mirror of
https://github.com/thornAvery/jep-hack.git
synced 2025-09-16 18:20:50 +12:00
Blue's Lab First Pass
This largely finishes the Blue's Lab commit from last night, adding all the bits and bobs to make the first initial cutscene. This essentially puts all the first plot threads into place: Impostor Oak, the Nihon League, and so on. This stuff is stupid unorthodox, I expect it to be an uphill battle.
This commit is contained in:
parent
30e57c9e38
commit
9f29e38e59
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@ -342,8 +342,7 @@ CheckTileEvent:
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call RandomEncounter
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ret c
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jr .ok ; pointless
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; pointless jr replaced with fallthrough
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.ok
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xor a
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ret
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225
maps/BlueLab.asm
225
maps/BlueLab.asm
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@ -12,12 +12,16 @@
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const BLUELAB_CHIKORITA
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const BLUELAB_KEN
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const BLUELAB_OAK
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const BLUELAB_POKEDEX1
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const BLUELAB_POKEDEX2
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const BLUELAB_DAISY
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const BLUELAB_AIDE
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BlueLab_MapScripts:
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def_scene_scripts
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scene_script EnterLabWithBlue, SCENE_ENTER_LAB_WITH_BLUE
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scene_script EnterStarterRoomWithBlue, SCENE_ENTER_STARTER_ROOM_WITH_BLUE
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scene_script BlueLabWhereGoing, SCENE_BLUELAB_WHERE_GOING
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scene_script BlueLabNoopScene, SCENE_BLUELAB_WHERE_GOING
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scene_script BlueLabNoopScene, SCENE_BLUELAB_NOOP
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def_callbacks
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@ -27,22 +31,12 @@ BlueLabNoopScene:
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end
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BlueLabSetup:
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checkevent EVENT_DRAGGED_BY_BLUE
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iffalse .skip1
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moveobject BLUELAB_BLUE, 4, 18
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.skip1
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checkevent EVENT_GONE_THROUGH_STARTER_DOOR
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iffalse .skip2
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appear BLUELAB_BLUE
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appear BLUELAB_KEN
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moveobject BLUELAB_BLUE, 20, 2
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moveobject BLUELAB_KEN, 19, 4
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.skip2
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checkevent EVENT_BRIEFED_BY_BLUE
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iffalse .skip3
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iffalse .skip
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moveobject BLUELAB_OAK, 6, 2
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moveobject BLUELAB_KEN, 23, 19
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.skip3
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disappear BLUELAB_POKEDEX2
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.skip
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endcallback
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end
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@ -63,20 +57,18 @@ EnterLabWithBlue:
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writetext OakAhYesIAmOak
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waitbutton
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closetext
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.No1
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opentext
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writetext OakStoryAskText
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waitbutton
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closetext
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yesorno
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iffalse .No1
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iffalse .discerningEye
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sjump .Yes1
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.No1
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.discerningEye
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opentext
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writetext OakDiscerningEye
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waitbutton
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closetext
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yesorno
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iffalse .No1
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sjump .No1
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.Yes1
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opentext
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writetext OakStoryText
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@ -106,11 +98,27 @@ EnterLabWithBlue:
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playsound SFX_ENTER_DOOR
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pause 10
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applymovement PLAYER, EnterStarterRoomMovement1
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setscene SCENE_BLUELAB_NOOP
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; So get this: GSC never actually moves you into a warp. You'll be bounced back.
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; Here, we use Lance's Room's method: An illusion of it actually happening.
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disappear PLAYER
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playsound SFX_ENTER_DOOR
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special FadeOutPalettes
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pause 15
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warpfacing UP, BLUE_LAB, 20, 9
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moveobject BLUELAB_KEN, 19, 4
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setscene SCENE_ENTER_STARTER_ROOM_WITH_BLUE
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setevent EVENT_GONE_THROUGH_STARTER_DOOR
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end
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EnterStarterRoomWithBlue:
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appear BLUELAB_KEN
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; moveobject BLUELAB_KEN, 19, 4
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appear BLUELAB_BLUE
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moveobject BLUELAB_BLUE, 20, 2
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applymovement PLAYER, EnterStarterRoomMovement2
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;turnobject BLUELAB_BLUE, DOWN ; It didn't work the other way, but this makes it kind of sick actually.
