# Conflicts:
#	data/tilesets/nihon_old_attributes.bin
#	data/tilesets/nihon_old_metatiles.bin
#	maps/OldCity.ablk

Just going to redo what I did after this whoops
This commit is contained in:
Zeta_Null 2024-07-23 15:17:46 -04:00
commit 930573db0f
22 changed files with 720 additions and 44 deletions

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@ -640,6 +640,10 @@ ENDM
map_const OLD_CITY_POKECENTER_1F, 10, 4 ; 2
map_const OLD_MART, 8, 4 ; 3
map_const HONEY_GRANDMAS_HOUSE, 5, 5 ; 4
map_const OLD_CITY_EARLS_HOUSE, 4, 4 ; 5
map_const OLD_CITY_FAMILY_HOUSE, 4, 4 ; 6
map_const SEPIA_SCHOOL, 4, 8 ; 7
endgroup
newgroup BLUE_FOREST ; 36

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@ -829,6 +829,9 @@ ENDM
map_attributes OldCityPokecenter1F, OLD_CITY_POKECENTER_1F, $00, 0
map_attributes OldMart, OLD_MART, $00, 0
map_attributes HoneyGrandmasHouse, HONEY_GRANDMAS_HOUSE, $00, 0
map_attributes OldCityEarlsHouse, OLD_CITY_EARLS_HOUSE, $00, 0
map_attributes OldCityFamilyHouse, OLD_CITY_FAMILY_HOUSE, $00, 0
map_attributes SepiaSchool, SEPIA_SCHOOL, $00, 0
map_attributes BlueForest, BLUE_FOREST, $00, 0 ; this is on its own for now. add connections later.

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@ -415,6 +415,8 @@ EcruteakLugiaSpeechHouse_Blocks:
EcruteakItemfinderHouse_Blocks:
VioletNicknameSpeechHouse_Blocks:
VioletKylesHouse_Blocks:
OldCityEarlsHouse_Blocks:
OldCityFamilyHouse_Blocks:
INCBIN "maps/House2.ablk"
UnionCaveB1F_Blocks:
@ -1230,3 +1232,6 @@ OldCity_Blocks:
HoneyGrandmasHouse_Blocks:
INCBIN "maps/HoneyGrandmasHouse.ablk"
SepiaSchool_Blocks:
INCBIN "maps/SepiaSchool.ablk"

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@ -249,5 +249,6 @@ UnknownName: db "?????@"
Route66Name: db "ROUTE 66@"
Route49Name: db "ROUTE 49@"
QuietCaveName: db "QUIET¯CAVE@"
OldCityName: db "OLD CITY@" ; I've considered the name "Archaic City", whereas "High Tech" will be "Vogue City". Thoughts? Archaic is considered a little snarly in modern day, so I haven't put it in yet.
OldCityName: db "SEPIA¯CITY@"
; High Tech will be called "Vogue City"
BlueForestName: db "BLUE¯FOREST@"

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@ -699,6 +699,9 @@ MapGroup_OldCity:
map OldCityPokecenter1F, TILESET_POKECENTER, INDOOR, LANDMARK_OLD_CITY, MUSIC_POKEMON_CENTER, FALSE, PALETTE_DAY, FISHGROUP_NONE
map OldMart, TILESET_NIHON_MART, INDOOR, LANDMARK_OLD_CITY, MUSIC_POKEMON_CENTER, FALSE, PALETTE_DAY, FISHGROUP_NONE
map HoneyGrandmasHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
map OldCityEarlsHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
map OldCityFamilyHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
map SepiaSchool, TILESET_LAB, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
assert_table_length NUM_OLD_CITY_MAPS
MapGroup_BlueForest:

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@ -582,6 +582,9 @@ INCLUDE "maps/OldCity.asm"
INCLUDE "maps/OldCityPokecenter1F.asm"
INCLUDE "maps/OldMart.asm"
INCLUDE "maps/HoneyGrandmasHouse.asm"
INCLUDE "maps/OldCityEarlsHouse.asm"
INCLUDE "maps/OldCityFamilyHouse.asm"
INCLUDE "maps/SepiaSchool.asm"
SECTION "Map Scripts 30", ROMX ; spillover
INCLUDE "maps/TanobyRuins.asm"

Binary file not shown.

