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This adds Duplica, Ritchie, and Casey to various Kanto areas, aiming to make the routes a bit more populated. They're also quite strong. Minor rewrite on Silver's Victory Road quote to legitimise the lack of trainers, just like HGSS.
274 lines
6.3 KiB
NASM
274 lines
6.3 KiB
NASM
object_const_def
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const VICTORYROAD_RIVAL
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const VICTORYROAD_POKE_BALL1
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const VICTORYROAD_POKE_BALL2
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const VICTORYROAD_POKE_BALL3
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const VICTORYROAD_POKE_BALL4
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const VICTORYROAD_POKE_BALL5
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VictoryRoad_MapScripts:
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def_scene_scripts
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scene_script VictoryRoadNoop1Scene, SCENE_VICTORYROAD_RIVAL_BATTLE
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scene_script VictoryRoadNoop2Scene, SCENE_VICTORYROAD_NOOP
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def_callbacks
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VictoryRoadNoop1Scene:
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end
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VictoryRoadNoop2Scene:
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end
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VictoryRoadRivalLeft:
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moveobject VICTORYROAD_RIVAL, 18, 11
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turnobject PLAYER, DOWN
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showemote EMOTE_SHOCK, PLAYER, 15
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special FadeOutMusic
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pause 15
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appear VICTORYROAD_RIVAL
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applymovement VICTORYROAD_RIVAL, VictoryRoadRivalBattleApproachMovement1
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scall VictoryRoadRivalNext
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applymovement VICTORYROAD_RIVAL, VictoryRoadRivalBattleExitMovement1
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disappear VICTORYROAD_RIVAL
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setscene SCENE_VICTORYROAD_NOOP
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playmapmusic
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end
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VictoryRoadRivalRight:
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turnobject PLAYER, DOWN
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showemote EMOTE_SHOCK, PLAYER, 15
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special FadeOutMusic
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pause 15
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appear VICTORYROAD_RIVAL
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applymovement VICTORYROAD_RIVAL, VictoryRoadRivalBattleApproachMovement2
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scall VictoryRoadRivalNext
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applymovement VICTORYROAD_RIVAL, VictoryRoadRivalBattleExitMovement2
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disappear VICTORYROAD_RIVAL
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setscene SCENE_VICTORYROAD_NOOP
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playmapmusic
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end
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VictoryRoadRivalNext:
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turnobject PLAYER, DOWN
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playmusic MUSIC_RIVAL_ENCOUNTER
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opentext
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writetext VictoryRoadRivalBeforeText
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waitbutton
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closetext
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setevent EVENT_RIVAL_VICTORY_ROAD
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checkevent EVENT_GOT_TOTODILE_FROM_ELM
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iftrue .GotTotodile
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checkevent EVENT_GOT_CHIKORITA_FROM_ELM
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iftrue .GotChikorita
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winlosstext VictoryRoadRivalDefeatText, VictoryRoadRivalVictoryText
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setlasttalked VICTORYROAD_RIVAL
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loadtrainer RIVAL1, RIVAL1_5_TOTODILE
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startbattle
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dontrestartmapmusic
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reloadmapafterbattle
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sjump .AfterBattle
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.GotTotodile:
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winlosstext VictoryRoadRivalDefeatText, VictoryRoadRivalVictoryText
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setlasttalked VICTORYROAD_RIVAL
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loadtrainer RIVAL1, RIVAL1_5_CHIKORITA
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startbattle
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dontrestartmapmusic
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reloadmapafterbattle
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sjump .AfterBattle
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.GotChikorita:
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winlosstext VictoryRoadRivalDefeatText, VictoryRoadRivalVictoryText
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setlasttalked VICTORYROAD_RIVAL
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loadtrainer RIVAL1, RIVAL1_5_CYNDAQUIL
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startbattle
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dontrestartmapmusic
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reloadmapafterbattle
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sjump .AfterBattle
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.AfterBattle:
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playmusic MUSIC_RIVAL_AFTER
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opentext
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writetext VictoryRoadRivalAfterText
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waitbutton
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closetext
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end
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VictoryRoadTMEarthquake:
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itemball TM_EARTHQUAKE
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VictoryRoadMaxRevive:
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itemball MAX_REVIVE
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VictoryRoadFullRestore:
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itemball FULL_RESTORE
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VictoryRoadFullHeal:
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itemball FULL_HEAL
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VictoryRoadHPUp:
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itemball HP_UP
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VictoryRoadHiddenMaxPotion:
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hiddenitem MAX_POTION, EVENT_VICTORY_ROAD_HIDDEN_MAX_POTION
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VictoryRoadHiddenFullHeal:
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hiddenitem FULL_HEAL, EVENT_VICTORY_ROAD_HIDDEN_FULL_HEAL
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VictoryRoadRivalBattleApproachMovement1:
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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step UP
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step UP
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step_end
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VictoryRoadRivalBattleApproachMovement2:
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step UP
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step UP
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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step UP
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step UP
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step_end
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VictoryRoadRivalBattleExitMovement1:
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step DOWN
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step DOWN
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step_end
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VictoryRoadRivalBattleExitMovement2:
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step DOWN
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step DOWN
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step DOWN
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step DOWN
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step_end
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; HGSS-like text to preserve the lore that Silver beat everyone on Victory Road.