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opentext
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writetext BlueChooseText
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waitbutton
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@ -121,18 +129,18 @@ EnterStarterRoomWithBlue:
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closetext
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applymovement BLUELAB_KEN, KenPickMovement1
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opentext
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writetext KenChikoritaText
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writetext KenChikoritaText ; No one wants Chikorita, so...
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waitbutton
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closetext
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disappear BLUELAB_CHIKORITA
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opentext
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writetext KenReceivedChikoritaText
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waitbutton
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closetext
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playsound SFX_CAUGHT_MON
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waitsfx
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waitbutton
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closetext
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applymovement BLUELAB_KEN, KenPickMovement2
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moveobject BLUELAB_KEN, 23, 19
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disappear BLUELAB_KEN
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playsound SFX_ENTER_DOOR
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pause 10
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opentext
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@ -142,16 +150,12 @@ EnterStarterRoomWithBlue:
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.goBack
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opentext
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writetext BlueProposalText
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waitbutton
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closetext
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yesorno
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iffalse .No
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sjump .Yes
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.No
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opentext
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writetext BlueLabINeedYouText
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waitbutton
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closetext
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yesorno
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iffalse .goBack
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.Yes
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@ -296,6 +300,7 @@ BlueAfterStarterScript:
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closetext
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moveobject BLUELAB_OAK, 6, 2
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setevent EVENT_BRIEFED_BY_BLUE
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setevent EVENT_GOT_POKEMON_FROM_BLUE
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end
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BlueDidntChooseStarterScript:
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@ -390,7 +395,10 @@ KenIfItIsntYouText:
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line "around!"
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done
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PCText:
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BlueLabPC:
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jumptext BlueLabPCText
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BlueLabPCText:
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text "There's some mail"
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line "here!"
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@ -421,19 +429,28 @@ PCText:
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line "AIDE"
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done
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ReportText:
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BlueLabReport:
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jumptext BlueLabReportText
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BlueLabReportText:
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text "Don't forget to"
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line "SAVE!"
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done
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PokedexText:
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BlueLabPokedex:
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jumptext BlueLabPokedexText
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BlueLabPokedexText:
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text "It's a #DEX!"
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line "It looks diff-"
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cont "erent to the"
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cont "ones in JOHTO!"
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done
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DoorLockedText:
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BlueLabDoorLocked:
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jumptext BlueLabDoorLockedText
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BlueLabDoorLockedText:
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text "The door is"
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line "locked."
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done
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@ -495,11 +512,12 @@ OakDiscerningEye:
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para "Hmm…"
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done
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; Mostly translated from the SW97 dialogue, but adapted to KEP/JEP's AU.
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OakStoryText:
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text "OAK: Right! A year"
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text "OAK: Right! A year" ; In the SW demo, this was technically correct. In modern GSC, it's set 3 years later, coinciding with the game's release schedule. Given the storyline, let's keep the original quote, naturally creating an inconsistency.
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line "ago, I gave two"
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cont "boys #MON so"
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cont "they could carry"
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cont "they could carry" ; This can surely be expressed in fewer lines...
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cont "out my dream of"
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cont "filling the"
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cont "#DEX!"
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@ -510,18 +528,18 @@ OakStoryText:
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cont "with aplomb!"
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para "They documented"
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line "all 190 #MON!"
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line "all 190 #MON!" ; Adjusted for KEP. I accidentally made it the RG prototype numbers, but I actually like this.
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para "But…the world is"
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line "a big place! One"
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cont "after another, new"
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cont "after another,"
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cont "#MON have been"
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cont "discovered!"
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para "I moved to this"
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line "place, SILENT"
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cont "HILLS, to cont-"
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cont "inue my research!"
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cont "HILLS, to conti-"
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cont "nue my research!"
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para "I must see all"
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line "#MON up close!"
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para "… … …"
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para "As you can see,"
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line "my nephew is here"
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line "my nephew is here" ; He does say this, yes.
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cont "to help, as are"
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cont "everyone else."
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para "I need your help!"
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done
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; Ken often words things like this.
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; He seems impressionable and kind, so let's establish him like that.
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KenResponseText:
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text "KEN: Oh, <PLAYER>!"