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@ -46,13 +46,13 @@
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 2d
tilecoll FLOOR, FLOOR, WARP_CARPET_DOWN, WARP_CARPET_DOWN ; 2e
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 2f
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 30
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 31
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 32
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 33
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 34
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 35
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 36
tilecoll WALL, WALL, FLOOR, FLOOR ; 30
tilecoll FLOOR, FLOOR, FLOOR, WARP_CARPET_DOWN ; 31
tilecoll FLOOR, FLOOR, WARP_CARPET_DOWN, FLOOR ; 32
tilecoll WALL, WALL, FLOOR, FLOOR ; 33
tilecoll WALL, WALL, FLOOR, FLOOR ; 34
tilecoll WALL, WALL, FLOOR, FLOOR ; 35
tilecoll FLOOR, WALL, FLOOR, FLOOR ; 36
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 37
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 38
tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 39

Binary file not shown.

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@ -62,3 +62,4 @@
tilecoll WALL, DOOR, FLOOR, FLOOR ; 3d
tilecoll DOOR, WALL, WALL, WALL ; 3e
tilecoll WALL, WALL, WALL, WALL ; 3f
tilecoll WALL, WALL, FLOOR, WALL ; 40

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@ -87,6 +87,7 @@ SoldierGroup:
end_list_items
SportsmanGroup:
; one should be called Jet, using Dodrio, Electrode, Rapidash, Tauros, and Bellosom. Manga character.
next_list_item ; SPORTSMAN (1)
db "JACQUES@", TRAINERTYPE_NORMAL
db 23

Binary file not shown.

