PLAYER>!"
done
VictoryRoadRivalDefeatText: