mirror of
https://github.com/thornAvery/jep-hack.git
synced 2025-09-16 18:20:50 +12:00

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