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@ -26,25 +26,64 @@ HoneyGrandmaSignText:
line "house"
done
OldCityBillsHouseSignScript:
jumptext OldCityBillsHouseSignText
OldCityBillsHouseSignText:
text "BILL'S house"
done
OldCityTrainerSchoolSignScript:
jumptext OldCityTrainerSchoolSignText
OldCityTrainerSchoolSignText:
text "SEPIA SCHOOL FOR"
line "ADVANCED TRAINERS"
done
OldCityGymSignScript:
jumptext OldCityGymSignText
OldCityGymSignText:
text "OLD CITY"
line "#MON GYM"
para "LEADER: WALKER"
para "The Cunning" ; Man I snapped here
line "Corvid of the"
cont "Skies!"
done
OldCitySouthSignScript:
jumptext OldCitySouthSignText
OldCitySouthSignText:
text "SOUTH: ROUTE 50"
done
; Gets its name from sepia often being used to show the romantic old days, while doubling as an orangey, autumny colour.
OldCitySignScript:
jumptext OldCitySignText
OldCitySignText:
text "OLD CITY"
text "SEPIA CITY"
para "The city of gold-"
line "en leaves." ; doubles as a HGSS ref. maybe have a gold/silver leaf maniac somewhere idfk they're in the game and totally useless
done
GrowlitheTowerSignScript:
jumptext GrowlitheTowerSignText
; TODO: What are they doing in the tower? Probably something to do with Shi-Shi, but what?
GrowlitheTowerSignText:
text "GROWLITHE TOWER"
; the five-story pagoda has different statues on each floor; growlithe, pikachu, tentacruel, ho-oh(fearow?), and abra. the pikachu floor specifically has mediums, otherwise sages. it's mainly a battle place, like sprout tower.
; perhaps it's a test, link w/ the museum on having shi-shi's ball? how to integrate?
PokemonPagodaSignScript:
jumptext PokemonPagodaSignText
PokemonPagodaSignText:
text "#MON PAGODA"
line "Comment to be"
cont "written."
done
; museum could possibly be a collector trying to get certain objects. change when you give him certain things?
OldCityMuseumSignScript:
jumptext OldCityMuseumSignText
@ -67,7 +106,7 @@ OldCityOldManScript:
jumptextfaceplayer OldCityOldManText
OldCityOldManText:
text "GROWLITHE TOWER"
text "The #MON PAGODA"
line "is only open to"
cont "citizens."
@ -78,8 +117,13 @@ OldCityTwinScript:
jumptextfaceplayer OldCityTwinText
OldCityTwinText:
text "Comment to be"
line "written."
text "EARL is the best"
line "teacher ever!"
para "WALKER had his"
line "kid study under"
cont "him!"
done
OldCityBugCatcherScript:
@ -154,30 +198,32 @@ OldCity_MapEvents:
def_warp_events
warp_event 18, 31, ROUTE_49_OLD_CITY_GATE_1F, 3
warp_event 19, 31, ROUTE_49_OLD_CITY_GATE_1F, 4
warp_event 22, 26, DEBUG_ROOM, 1 ; Right-down house
warp_event 21, 26, SEPIA_SCHOOL, 1
warp_event 3, 26, OLD_MART, 1 ; Mart
warp_event 27, 12, DEBUG_ROOM, 1 ; gym right
warp_event 26, 12, DEBUG_ROOM, 1 ; gym left
warp_event 5, 12, DEBUG_ROOM, 1 ; Museum(?) right
warp_event 4, 12, DEBUG_ROOM, 1 ; Museum(?) left
warp_event 12, 16, DEBUG_ROOM, 1 ; Growlithe Tower right
warp_event 11, 16, DEBUG_ROOM, 1 ; Growlithe Tower left
warp_event 3, 31, HONEY_GRANDMAS_HOUSE, 1 ; southwest house (Honey Grandma)
warp_event 27, 28, OLD_CITY_POKECENTER_1F, 1 ; pokecenter
warp_event 30, 20, DEBUG_ROOM, 1 ; right-up house
warp_event 10, 26, DEBUG_ROOM, 1 ; house by mart
warp_event 12, 16, DEBUG_ROOM, 1 ; Pokemon Pagoda right
warp_event 11, 16, DEBUG_ROOM, 1 ; Pokemon Pagoda left
warp_event 3, 31, HONEY_GRANDMAS_HOUSE, 1
warp_event 27, 28, OLD_CITY_POKECENTER_1F, 1
warp_event 30, 20, OLD_CITY_EARLS_HOUSE, 1
warp_event 10, 26, OLD_CITY_FAMILY_HOUSE, 1
; considering a tearoom where the waiters are passive-aggressive. classic kyoto.
def_coord_events
def_bg_events
bg_event 20, 22, BGEVENT_READ, OldCitySignScript
bg_event 4, 32, BGEVENT_READ, HoneyGrandmaSignScript
bg_event 8, 14, BGEVENT_READ, GrowlitheTowerSignScript
bg_event 26, 20, BGEVENT_READ, OldCityMuseumSignScript
bg_event 28, 14, BGEVENT_READ, OldCityMuseumSignScript
bg_event 8, 14, BGEVENT_READ, PokemonPagodaSignScript
bg_event 26, 20, BGEVENT_READ, OldCityBillsHouseSignScript
bg_event 28, 14, BGEVENT_READ, OldCityGymSignScript
bg_event 8, 11, BGEVENT_READ, OldCityMuseumSignScript
bg_event 28, 28, BGEVENT_READ, OldCityPokecenterSign
bg_event 4, 26, BGEVENT_READ, OldCityMartSign
bg_event 20, 30, BGEVENT_READ, OldCitySouthSignScript
bg_event 23, 27, BGEVENT_READ, OldCityTrainerSchoolSignScript
def_object_events
object_event 24, 3, SPRITE_FRUIT_TREE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFruitTree, -1

