mirror of
https://github.com/thornAvery/jep-hack.git
synced 2025-10-23 07:17:58 +13:00

So the scenes are massively unfinished and need some bug fixes, namely; - Make the Silent Hills scene load properly. - Finish the interior scene; have the player walk into the map. - Make the scene loading in the second Blue's Lab room load properly (same issue as Silent Hills) Main issues come from the events not working like RBY: - You cannot be walked directly into a warp! - Coord events don't seem to trigger scenes on their own and I'm just kind of perplexed by it. If anyone more experienced wants to take a stab at it, by all means! This is looking really good!
791 lines
14 KiB
NASM
791 lines
14 KiB
NASM
; Text in this area uses translations from Minamitoku.
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; https://www.youtube.com/watch?v=Pe1vsKRl7_M&ab_channel=Minamitoku
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; https://www.youtube.com/watch?v=EyAHU12OKDI&t=1741s&ab_channel=Minamitoku
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; There is much abridging of course, for the purposes of JEP's storyline.
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; Some tweaks are made to be reminiscent of RBY, showing Blue taking after Oak.
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object_const_def
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const BLUELAB_BLUE
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const BLUELAB_CUBBURN
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const BLUELAB_PALSSIO
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const BLUELAB_CHIKORITA
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const BLUELAB_KEN
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const BLUELAB_OAK
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BlueLab_MapScripts:
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def_scene_scripts
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scene_script EnterLabWithBlue, SCENE_ENTER_LAB_WITH_BLUE
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scene_script EnterStarterRoomWithBlue, SCENE_ENTER_STARTER_ROOM_WITH_BLUE
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scene_script BlueLabWhereGoing, SCENE_BLUELAB_WHERE_GOING
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scene_script BlueLabNoopScene, SCENE_BLUELAB_NOOP
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def_callbacks
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callback MAPCALLBACK_OBJECTS, BlueLabSetup
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BlueLabNoopScene:
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end
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BlueLabSetup:
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checkevent EVENT_DRAGGED_BY_BLUE
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iffalse .skip1
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moveobject BLUELAB_BLUE, 4, 18
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.skip1
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checkevent EVENT_GONE_THROUGH_STARTER_DOOR
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iffalse .skip2
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appear BLUELAB_BLUE
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appear BLUELAB_KEN
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moveobject BLUELAB_BLUE, 20, 2
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moveobject BLUELAB_KEN, 19, 4
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.skip2
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checkevent EVENT_BRIEFED_BY_BLUE
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iffalse .skip3
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moveobject BLUELAB_OAK, 6, 2
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moveobject BLUELAB_KEN, 23, 19
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.skip3
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endcallback
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end
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EnterLabWithBlue:
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applymovement BLUELAB_BLUE, BlueIllusion
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moveobject BLUELAB_BLUE, 5, 4
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applymovement PLAYER, EnterLabWithBlueMovement
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turnobject BLUELAB_BLUE, UP
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opentext
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writetext BlueIBroughtEm
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waitbutton
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closetext
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opentext
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writetext KenWowText
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waitbutton
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closetext
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opentext
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writetext OakAhYesIAmOak
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waitbutton
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closetext
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opentext
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writetext OakStoryAskText
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waitbutton
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closetext
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yesorno
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iffalse .No1
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sjump .Yes1
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.No1
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opentext
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writetext OakDiscerningEye
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waitbutton
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closetext
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yesorno
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iffalse .No1
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.Yes1
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opentext
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writetext OakStoryText
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waitbutton
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closetext
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turnobject BLUELAB_KEN, RIGHT
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opentext
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writetext KenResponseText
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waitbutton
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closetext
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opentext
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writetext BlueTakeText
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waitbutton
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closetext
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opentext
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writetext OakThanksText
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waitbutton
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closetext
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applymovement BLUELAB_BLUE, KenBlueMovement
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applymovement BLUELAB_BLUE, BlueEnterStarterRoomMovement
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disappear BLUELAB_BLUE
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playsound SFX_ENTER_DOOR
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pause 10
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applymovement BLUELAB_KEN, KenBlueMovement
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applymovement BLUELAB_KEN, KenEnterStarterRoomMovement
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disappear BLUELAB_KEN
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playsound SFX_ENTER_DOOR
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pause 10
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applymovement PLAYER, EnterStarterRoomMovement1
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setscene SCENE_BLUELAB_NOOP
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end
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EnterStarterRoomWithBlue:
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applymovement PLAYER, EnterStarterRoomMovement2
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opentext
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writetext BlueChooseText
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waitbutton
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closetext
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opentext
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writetext KenPickText
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waitbutton
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closetext
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applymovement BLUELAB_KEN, KenPickMovement1
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opentext
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writetext KenChikoritaText
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waitbutton
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closetext
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disappear BLUELAB_CHIKORITA
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opentext
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writetext KenReceivedChikoritaText
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waitbutton
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closetext
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playsound SFX_CAUGHT_MON
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waitsfx
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applymovement BLUELAB_KEN, KenPickMovement2
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moveobject BLUELAB_KEN, 23, 19
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playsound SFX_ENTER_DOOR
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pause 10
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opentext