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line "This is super"
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BlueChooseText:
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text "BLUE: So here we"
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line "have 3 #"
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cont "BALLS!"
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line "have 3 # BALLS!"
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para "Haha! They contain"
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line "#MON."
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done
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KenPickMovement1:
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step RIGHT
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step RIGHT
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step UP
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step RIGHT
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step RIGHT
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turn_head UP
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step_end
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KenChikoritaText:
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text "CHIKORITA!"
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line "It's so cute"
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cont "and cuddly!"
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line "It's so cute and"
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cont "cuddly!"
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para "Let's go on"
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line "an adventure"
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cont "together!"
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para "Let's go on an"
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line "adventure!"
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para "I'll show CAL!"
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done
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done
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KenPickMovement2:
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step DOWN
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step DOWN
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step LEFT
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step DOWN
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step DOWN
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BlueWeirdText:
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text "BLUE: Such a"
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line "starry-eyed"
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cont "kid…"
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line "starry-eyed kid…"
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para "Well, champ…"
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para "You saw it too,"
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line "right? I mean,"
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cont "you have to be"
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cont "blind to not."
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line "right?"
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para "That ain't gramps."
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cont "DAISY! Gramps's"
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cont "research is top-"
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cont "notch, but this"
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cont "one hardly responds"
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cont "one hardly replies"
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cont "to e-mails!"
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para "#MON TALK is"
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done
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BlueProposalText:
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text "So here's the"
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line "deal. I want you"
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cont "to search for"
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text "So here's the deal."
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line "I want you to find"
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cont "gramps."
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para "In return, I"
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line "will give you"
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cont "one of these"
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cont "#MON. Capische?"
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para "In return, I'll"
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line "give you one of"
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cont "these #MON."
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para "Capische?"
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done
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BlueAcceptText:
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text "They're super"
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line "rare! I'm sure"
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cont "they'll be safe"
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cont "with you!"
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text "I'm counting on"
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line "you, <PLAYER>!"
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done
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BlueAfterStarterText:
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text "Right place at"
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line "the right time,"
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text "BLUE: Right place"
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line "at the right time,"
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cont "huh, <PLAYER>?"
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para "I don't have any"
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cont "has disappeared,"
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cont "only a hunch."
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para "I don't know"
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para "I don't even know"
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line "where he could"
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cont "have gone, even."
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cont "have gone!"
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para "The NIHON LEAGUE"
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line "is wicked tough,"
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@ -701,7 +717,7 @@ BlueAfterStarterText:
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line "want my #GEAR"
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cont "number? I'll call"
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cont "you if anything"
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cont "comes up"
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cont "comes up."
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done
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BlueLabWhereAreYouGoingMovement:
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@ -748,10 +764,17 @@ KenRegularText:
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text "?"
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done
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; To be expanded on later.
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; To be expanded on later, a la Elm.
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ProfBlueScript:
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faceplayer
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opentext
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checkevent EVENT_GOT_POKEMON_FROM_BLUE
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iftrue .skip
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writetext BlueDidntChooseStarterText
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sjump .omniSkip
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.skip
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writetext BlueRegularText
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.omniSkip
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waitbutton
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closetext
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end
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@ -764,6 +787,39 @@ BlueRegularText:
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cont "up."
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done
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BlueLabBookshelf:
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jumpstd DifficultBookshelfScript
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BlueLabDaisyScript:
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jumptextfaceplayer BlueLabDaisyText
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BlueLabDaisyText:
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text "DAISY: Yup, this"
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line "is my day job."
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para "At the same time,"
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line "seeing BLUE work"
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cont "so hard warms my"
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cont "heart!"
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para "But I wonder if"
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line "the stress gets"
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cont "to him?"
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done
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BlueLabAideScript:
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jumptextfaceplayer BlueLabAideText
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BlueLabAideText:
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text "I'm glad OAK fina-"
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line "lly sees the value"
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cont "in my research!"
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para "Legendary #-"
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line "MON need more"
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cont "study!"