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@ -0,0 +1,84 @@
; In the SW97 demo, Bill's House is in Old City.
; Fitting this in is a bit hard: The Sea Cottage is Bill's "home", which is housesat by his grandfather while Bill visits his family in Goldenrod.
; Technically, everything still works, but requires that the Sea Cottage is retconned to being Bill's holiday home or something. In the anime, he is an aristocrat, but isn't it a bit of a reach?
; So instead, I'm using it for Earl, who doesn't have a certain home and can talk about White City.
object_const_def
const OLDCITY_EARL
OldCityEarlsHouse_MapScripts:
def_scene_scripts
def_callbacks
OldCityEarlScript:
faceplayer
applymovement OLDCITY_EARL, OldCityEarlSpin
faceplayer
opentext
writetext OldCityEarlText1
waitbutton
closetext
faceplayer
applymovement OLDCITY_EARL, OldCityEarlSpin
faceplayer
opentext
writetext OldCityEarlText2
waitbutton
closetext
faceplayer
applymovement OLDCITY_EARL, OldCityEarlSpin
end
OldCityEarlText1:
text "Oh! You it is!"
para "Remember me do"
line "you? My smartest"
cont "student!"
para "Live here in SEPIA"
line "CITY I do, my aca-"
cont "emy famous world-"
cont "wide!"
done
OldCityEarlText2:
text "But also! Seminars"
line "across NIHON, I"
cont "hold! Many schools"
cont "my expertise they"
cont "desire!"
para "Ooh, la la! Come"
line "to WHITE CITY,"
cont "you must!"
para "Smartest students"
line "go there!"
done
OldCityEarlSpin:
turn_head DOWN
turn_head LEFT
turn_head UP
turn_head RIGHT
turn_head DOWN
turn_head LEFT
turn_head UP
turn_head RIGHT
step_end
OldCityEarlsHouse_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 4, 7, OLD_CITY, 13
warp_event 3, 7, OLD_CITY, 13
def_coord_events
def_bg_events
def_object_events
object_event 2, 3, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_RIGHT, 2, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, OldCityEarlScript, -1

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@ -0,0 +1,60 @@
object_const_def
const OLDCITY_FAMILYMAN
const OLDCITY_FAMILYYOUNGSTER
const OLDCITY_FAMILYGIRL
OldCityFamilyHouse_MapScripts:
def_scene_scripts
def_callbacks
OldCityFamilyManScript:
jumptextfaceplayer OldCityFamilyManText
OldCityFamilyManText:
text "SEPIA CITY is"
line "known for its"
cont "traditional archi-"
cont "tecture."
done
OldCityFamilyYoungsterScript:
jumptextfaceplayer OldCityFamilyYoungsterText
OldCityFamilyYoungsterText:
text "My sister is"
line "always telling"
cont "tall tales!"
para "A month ago, she"
line "said she saw a"
cont "bird with hands!"
done
OldCityFamilyLassScript:
jumptextfaceplayer OldCityFamilyLassText
OldCityFamilyLassText:
text "Daddy! I saw a"
line "huge lion-like"
cont "#MON!"
para "It rode on the"
line "wind!"
done
OldCityFamilyHouse_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 4, 7, OLD_CITY, 14
warp_event 3, 7, OLD_CITY, 14
def_coord_events
def_bg_events
def_object_events
object_event 2, 3, SPRITE_POKEFAN_M, SPRITEMOVEDATA_STANDING_RIGHT, 2, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFamilyManScript, -1
object_event 5, 1, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_DOWN, 2, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFamilyYoungsterScript, -1
object_event 0, 4, SPRITE_LASS, SPRITEMOVEDATA_WALK_UP_DOWN, 2, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFamilyLassScript, -1

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@ -1,8 +1,8 @@
object_const_def
const OLDCITYPOKECENTER1F_NURSE
const OLDCITYPOKECENTER1F_FISHER
const OLDCITYPOKECENTER1F_COOLTRAINER_M
const OLDCITYPOKECENTER1F_COOLTRAINER_F
const OLDCITYPOKECENTER1F_ROCKET
OldCityPokecenter1F_MapScripts:
def_scene_scripts
@ -12,17 +12,17 @@ OldCityPokecenter1F_MapScripts:
OldCityPokecenter1FNurseScript:
jumpstd PokecenterNurseScript
OldCityPokecenter1FCoolTrainerMScript:
jumptextfaceplayer OldCityPokecenter1FCoolTrainerMText
; Seen in the SW97 demo. Purpose? No clue.
; Possibly like the RBY one.
OldCityPokecenter1FRocketGruntScript:
jumptextfaceplayer OldCityPokecenter1FRocketGruntText
OldCityPokecenter1FCoolTrainerMText:
text "There's a strange"
line "house full of odd"
cont "geeks on ROUTE 50."
OldCityPokecenter1FRocketGruntText:
text "Kekeke! BOSS, this"
line "is so great!"
para "I wonder why? Is"
line "something going"
cont "on?"
para "Hm? I'm on the"
line "phone, here! Shoo!"
done
OldCityPokecenter1FCoolTrainerFScript:
@ -63,4 +63,4 @@ OldCityPokecenter1F_MapEvents:
object_event 5, 1, SPRITE_NURSE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FNurseScript, -1
object_event 13, 3, SPRITE_FISHER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FFisherScript, -1
object_event 1, 4, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_WANDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FCoolTrainerFScript, -1
object_event 7, 5, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_WANDER, 1, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FCoolTrainerMScript, -1
object_event 7, 5, SPRITE_ROCKET, SPRITEMOVEDATA_STANDING_DOWN, 1, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FRocketGruntScript, -1