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writetext BlueWeirdText
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waitbutton
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closetext
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.goBack
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opentext
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writetext BlueProposalText
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waitbutton
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closetext
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yesorno
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iffalse .No
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sjump .Yes
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.No
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opentext
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writetext BlueLabINeedYouText
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waitbutton
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closetext
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yesorno
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iffalse .goBack
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.Yes
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opentext
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writetext BlueAcceptText
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waitbutton
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closetext
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setscene SCENE_BLUELAB_NOOP
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clearevent EVENT_GOT_POKEMON_FROM_BLUE ; Player is now trapped!
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end
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BlueIllusion: ; Blue steps up, then gets directly moved to the right spot once he's off-screen.
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step UP
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step UP
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step UP
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step UP
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step UP
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step_end
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EnterLabWithBlueMovement:
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step_end
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EnterStarterRoomMovement1:
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step RIGHT
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step UP
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step UP
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step UP
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step LEFT
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step UP
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step_end
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KenBlueMovement:
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step UP
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step UP
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step UP
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step_end
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KenEnterStarterRoomMovement:
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step RIGHT
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step UP
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step_end
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BlueEnterStarterRoomMovement:
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step LEFT
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step UP
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step_end
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EnterStarterRoomMovement2:
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step UP
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step UP
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step UP
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step UP
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step UP
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step_end
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CubburnPokeBallScript:
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checkevent EVENT_GOT_POKEMON_FROM_BLUE
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iftrue LookAtBluePokeBallScript
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turnobject BLUELAB_BLUE, DOWN
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refreshscreen
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pokepic CUBBURN
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cry CUBBURN
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waitbutton
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closepokepic
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opentext
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writetext TakeCubburnText
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yesorno
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iffalse BlueDidntChooseStarterScript
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disappear BLUELAB_CUBBURN
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setevent EVENT_GOT_CUBBURN_FROM_BLUE
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writetext BlueChoseCubburnText
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promptbutton
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waitsfx
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getmonname STRING_BUFFER_3, CUBBURN
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writetext BlueLabReceivedStarterText
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playsound SFX_CAUGHT_MON
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waitsfx
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promptbutton
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givepoke CUBBURN, 5
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closetext
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readvar VAR_FACING
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ifequal RIGHT, BlueAfterStarterScript
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applymovement PLAYER, AfterCubburnMovement
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sjump BlueAfterStarterScript
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PalssioPokeBallScript:
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checkevent EVENT_GOT_POKEMON_FROM_BLUE
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iftrue LookAtBluePokeBallScript
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turnobject BLUELAB_BLUE, DOWN
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refreshscreen
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pokepic PALSSIO
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cry PALSSIO
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waitbutton
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closepokepic
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opentext
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writetext TakePalssioText
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yesorno
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iffalse BlueDidntChooseStarterScript
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disappear BLUELAB_PALSSIO
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setevent EVENT_GOT_PALSSIO_FROM_BLUE
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writetext BlueChosePalssioText
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promptbutton
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waitsfx
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getmonname STRING_BUFFER_3, PALSSIO
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writetext BlueLabReceivedStarterText
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playsound SFX_CAUGHT_MON
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waitsfx
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promptbutton
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givepoke PALSSIO, 5
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closetext
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readvar VAR_FACING
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ifequal RIGHT, BlueAfterStarterScript
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applymovement PLAYER, AfterPalssioMovement
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sjump BlueAfterStarterScript
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BlueAfterStarterScript:
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opentext
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writetext BlueAfterStarterText
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waitbutton
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closetext
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addcellnum PHONE_BLUE
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opentext
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writetext GotBluesNumberText
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playsound SFX_REGISTER_PHONE_NUMBER
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waitsfx
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waitbutton
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closetext
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moveobject BLUELAB_OAK, 6, 2
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setevent EVENT_BRIEFED_BY_BLUE
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end
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BlueDidntChooseStarterScript:
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writetext BlueDidntChooseStarterText
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waitbutton
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closetext
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end
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BlueLabReceivedStarterText:
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text "<PLAYER> received"
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line "@"
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text_ram wStringBuffer3
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text "!"