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done
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BlueLab_MapEvents:
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db 0, 0 ; filler
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@ -780,11 +836,34 @@ BlueLab_MapEvents:
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coord_event 19, 9, SCENE_BLUELAB_WHERE_GOING, BlueLabWhereGoing
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def_bg_events
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bg_event 6, 1, BGEVENT_READ, BlueLabPC
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bg_event 2, 0, BGEVENT_READ, BlueLabReport
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bg_event 22, 0, BGEVENT_READ, BlueLabReport
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bg_event 7, 9, BGEVENT_READ, BlueLabBookshelf
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bg_event 6, 9, BGEVENT_READ, BlueLabBookshelf
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bg_event 5, 9, BGEVENT_READ, BlueLabBookshelf
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bg_event 2, 9, BGEVENT_READ, BlueLabBookshelf
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bg_event 1, 9, BGEVENT_READ, BlueLabBookshelf
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bg_event 0, 9, BGEVENT_READ, BlueLabBookshelf
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bg_event 7, 13, BGEVENT_READ, BlueLabBookshelf
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bg_event 6, 13, BGEVENT_READ, BlueLabBookshelf
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bg_event 19, 1, BGEVENT_READ, BlueLabBookshelf
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bg_event 18, 1, BGEVENT_READ, BlueLabBookshelf
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bg_event 17, 1, BGEVENT_READ, BlueLabBookshelf
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bg_event 16, 1, BGEVENT_READ, BlueLabBookshelf
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bg_event 5, 13, BGEVENT_READ, BlueLabBookshelf
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bg_event 2, 13, BGEVENT_READ, BlueLabBookshelf
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bg_event 1, 13, BGEVENT_READ, BlueLabBookshelf
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bg_event 0, 13, BGEVENT_READ, BlueLabBookshelf
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def_object_events
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object_event 4, 2, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ProfBlueScript, -1
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object_event 4, 2, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ProfBlueScript, -1
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object_event 22, 2, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, CubburnPokeBallScript, EVENT_CUBBURN_POKEBALL_IN_BLUES_LAB
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object_event 23, 2, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, PalssioPokeBallScript, EVENT_PALSSIO_POKEBALL_IN_BLUES_LAB
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object_event 21, 2, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueChikoritaPokeBallScript, -1
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object_event 3, 4, SPRITE_ROCKER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, KenRegularScript, -1
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object_event 4, 2, SPRITE_OAK, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OakRegularScript, -1
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object_event 1, 1, SPRITE_POKEDEX, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueLabPokedex, -1
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object_event 0, 1, SPRITE_POKEDEX, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueLabPokedex, -1
|
||||
object_event 6, 14, SPRITE_DAISY, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueLabDaisyScript, -1
|
||||
