jep-hack/maps/VictoryRoad.asm
Llinos Evans 8e9d1e933f 3 anime reference trainers
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.
2024-08-26 09:57:49 +01:00

274 lines
6.3 KiB
NASM

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