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@ -31,8 +31,8 @@ Route49OldCityGateYoungsterScript:
jumptextfaceplayer Route49OldCityYoungsterText
Route49OldCityYoungsterText:
text "OLD CITY is just"
line "on the other side"
text "SEPIA CITY is on"
line "the other side"
cont "of this gate!"
done
@ -40,10 +40,9 @@ Route49OldCityGateCooltrainerFScript:
jumptextfaceplayer Route49OldCityCooltrainerFText
Route49OldCityCooltrainerFText:
text "OLD CITY has a"
text "SEPIA CITY has a"
line "famous 5-STORY"
cont "PAGODA! We call it"
cont "GROWLITHE TOWER!"
cont "PAGODA!"
para "Have you ever"
line "been there? You"

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@ -33,7 +33,7 @@ Route49OldCityGate2FTwinText:
text "You're a tourist?"
line "That's too bad."
para "GROWLITHE TOWER"
para "GROWLITHE PAGODA"
line "isn't open to just"
cont "anyone."
done

1
maps/SepiaSchool.ablk Normal file
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@ -0,0 +1 @@
345/6///00//00//00//00//////12/

465
maps/SepiaSchool.asm Normal file
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@ -0,0 +1,465 @@
; This acts as a more "advanced" version of the Trainer School in Violet.
; Lots of GSC mechanical details, focused on what was "new" for the time.
; It also visualises some GSC intricacies that aren't talked about.
; Some of this was in Stadium 2.
object_const_def
const SEPIASCHOOL_EARL
const SEPIASCHOOL_COOLTRAINER_F
const SEPIASCHOOL_GAMEBOY_KID1
const SEPIASCHOOL_GAMEBOY_KID2
const SEPIASCHOOL_COOLTRAINER_M
const SEPIASCHOOL_POKEDEX
SepiaSchool_MapScripts:
def_scene_scripts
def_callbacks
SepiaSchoolEarl:
applymovement SEPIASCHOOL_EARL, SepiaSchoolEarlSpinMovement
faceplayer
opentext
writetext SepiaSchoolEarlIntroText
yesorno
iffalse .Part1
writetext SepiaSchoolEarlStatExpText
yesorno
iffalse .Done
.Part1:
writetext SepiaSchoolEarlTeachMoreText
yesorno
iffalse .Done
writetext SepiaSchoolEarlDVsText
waitbutton
closetext
end
.Done:
writetext SepiaSchoolEarlNoMoreToTeachText
waitbutton
closetext
end
SepiaSchoolCoolTrainerFScript:
jumptextfaceplayer SepiaSchoolCoolTrainerFText
SepiaSchoolGameboyKid1Script:
faceplayer
opentext
writetext SepiaSchoolGameboyKid1Text
waitbutton
closetext
turnobject SEPIASCHOOL_GAMEBOY_KID1, DOWN
end
SepiaSchoolGameboyKid2Script:
faceplayer
opentext
writetext SepiaSchoolGameboyKid2Text
waitbutton
closetext
turnobject SEPIASCHOOL_GAMEBOY_KID2, DOWN
end
SepiaSchoolCoolTrainerMScript:
jumptextfaceplayer SepiaSchoolCoolTrainerMText
SepiaSchoolBlackboard:
opentext
writetext SepiaSchoolBlackboardText
.Loop:
loadmenu .BlackboardMenuHeader
_2dmenu
closewindow
ifequal 1, .Confusion
ifequal 2, .MeanPass
ifequal 3, .Nightmare
ifequal 4, .Spikes
ifequal 5, .PhysSpc
closetext
end
.Confusion:
writetext SepiaSchoolConfusionText
waitbutton
sjump .Loop
.MeanPass:
writetext SepiaSchoolMeanPassText
waitbutton
sjump .Loop
.Nightmare:
writetext SepiaSchoolNightmareText
waitbutton
sjump .Loop
.Spikes:
writetext SepiaSchoolSpikesText
waitbutton
sjump .Loop
.PhysSpc:
writetext SepiaSchoolPhysSpcText
waitbutton
sjump .Loop
.BlackboardMenuHeader:
db MENU_BACKUP_TILES ; flags
menu_coords 0, 0, 11, 13
dw .MenuData