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; I've altered the text to be less formal too. For some reason, he's kind of...awkward...in the original.
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VictoryRoadRivalBeforeText:
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text "Hold it."
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para "…Are you going to"
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line "take the #MON"
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cont "LEAGUE challenge?"
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para "…Don't make me"
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line "laugh. Didn't"
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cont "you notice?"
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para "… … …"
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para "You still don't"
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line "get it."
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para "You didn't see"
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cont "any TRAINERs on"
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cont "the way, did you?"
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para "Haha! They were"
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line "all spineless!"
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cont "I crushed them"
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cont "all!"
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para "Just like I'll do"
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line "to you, <PLAYER>!"
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done
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VictoryRoadRivalDefeatText:
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text "…I couldn't win…"
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para "I gave it every-"
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line "thing I had…"
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para "What you possess,"
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line "and what I lack…"
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para "I'm beginning to"
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line "understand what"
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para "that dragon master"
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line "said to me…"
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done
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VictoryRoadRivalAfterText:
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text "…I haven't given up"
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line "on becoming the"
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cont "greatest trainer…"
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para "I'm going to find"
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line "out why I can't"
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para "win and become"
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line "stronger…"
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para "When I do, I will"
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line "challenge you."
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para "And I'll beat you"
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line "down with all my"
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cont "power."
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para "…Humph! You keep"
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line "at it until then."
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done
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VictoryRoadRivalVictoryText:
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text "…Humph!"
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para "When it comes down"
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line "to it, nothing can"
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cont "beat power."
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para "I don't need any-"
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line "thing else."
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done
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VictoryRoad_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 9, 67, VICTORY_ROAD_GATE, 5
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warp_event 1, 49, VICTORY_ROAD, 3
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warp_event 1, 35, VICTORY_ROAD, 2
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warp_event 13, 31, VICTORY_ROAD, 5
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warp_event 13, 17, VICTORY_ROAD, 4
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warp_event 17, 33, VICTORY_ROAD, 7
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warp_event 17, 19, VICTORY_ROAD, 6
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warp_event 0, 11, VICTORY_ROAD, 9
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warp_event 0, 27, VICTORY_ROAD, 8
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warp_event 13, 5, ROUTE_23, 3
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def_coord_events
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coord_event 12, 8, SCENE_VICTORYROAD_RIVAL_BATTLE, VictoryRoadRivalLeft
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coord_event 13, 8, SCENE_VICTORYROAD_RIVAL_BATTLE, VictoryRoadRivalRight
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def_bg_events
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bg_event 3, 29, BGEVENT_ITEM, VictoryRoadHiddenMaxPotion
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bg_event 3, 65, BGEVENT_ITEM, VictoryRoadHiddenFullHeal
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def_object_events
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object_event 18, 13, SPRITE_RIVAL, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_RIVAL_VICTORY_ROAD
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object_event 3, 28, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadTMEarthquake, EVENT_VICTORY_ROAD_TM_EARTHQUAKE
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object_event 12, 48, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadMaxRevive, EVENT_VICTORY_ROAD_MAX_REVIVE
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object_event 18, 29, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadFullRestore, EVENT_VICTORY_ROAD_FULL_RESTORE
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object_event 15, 48, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadFullHeal, EVENT_VICTORY_ROAD_FULL_HEAL
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object_event 7, 38, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadHPUp, EVENT_VICTORY_ROAD_HP_UP
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