jep-hack/maps/LavenderCryptDokuroarsRoom.asm
Martha Schilling ab6051a5d5 "33 colors are indeed more than 4"
Fixed the build issues caused by Zach's newly pushed sprites having too many colours.

Also, adds my version of the GSC-style Soldier sprite.

Also also, gave Dokuroar a slight weight increase to give it a better catch rate for the Heavy Ball.

Also also also, touched up the Dokuroar cutscene a bit (it now shakes the floor with each step, it moves slower, and its walking animation now animates correctly.)
2024-10-10 21:26:50 +01:00

151 lines
3 KiB
NASM

object_const_def
const LAVENDERCRYPT_DOKUROAR1
const LAVENDERCRYPT_DOKUROAR2
LavenderCryptDokuroarsRoom_MapScripts:
def_scene_scripts
scene_script LavenderCryptNoopScene1, SCENE_CRYPT_NOOP
scene_script LavenderCryptNoopScene2, SCENE_DOKUROAR_ATTACKS
def_callbacks
callback MAPCALLBACK_OBJECTS, LavenderCryptDokuroarCallback
LavenderCryptNoopScene1:
end
LavenderCryptNoopScene2:
end
LavenderCryptDokuroarCallback:
checkevent EVENT_FOUGHT_DOKUROAR
iftrue .NoAppear
sjump .Appear
.NoAppear:
disappear LAVENDERCRYPT_DOKUROAR1
disappear LAVENDERCRYPT_DOKUROAR2
endcallback
.Appear:
appear LAVENDERCRYPT_DOKUROAR1
endcallback
DokuroarTalkScript:
opentext
writetext LavenderCryptDokuroarTalk
yesorno
iffalse .Refused
writetext LavenderCryptDokuroarYesText
waitbutton
closetext
disappear LAVENDERCRYPT_DOKUROAR1
setscene SCENE_DOKUROAR_ATTACKS
end
.Refused:
writetext LavenderCryptDokuroarNopeText
waitbutton
closetext
end
DokuroarTalkScript2:
opentext
writetext LavenderCryptDokuroarNopeText
waitbutton
closetext
end
DokuroarAttackScript:
setscene SCENE_CRYPT_NOOP
special FadeOutMusic
opentext
writetext DokuroarLaughText
cry DOKUROAR
pause 15
closetext
applymovement LAVENDERCRYPT_DOKUROAR2, DokuroarJumpscare
playsound SFX_PLACE_PUZZLE_PIECE_DOWN
earthquake 15
pause 5
turnobject PLAYER, UP
showemote EMOTE_SHOCK, PLAYER, 15
pause 5
applymovement LAVENDERCRYPT_DOKUROAR2, DokuroarJumpscare
playsound SFX_PLACE_PUZZLE_PIECE_DOWN
earthquake 15
pause 5
applymovement LAVENDERCRYPT_DOKUROAR2, DokuroarJumpscare
playsound SFX_PLACE_PUZZLE_PIECE_DOWN
earthquake 15
pause 5
opentext
writetext DokuroarFightText
cry DOKUROAR
pause 15
closetext
loadvar VAR_BATTLETYPE, BATTLETYPE_FORCEITEM
loadwildmon DOKUROAR, 60
startbattle
disappear LAVENDERCRYPT_DOKUROAR2
setevent EVENT_FOUGHT_DOKUROAR
reloadmapafterbattle
end
DokuroarJumpscare:
slow_step DOWN
step_end
LavenderCryptDokuroarTalk:
text "Looks like a huge"
line "#MON skeleton."
para "Reach out and"
line "touch it?"
done
LavenderCryptDokuroarYesText:
text "<PLAYER> tapped"
line "the skeleton."
para "Nothing happened."
para "<PLAYER> tapped"
line "the skeleton a"
cont "second time."
para "..."
para "Nothing happened."
done
LavenderCryptDokuroarNopeText:
text "Better leave it"
line "alone..."
done
DokuroarLaughText:
text "Kekekek..."
done
DokuroarFightText:
text "Kekekek..."
line "KEKEKEK...!!!"
done
LavenderCryptDokuroarsRoom_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 7, 3, LAVENDER_CRYPT_SET_3, 2 ; Entrance
warp_event 7, 14, LAVENDER_CRYPT, 5 ; Exit
def_coord_events
coord_event 6, 11, SCENE_DOKUROAR_ATTACKS, DokuroarAttackScript
def_bg_events
def_object_events
object_event 6, 7, SPRITE_MONSTER, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_EMOTE, OBJECTTYPE_SCRIPT, 0, DokuroarTalkScript, EVENT_CRYPT_DOKUROAR_1
object_event 6, 7, SPRITE_MONSTER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_EMOTE, OBJECTTYPE_SCRIPT, 0, DokuroarTalkScript2, EVENT_CRYPT_DOKUROAR_2