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done
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BlueChoseCubburnText:
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text "BLUE: This one"
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line "is fierce! I"
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cont "love it!"
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done
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BlueChosePalssioText:
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text "BLUE: This one"
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line "is so smart!"
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para "A favourite of"
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line "mine for sure!"
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done
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BlueDidntChooseStarterText:
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text "Think it over"
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line "carefully."
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para "This is really"
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line "important, after"
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cont "all."
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done
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GotBluesNumberText:
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text "<PLAYER> got BLUE's"
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line "phone number."
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done
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AfterCubburnMovement:
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step LEFT
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step LEFT
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turn_head UP
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step_end
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AfterPalssioMovement:
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step LEFT
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step LEFT
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step LEFT
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turn_head UP
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step_end
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TakeCubburnText:
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text "So! You want the"
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line "FIRE #MON,"
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cont "CUBBURN?"
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done
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TakePalssioText:
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text "So! You want the"
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line "WATER #MON,"
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cont "PALSSIO?"
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done
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LookAtBluePokeBallScript:
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opentext
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writetext BluePokeBallText
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waitbutton
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closetext
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end
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BlueChikoritaPokeBallScript:
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BluePokeBallText:
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text "It contains a"
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line "#MON caught by"
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cont "PROF.OAK."
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done
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KenIfItIsntYouText:
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text "KEN: Haaah, what?"
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line "If it isn't"
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cont "<PLAYER>!"
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para "I thought it was"
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line "strange, so I"
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cont "came here."
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para "But nobody is"
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line "around!"
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done
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PCText:
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text "There's some mail"
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line "here!"
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para "… … …"
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para "PROF.OAK!"
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line "Have you vanished?"
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para "The whole world is"
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line "worried!"
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para "That said…"
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para "I still haven't"
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line "been able to"
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cont "find that #MON"
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cont "you wanted to"
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cont "research."
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para "No clues, no"
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line "chances to catch"
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cont "it."
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para "Maybe it really"
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line "is a tall tale…"
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para "- A concerned"
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line "AIDE"
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done
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ReportText:
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text "Don't forget to"
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line "SAVE!"
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done
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PokedexText:
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text "It's a #DEX!"
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line "It looks diff-"
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cont "erent to the"
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cont "ones in JOHTO!"
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done
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DoorLockedText:
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text "The door is"
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line "locked."
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done
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BlueLabWhereAreYouGoingText:
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text "BLUE: Whoa, hey,"
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line "you going some-"
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cont "where?"
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done
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BlueLabINeedYouText:
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text "Look, I need you"
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line "to do this with"
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cont "me."
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para "These #MON are"
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line "super rare! You"
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cont "like those, right?"
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done
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BlueIBroughtEm:
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text "BLUE: Hey! Gramps!"
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line "I brought 'em!"
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done
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KenWowText:
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text "KEN: Whoa, it's"
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line "PROF.OAK!"
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para "I didn't expect"
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line "him to be a"
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cont "geez-- I mean,"
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cont "senior…"
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done
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OakAhYesIAmOak:
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text "OAK: Hm? Ah, yes,"
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line "I am OAK!"