object_event 1, 10, SPRITE_SCIENTIST, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueLabAideScript, -1
|
||||
|
|
|
@ -602,9 +602,6 @@ ElmsLabTrashcan:
|
|||
ElmsLabPC:
|
||||
jumptext ElmsLabPCText
|
||||
|
||||
ElmsLabTrashcan2: ; unreferenced
|
||||
jumpstd TrashCanScript
|
||||
|
||||
ElmsLabBookshelf:
|
||||
jumpstd DifficultBookshelfScript
|
||||
|
||||
|
|
|
@ -1 +1 @@
|
|||
IJHF|}+BF~E/JIJ !A|}G~E$AAAAAATnnnnUX5555Y
|
||||
IJHF|}+BF~-/JIJ !A|}G~-$AAAAAATnnnnUX5555Y
|
|
@ -8,9 +8,7 @@
|
|||
|
||||
SilentHills_MapScripts:
|
||||
def_scene_scripts
|
||||
scene_script SilentHillsNoopScene, SCENE_SILENT_HILLS_NOOP
|
||||
scene_script SilentHillsBlue1, SCENE_SILENT_HILLS_BLUE1
|
||||
scene_script SilentHillsBlue2, SCENE_SILENT_HILLS_BLUE2
|
||||
scene_script SilentHillsNoopScene, SCENE_SILENT_HILLS_BLUE
|
||||
|
||||
def_callbacks
|
||||
callback MAPCALLBACK_NEWMAP, SilentHillsFlypointCallback
|
||||
|
@ -19,63 +17,83 @@ SilentHillsNoopScene:
|
|||
end
|
||||
|
||||
SilentHillsBlue1:
|
||||
checkevent EVENT_DRAGGED_BY_BLUE
|
||||
iftrue .end
|
||||
moveobject SILENT_HILLS_BLUE, 4, 8
|
||||
playmusic MUSIC_PROF_OAK
|
||||
opentext
|
||||
writetext BlueWaitText1
|
||||
waitbutton
|
||||
closetext
|
||||
pause 15
|
||||
applymovement PLAYER, KrisWantsLefties
|
||||
moveobject SILENT_HILLS_BLUE, 6, 9
|
||||
disappear SILENT_HILLS_BLUE
|
||||
appear SILENT_HILLS_BLUE
|
||||
opentext
|
||||
writetext BlueWaitText2
|
||||
waitbutton
|
||||
closetext
|
||||
opentext
|
||||
writetext BlueFollowMeText
|
||||
playmusic MUSIC_SHOW_ME_AROUND
|
||||
appear SILENT_HILLS_BLUE
|
||||
turnobject PLAYER, RIGHT
|
||||
showemote EMOTE_SHOCK, PLAYER, 15
|
||||
applymovement SILENT_HILLS_BLUE, BlueStrideMovement
|
||||
opentext
|
||||
writetext BlueFollowMeText
|
||||
waitbutton
|
||||
closetext
|
||||
follow SILENT_HILLS_BLUE, PLAYER, BlueFollowMeMovement1
|
||||
follow SILENT_HILLS_BLUE, PLAYER
|
||||
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A
|
||||
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1
|
||||
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1B
|
||||
disappear SILENT_HILLS_BLUE
|
||||
playsound SFX_ENTER_DOOR
|
||||
stopfollow
|
||||
pause 10
|
||||
applymovement PLAYER, KrisWantsUppies
|
||||
disappear PLAYER
|
||||
playsound SFX_ENTER_DOOR
|
||||
special FadeOutPalettes
|
||||
pause 15
|
||||
warpfacing UP, BLUE_LAB, 4, 19
|
||||
setevent EVENT_DRAGGED_BY_BLUE
|
||||
setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios.
|
||||
.end
|
||||
setscene SCENE_SILENT_HILLS_NOOP
|
||||
end
|
||||
|
||||
SilentHillsBlue2:
|
||||
checkevent EVENT_DRAGGED_BY_BLUE
|
||||
iftrue .end
|
||||
moveobject SILENT_HILLS_BLUE, 4, 8
|
||||
playmusic MUSIC_PROF_OAK
|
||||
opentext
|
||||
writetext BlueWaitText1
|
||||
waitbutton
|
||||
closetext
|
||||
pause 15
|
||||
applymovement PLAYER, KrisWantsLefties
|
||||
moveobject SILENT_HILLS_BLUE, 6, 8
|
||||
disappear SILENT_HILLS_BLUE
|
||||
appear SILENT_HILLS_BLUE
|
||||
opentext
|
||||
writetext BlueWaitText2
|
||||
waitbutton
|
||||
closetext
|
||||
opentext
|
||||
writetext BlueFollowMeText
|
||||
playmusic MUSIC_SHOW_ME_AROUND
|
||||
appear SILENT_HILLS_BLUE
|
||||
turnobject PLAYER, RIGHT
|
||||
showemote EMOTE_SHOCK, PLAYER, 15
|
||||
applymovement SILENT_HILLS_BLUE, BlueStrideMovement
|
||||
opentext
|
||||
writetext BlueFollowMeText
|
||||
waitbutton
|
||||
closetext
|
||||
follow SILENT_HILLS_BLUE, PLAYER, BlueFollowMeMovement2
|
||||
follow SILENT_HILLS_BLUE, PLAYER
|
||||
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A
|
||||
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement2 ; don't need 1B as we use a fallthrough instead
|
||||
disappear SILENT_HILLS_BLUE
|
||||
playsound SFX_ENTER_DOOR
|
||||
stopfollow
|
||||
pause 10
|
||||
applymovement PLAYER, KrisWantsUppies
|
||||
disappear PLAYER
|
||||
playsound SFX_ENTER_DOOR
|
||||
special FadeOutPalettes
|
||||
pause 15
|
||||
warpfacing UP, BLUE_LAB, 4, 19
|
||||
setevent EVENT_DRAGGED_BY_BLUE
|
||||
setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios.