db 1 ; default option
.MenuData:
db STATICMENU_CURSOR ; flags
dn 6, 1 ; rows, columns
db 5 ; spacing
dba .Text
dbw BANK(@), NULL
.Text:
db "CONFUSION@"
db "TRAPPING@"
db "NIGHTMARE@"
db "SPIKES@"
db "ATK TYPE@"
db "QUIT@"
SepiaSchoolNotebook:
opentext
writetext SepiaSchoolNotebookText
yesorno
iffalse .Done
writetext SepiaSchoolNotebookText1
yesorno
iffalse .Done
writetext SepiaSchoolNotebookText2
yesorno
iffalse .Done
writetext SepiaSchoolNotebookText3
waitbutton
.Done:
closetext
end
SepiaSchoolBookshelf:
jumpstd DifficultBookshelfScript
SepiaSchoolEarlSpinMovement:
turn_head DOWN
turn_head LEFT
turn_head UP
turn_head RIGHT
turn_head DOWN
turn_head LEFT
turn_head UP
turn_head RIGHT
turn_head DOWN
turn_head LEFT
turn_head UP
turn_head RIGHT
turn_head DOWN
step_end
SepiaSchoolEarlIntroText:
text "Aha! <PLAYER>!"
para "More I can teach,"
line "there is!"
para "Hear me, you"
line "must!"
done
SepiaSchoolEarlStatExpText:
text "Good! Teach you,"
line "I will!"
para "If your #MON"
line "beats another, it"
cont "gains STAT EXP.!"
para "What it gets is"
line "based on what"
cont "that #MON was"
cont "good at."
para "Beat KADABRA,"
line "gain much SPEED"
cont "and SPCL.ATK!"
para "Beat MANTINE,"
line "gain much SPCL."
cont "DEF!"
para "More from me you"
line "want to hear?"
done
SepiaSchoolEarlTeachMoreText:
text "So, want to know"
line "how to breed"
cont "strong #MON?"
done
SepiaSchoolEarlDVsText:
text "Fine! Teach you,"
line "I will!"
para "Each #MON have"
line "genes."
para "Determine the"
line "stats of your"
cont "#MON they will!"
para "SPECIAL stats"
line "will use the"
cont "same gene."
para "They can be pas-"
line "sed down with"
cont "EGGs, so good"
cont "usage means"
cont "strong #MON!"
done
SepiaSchoolEarlNoMoreToTeachText:
text "Oh! Smart student"
line "you are! Nothing"
cont "more do I teach!"
para "Good at #MON"
line "you must be!"
done
SepiaSchoolCoolTrainerFText:
text "Man, these are"
line "really specific…"
para "Will this be on"
line "the test?"
done
SepiaSchoolGameboyKid1Text:
text "We're trading"
line "#MON so we can"
cont "gain more EXP!"
done
SepiaSchoolGameboyKid2Text:
text "Having a trusted"
line "friend like this"
cont "guy is great!"
para "Alright, let's"
line "beat up some"
cont "#MON!"
done
SepiaSchoolCoolTrainerMText:
text "A #MON with low"
line "HP will deal"
cont "more damage if"
cont "it uses FLAIL"
cont "or REVERSAL?"
para "So if I use"
line "ENDURE…"
para "Whoa! That means"
line "my DODRIO…"
done
SepiaSchoolBlackboardText:
text "The blackboard"
line "describes #MON"
cont "intricacies."
done
SepiaSchoolConfusionText:
text "If confused, a"
line "#MON will hit"
cont "itself half of"
cont "the time."
para "If its ATTACK"
line "was increased,"
cont "it will take"
cont "more damage!"
para "Cure it with a"
line "BITTER BERRY!"
done
SepiaSchoolMeanPassText:
text "If a #MON is"
line "affecting another"
cont "with SPIDER WEB"
cont "or MEAN LOOK,"
para "that #MON"
line "can't switch out!"
para "BATON PASS will"
line "also keep the"
cont "#MON trapped!"
para "Use this to"
line "your advantage!"
done
SepiaSchoolNightmareText:
text "If used against"
line "a sleeping #-"
cont "MON, NIGHTMARE"
cont "deals a quarter"