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para "So nice of you"
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line "to call me an"
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cont "old geezer!"
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para "Yes! I, PROF.OAK,"
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line "called you two"
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cont "here!"
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done
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OakStoryAskText:
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text "Will you listen"
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line "to my story?"
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done
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OakDiscerningEye:
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text "I suppose I am"
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line "not a good judge"
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cont "of character…"
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para "Hmm…"
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done
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OakStoryText:
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text "OAK: Right! A year"
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line "ago, I gave two"
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cont "boys #MON so"
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cont "they could carry"
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cont "out my dream of"
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cont "filling the"
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cont "#DEX!"
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para "That dream was"
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line "fulfilled! They"
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cont "pulled it off"
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cont "with aplomb!"
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para "They documented"
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line "all 190 #MON!"
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para "But…the world is"
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line "a big place! One"
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cont "after another, new"
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cont "#MON have been"
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cont "discovered!"
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para "I moved to this"
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line "place, SILENT"
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cont "HILLS, to cont-"
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cont "inue my research!"
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para "I must see all"
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line "#MON up close!"
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cont "That is my policy!"
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para "… … …"
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para "As you can see,"
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line "my nephew is here"
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cont "to help, as are"
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cont "everyone else."
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para "But…we're short-"
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line "staffed."
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para "So! You two!"
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para "I need your help!"
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done
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KenResponseText:
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text "KEN: Oh, <PLAYER>!"
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line "This is super"
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cont "interesting!"
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done
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BlueTakeText:
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text "BLUE: I'll take"
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line "them in. You need"
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cont "rest, gramps!"
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done
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OakThanksText:
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text "OAK: Ah, thank"
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line "you!"
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done
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BlueChooseText:
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text "BLUE: So here we"
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line "have 3 #"
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cont "BALLS!"
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para "Haha! They contain"
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line "#MON."
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para "I used to be a"
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line "rough and tumble"
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cont "sort of TRAINER,"
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cont "and even became"
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cont "CHAMPION!"
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para "But I was too"
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line "cocky for my own"
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cont "good. My old RIVAL"
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cont "set me straight."
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para "When picking these"
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line "3, please treat"
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cont "them with love"
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cont "and respect."
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para "KEN, care to pick"
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line "first?"
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done
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KenPickText:
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text "Ah! I already"
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line "know which I want"
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cont "want to pick!"
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para "I'm so excited!"
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done
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KenPickMovement1:
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step RIGHT
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step RIGHT
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step UP
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step_end
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KenChikoritaText:
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text "CHIKORITA!"
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line "It's so cute"
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cont "and cuddly!"
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para "Let's go on"
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line "an adventure"
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cont "together!"
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para "I'll show CAL!"
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done
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KenReceivedChikoritaText:
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text "KEN received"
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line "CHIKORITA!"
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done
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KenPickMovement2:
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step LEFT
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step_end
|
|
|
|
BlueWeirdText:
|
|
text "BLUE: Such a"
|
|
line "starry-eyed"
|
|
cont "kid…"
|
|
|
|
para "Well, champ…"
|
|
|
|
para "You saw it too,"
|
|
line "right? I mean,"
|
|
cont "you have to be"
|
|
cont "blind to not."
|
|
|
|
para "That ain't gramps."
|
|
|
|
para "No one believes"
|
|
line "me! Not even"
|
|
cont "DAISY! Gramps's"
|
|
cont "research is top-"
|
|
cont "notch, but this"
|
|
cont "one hardly responds"
|
|
cont "to e-mails!"
|
|
|
|
para "#MON TALK is"
|
|
line "down too, so the"
|
|
cont "news is catching"
|
|
cont "on!"
|
|
done
|
|
|
|
BlueProposalText:
|
|
text "So here's the"
|
|
line "deal. I want you"
|
|
cont "to search for"
|
|
cont "gramps."
|
|
|
|
para "In return, I"
|
|
line "will give you"
|
|
cont "one of these"
|
|
cont "#MON. Capische?"
|
|
done
|
|
|
|
BlueAcceptText:
|
|
text "They're super"
|
|
line "rare! I'm sure"
|
|
cont "they'll be safe"
|
|
cont "with you!"