|
||||
.end
|
||||
setscene SCENE_SILENT_HILLS_NOOP
|
||||
end
|
||||
|
||||
SilentHillsFlypointCallback:
|
||||
|
@ -142,6 +160,7 @@ SilentHillManText:
|
|||
|
||||
BlueWaitText1:
|
||||
text "Hey! Hey! Wait!"
|
||||
line "Don't go out!"
|
||||
done
|
||||
|
||||
BlueWaitText2:
|
||||
|
@ -153,8 +172,8 @@ BlueFollowMeText:
|
|||
line "know--"
|
||||
|
||||
para "Huh?! It's you!"
|
||||
line "You wiped the floor"
|
||||
cont "with me before!"
|
||||
line "You wiped the flo-"
|
||||
cont "or with me before!"
|
||||
|
||||
para "What are you doing"
|
||||
line "in NIHON?!"
|
||||
|
@ -162,26 +181,44 @@ BlueFollowMeText:
|
|||
para "…"
|
||||
|
||||
para "You may be useful,"
|
||||
line "actually. Come with"
|
||||
cont "me!"
|
||||
line "actually. Come on,"
|
||||
cont "follow me!"
|
||||
done
|
||||
|
||||
BlueStrideMovement:
|
||||
step LEFT
|
||||
step LEFT
|
||||
step LEFT
|
||||
step LEFT
|
||||
step LEFT
|
||||
step_end
|
||||
|
||||
; I got really annoyed at the inefficiency and decided to do things like this.
|
||||
; There is probably a fallthrough you can use somewhere.
|
||||
BlueFollowMeMovement1A:
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step_end
|
||||
|
||||
BlueFollowMeMovement1:
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step DOWN
|
||||
step DOWN
|
||||
step DOWN
|
||||
step_end
|
||||
|
||||
BlueFollowMeMovement2:
|
||||
step DOWN
|
||||
step DOWN
|
||||
step DOWN
|
||||
step DOWN
|
||||
; fallthrough
|
||||
BlueFollowMeMovement1B:
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
|
@ -191,25 +228,14 @@ BlueFollowMeMovement1:
|
|||
step UP
|
||||
step_end
|
||||
|
||||
BlueFollowMeMovement2:
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step DOWN
|
||||
step DOWN
|
||||
step DOWN
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
step RIGHT
|
||||
KrisWantsUppies:
|
||||
step UP
|
||||
step_end
|
||||
|
||||
KrisWantsLefties: ; Wasn't funny enough
|
||||
step LEFT
|
||||
step_end
|
||||
|
||||
; A little message for the cheaters.
|
||||
SilentHillsWhatScript:
|
||||
jumptextfaceplayer SilentHillsWhatText
|
||||
|
@ -223,7 +249,7 @@ SilentHillsWhatText:
|
|||
para "…"
|
||||
|
||||
para "Well, you must be"
|
||||
line "smart…and dedicated."
|
||||
line "smart…."
|
||||
|
||||
para "So, props! Thanks"
|
||||
line "for playing!"
|
||||
|
@ -240,8 +266,8 @@ SilentHills_MapEvents:
|
|||
warp_event 3, 12, SILVERS_HOUSE, 1
|
||||
|
||||
def_coord_events
|
||||
coord_event 1, 9, SCENE_SILENT_HILLS_BLUE1, SilentHillsBlue1
|
||||
coord_event 1, 8, SCENE_SILENT_HILLS_BLUE2, SilentHillsBlue2
|
||||
coord_event 1, 9, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue1
|
||||
coord_event 1, 8, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue2
|
||||
|
||||
def_bg_events
|
||||
bg_event 8, 4, BGEVENT_READ, SilentHillsSign1
|
||||
|
@ -255,4 +281,4 @@ SilentHills_MapEvents:
|
|||
def_object_events
|
||||
object_event 8, 7, SPRITE_POKEFAN_F, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillPokefanF, -1
|
||||
object_event 9, 13, SPRITE_YOUNGSTER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillYoungster, -1
|
||||
object_event 0, 0, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, SilentHillsWhatText, -1
|
||||
object_event 0, 0, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillsWhatScript, -1
|
||||
|
|
Loading…
Reference in a new issue