cont "of a #MON's HP"
cont "every turn!"
para "The only cure"
line "is to wake it"
cont "up or switch"
cont "out!"
done
SepiaSchoolSpikesText:
text "SPIKES will"
line "deal a little"
cont "damage to #-"
cont "MON that switch"
cont "into battle!"
para "FLYING type #-"
line "MON are immune."
para "Remove SPIKES"
line "with RAPID SPIN!"
done
SepiaSchoolPhysSpcText:
text "Moves are physical"
line "or special based"
cont "on type."
para "Physical attacks:"
line "NORMAL, ROCK, BUG,"
cont "FIGHTING, FLYING,"
cont "GHOST, POISON, GR-"
cont "OUND, and STEEL."
para "Special attacks:"
line "FIRE, WATER, ICE,"
cont "ELECTRIC, PSYCHIC,"
cont "GRASS, DRAGON,"
cont "DARK, and FAIRY."
done
SepiaSchoolNotebookText:
text "It's this kid's"
line "notebook…"
; Hilarious glitch btw
para "If a #MON"
line "tries to use"
cont "BELLY DRUM,"
cont "but can't, it"
cont "still gets an"
cont "ATTACK boost!"
para "Keep reading?"
done
SepiaSchoolNotebookText1:
text "GUST and TWISTER"
line "deal double damage"
cont "to a FLYing"
cont "#MON!"
para "EARTHQUAKE does"
line "the same if it"
cont "uses DIG!"
para "Keep reading?"
done
SepiaSchoolNotebookText2:
text "Some moves that"
line "restore HP will"
cont "vary by weather."
para "In the sun, SYN-"
line "THESIS and MOR-"
cont "NING SUN are best."
para "In the rain, use"
line "MOONLIGHT!"
para "Sandstorms will"
line "make most worse."
para "Keep reading?"
done
SepiaSchoolNotebookText3:
text "PROTECT and DETECT"
line "will fail if used"
cont "too often."
para "The chance halves"
line "each time!"
para "The next page"
line "is… Blank!"
para "GIRL: Hey!"
para "These notes are"
line "mine! I want to"
cont "succeed at the"
cont "championship!"
done
SepiaSchoolYoungsterScript:
jumptextfaceplayer SepiaSchoolYoungsterText
SepiaSchoolYoungsterText:
text "I was using my"
line "best GUARDIA, but"
cont "after it used"
cont "SWORDS DANCE, it"
cont "became weak all"
cont "of a sudden!"
para "Gah! Was it so"
line "strong it turned"
cont "negative?!"
para "Surely not, right?"
done
SepiaSchool_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 3, 15, OLD_CITY, 3
warp_event 4, 15, OLD_CITY, 3
def_coord_events
def_bg_events
bg_event 0, 1, BGEVENT_READ, SepiaSchoolBookshelf
bg_event 1, 1, BGEVENT_READ, SepiaSchoolBookshelf
bg_event 3, 0, BGEVENT_READ, SepiaSchoolBlackboard
bg_event 4, 0, BGEVENT_READ, SepiaSchoolBlackboard
def_object_events
object_event 3, 1, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, SepiaSchoolEarl, 0
object_event 4, 5, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SepiaSchoolCoolTrainerFScript, -1
object_event 2, 9, SPRITE_GAMEBOY_KID, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, SepiaSchoolGameboyKid1Script, -1
object_event 3, 9, SPRITE_GAMEBOY_KID, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SepiaSchoolGameboyKid2Script, -1
object_event 5, 7, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, SepiaSchoolCoolTrainerMScript, -1
object_event 4, 4, SPRITE_POKEDEX, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, SepiaSchoolNotebook, -1
object_event 5, 11, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, SepiaSchoolYoungsterScript, -1