|
|
done
|
|
|
|
BlueAfterStarterText:
|
|
text "Right place at"
|
|
line "the right time,"
|
|
cont "huh, <PLAYER>?"
|
|
|
|
para "I don't have any"
|
|
line "proof that gramps"
|
|
cont "has disappeared,"
|
|
cont "only a hunch."
|
|
|
|
para "I don't know"
|
|
line "where he could"
|
|
cont "have gone, even."
|
|
|
|
para "The NIHON LEAGUE"
|
|
line "is wicked tough,"
|
|
cont "so why not start"
|
|
cont "there?"
|
|
|
|
para "The first GYM is"
|
|
line "in OLD CITY."
|
|
|
|
para "Oh, say, do you"
|
|
line "want my #GEAR"
|
|
cont "number? I'll call"
|
|
cont "you if anything"
|
|
cont "comes up"
|
|
done
|
|
|
|
BlueLabWhereAreYouGoingMovement:
|
|
step UP
|
|
step_end
|
|
|
|
BlueLabWhereGoing:
|
|
checkevent EVENT_GOT_POKEMON_FROM_BLUE
|
|
iftrue .end
|
|
opentext
|
|
writetext BlueLabWhereGoing
|
|
waitbutton
|
|
closetext
|
|
applymovement PLAYER, BlueLabWhereAreYouGoingMovement
|
|
opentext
|
|
writetext BlueLabINeedYouText
|
|
waitbutton
|
|
closetext
|
|
setscene SCENE_BLUELAB_NOOP
|
|
.end
|
|
end
|
|
|
|
OakRegularScript:
|
|
jumptextfaceplayer OakRegularText
|
|
|
|
OakRegularText:
|
|
text "OAK: #MON the"
|
|
line "world over wait"
|
|
cont "for you…"
|
|
|
|
para "What was your"
|
|
line "name again?"
|
|
|
|
para "<PLAYER>?"
|
|
|
|
para "I'll remember it"
|
|
line "for you."
|
|
done
|
|
|
|
KenRegularScript:
|
|
jumptextfaceplayer KenRegularText
|
|
|
|
KenRegularText:
|
|
text "?"
|
|
done
|
|
|
|
; To be expanded on later.
|
|
ProfBlueScript:
|
|
opentext
|
|
writetext BlueRegularText
|
|
waitbutton
|
|
closetext
|
|
end
|
|
|
|
BlueRegularText:
|
|
text "Hey, <PLAYER>!"
|
|
|
|
para "I'll let you know"
|
|
line "If anything comes"
|
|
cont "up."
|
|
done
|
|
|
|
BlueLab_MapEvents:
|
|
db 0, 0 ; filler
|
|
|
|
def_warp_events
|
|
warp_event 3, 19, SILENT_HILLS, 3
|
|
warp_event 4, 19, SILENT_HILLS, 4
|
|
warp_event 4, 0, BLUE_LAB, 4
|
|
warp_event 19, 9, BLUE_LAB, 3
|
|
warp_event 20, 9, BLUE_LAB, 3
|
|
|
|
def_coord_events
|
|
coord_event 4, 19, SCENE_ENTER_LAB_WITH_BLUE, EnterLabWithBlue
|
|
coord_event 20, 9, SCENE_BLUELAB_WHERE_GOING, BlueLabWhereGoing
|
|
coord_event 19, 9, SCENE_BLUELAB_WHERE_GOING, BlueLabWhereGoing
|
|
|
|
def_bg_events
|
|
|
|
def_object_events
|
|
object_event 4, 2, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ProfBlueScript, -1
|
|
object_event 22, 2, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, CubburnPokeBallScript, EVENT_CUBBURN_POKEBALL_IN_BLUES_LAB
|
|
object_event 23, 2, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, PalssioPokeBallScript, EVENT_PALSSIO_POKEBALL_IN_BLUES_LAB
|
|
object_event 21, 2, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueChikoritaPokeBallScript, -1
|
|
object_event 3, 4, SPRITE_ROCKER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, KenRegularScript, -1
|
|
object_event 4, 2, SPRITE_OAK, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OakRegularScript, -1
|