Groundwork for James Bottle Caps

Currently, he doesn't deduct a Bottle Cap and he only fills out Attack and Defence. DVs are stored as a 16-bit address, so I need to find a way to make `a` work with it...
This commit is contained in:
Llinos Evans 2023-05-11 08:43:19 +01:00
parent 76fc5f737e
commit 9bc7505195
12 changed files with 148 additions and 47 deletions

View file

@ -32,9 +32,58 @@ MeowthText:
call WaitForSoundToFinish
jp TextScriptEnd
; James serves as our "Mr. Hyper". In the anime, it's revealed he collects Bottle Caps,
;so I think this is fitting.
JamesText:
text_far _JamesText
text_end
text_asm
call SaveScreenTilesToBuffer2 ; It really doesn't need to be done this early, it just helps.
ld b, BOTTLE_CAP ; Check bag for Bottle Caps. We only need one for this.
predef GetQuantityOfItemInBag
ld a, b
and a
jr z, .done ; If zero, James just moans as normal.
ld hl, JamesSeesBottleCap ; Otherwise, he perks up.
call PrintText
call YesNoChoice ; Yes/No Prompt
ld a, [wCurrentMenuItem]
and a
jr nz, .refused
; Proceed from here as if Yes is stated.
; Here, the menu should pop up and the player picks a Pokemon to juice.
xor a
ld [wUpdateSpritesEnabled], a
ld [wPartyMenuTypeOrMessageID], a
ld [wMenuItemToSwap], a
call DisplayPartyMenu
push af
call GBPalWhiteOutWithDelay3
call RestoreScreenTilesAndReloadTilePatterns
call LoadGBPal
pop af
ld hl, JamesDone
call PrintText
; DV increasing process.
ld hl, %11111111; Fill out Attack and Defence
; This can apparently work with 16-bit but it doesn't do what I want it to...right now.
;ld b, 0
;ld c, a
;add hl, bc
ld [wPartyMon1DVs], a
jr .done
.refused
ld hl, JamesNo
call PrintText
jr .done
.done
jp TextScriptEnd
JessieText1:
text_far _JessieText1
@ -103,4 +152,22 @@ JessieAfterBattleText:
text_far _JessieAfterBattleText
text_end
text_end ; unused
JamesOpen:
text_far _JamesText
text_end
JamesSeesBottleCap:
text_far _JamesSeesBottleCap
text_end
JamesYes:
text_far _JamesYes
text_end
JamesNo:
text_far _JamesNo
text_end
JamesDone:
text_far _JamesDone
text_end