Naming mother restored!

The act of naming your mother was restored by adding a name substitution system to WRAM, thus allowing the Dude to occupy a slot naturally. I believe Red and Blue's names are unused too, but just to be safe, I left them alone. Using this means we can technically have battles that substitute names all the time, so this is really neat.

Reworked the first rival encounter scene to have him treat you like an idiot, blurt out what you name your mother, tease you, and piss you off. Arguably flows better than the original and makes more sense. Also, now the mother's name is placed in various spots.

Only concern really is seeing the default name in the phone contact. Feel free to change that if you want, but it's hard to place due to situations where the player leaves without talking to her, so take care!
This commit is contained in:
Llinos Evans 2024-07-29 14:23:59 +01:00
parent 30af5bc815
commit a4044f0929
11 changed files with 82 additions and 38 deletions

View file

@ -113,6 +113,15 @@ CherrygroveRivalSceneNorth:
writetext CherrygroveRivalText_Seen
waitbutton
closetext
; Restoring the mother naming scheme from SW97.
; Largely achieves the same thing as the original, down to being mocked.
special NameMom
opentext
writetext CherrygroveNameMom2
waitbutton
closetext
checkevent EVENT_GOT_TOTODILE_FROM_ELM
iftrue .Totodile
checkevent EVENT_GOT_CHIKORITA_FROM_ELM
@ -305,11 +314,11 @@ GuideGentMovement6:
step_end
CherrygroveCity_RivalWalksToYou:
step LEFT
step LEFT
step LEFT
step LEFT
step LEFT
big_step LEFT
big_step LEFT
big_step LEFT
big_step LEFT
big_step LEFT
step_end
CherrygroveCity_RivalPushesYouOutOfTheWay:
@ -439,11 +448,28 @@ CherrygroveRivalText_Seen:
para "Don't you get what"
line "I'm saying?"
para "Well, I too, have"
line "a good #MON."
para "<……> <……> <……>"
para "Hey. What do you"
line "call your MOM?"
done
para "I'll show you"
line "what I mean!"
CherrygroveNameMom2:
text "Hahaha!"
para "<MOM>?!"
para "You really call"
line "her that?"
para "Grow up! Pah!"
para "<……> <……> <……>"
para "Seems I struck"
line "a nerve."
para "Come on, then!"
done
RivalCherrygroveWinText:

View file

@ -289,8 +289,9 @@ HurryUpElmIsWaitingText:
done
SoWhatWasProfElmsErrandText:
text "So, what was PROF."
line "ELM's errand?"
text "<MOM>: So, what"
line "was PROF.ELM's"
cont "errand?"
para "…"
@ -303,7 +304,8 @@ SoWhatWasProfElmsErrandText:
done
ImBehindYouText:
text "<PLAYER>, do it!"
text "<MOM>: <PLAYER>,"
line "do it!"
para "I'm behind you all"
line "the way!"
@ -343,7 +345,8 @@ NeighborText:
done
PlayersHouse1FStoveText:
text "Mom's specialty!"
text "<MOM>'s special-"
line "ty!"
para "CINNABAR VOLCANO"
line "BURGER!"
@ -351,8 +354,8 @@ PlayersHouse1FStoveText:
PlayersHouse1FSinkText:
text "The sink is spot-"
line "less. Mom likes it"
cont "clean."
line "less. <MOM>"
cont "likes it clean."
done
PlayersHouse1FFridgeText:

View file

@ -50,7 +50,7 @@ Route29Tutorial1:
follow ROUTE29_COOLTRAINER_M1, PLAYER
applymovement ROUTE29_COOLTRAINER_M1, DudeMovementData1b
stopfollow
loadwildmon RATTATA, 5
loadwildmon SENTRET, 5
catchtutorial BATTLETYPE_TUTORIAL
turnobject ROUTE29_COOLTRAINER_M1, UP
opentext
@ -75,7 +75,7 @@ Route29Tutorial2:
follow ROUTE29_COOLTRAINER_M1, PLAYER
applymovement ROUTE29_COOLTRAINER_M1, DudeMovementData2b
stopfollow
loadwildmon RATTATA, 5
loadwildmon SENTRET, 5
catchtutorial BATTLETYPE_TUTORIAL
turnobject ROUTE29_COOLTRAINER_M1, UP
opentext
@ -115,7 +115,7 @@ CatchingTutorialDudeScript:
yesorno
iffalse .Declined
closetext
loadwildmon RATTATA, 5
loadwildmon SENTRET, 5
catchtutorial BATTLETYPE_TUTORIAL
opentext
writetext CatchingTutorialDebriefText