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Groundwork for Pocket Lapras
This is still a bit glitchy: - For some reason, unrelated text pops up after something is printed. I don't know why. - Pocket Lapras needs to close the menu post-use. Probably very easy, something in engine\items\item_effects. - The Pocket Lapras needs to default to Lapras as the text. This is a bit difficult as the item effect is actually used by Surf itself, so you may need to add a function that the Pocket Lapras loads before jumping to the real function (basically just loading the LAPRAS species ID for the text, ask me if you need help) - Cycling Road needs to run the routine to force you onto the bike after using the Pocket Lapras, or simply have it check for if you're on a ForceBikeSurf map and yell at you. Both work. I don't have time to finish this right now but it's at least obtainable.
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@ -207,6 +207,7 @@
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const EVENT_GAVE_FOSSIL_TO_LAB
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const EVENT_LAB_STILL_REVIVING_FOSSIL
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const EVENT_LAB_HANDING_OVER_FOSSIL_MON
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const EVENT_GOT_POCKET_LAPRAS
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; Saffron City events
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const_next $340
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@ -6,7 +6,7 @@ KeyItemFlags:
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dbit FALSE ; POKE_BALL
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dbit TRUE ; TOWN_MAP
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dbit TRUE ; BICYCLE
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dbit TRUE ; SURFBOARD
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dbit TRUE ; LAPRAS' BALL - SURFBOARD
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dbit FALSE ; SAFARI_BALL
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dbit TRUE ; POKEDEX
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dbit FALSE ; MOON_STONE
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@ -10,14 +10,15 @@ CinnabarIsland_Object:
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warp_event 14, 11, CINNABAR_VOLCANO_FLOORS, 1
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def_bg_events
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bg_event 11, 15, 3 ; CinnabarIslandText3
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bg_event 22, 19, 4 ; MartSignText
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bg_event 16, 17, 5 ; PokeCenterSignText
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bg_event 9, 23, 6 ; CinnabarIslandText6
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bg_event 23, 13, 7 ; CinnabarIslandText7
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bg_event 11, 15, 4 ; CinnabarIslandText3
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bg_event 22, 19, 5 ; MartSignText
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bg_event 16, 17, 6 ; PokeCenterSignText
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bg_event 9, 23, 7 ; CinnabarIslandText6
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bg_event 23, 13, 8 ; CinnabarIslandText7
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def_object_events
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object_event 11, 18, SPRITE_GIRL, WALK, LEFT_RIGHT, 1 ; person
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object_event 17, 20, SPRITE_GAMBLER, STAY, NONE, 2 ; person
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object_event 25, 18, SPRITE_COOLTRAINER_M, WALK, UP_DOWN, 3 ; Pocket Lapras
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def_warps_to CINNABAR_ISLAND
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@ -53,6 +53,7 @@ CinnabarIslandScript1:
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CinnabarIsland_TextPointers:
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dw CinnabarIslandText1
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dw CinnabarIslandText2
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dw CinnabarPocketLapras
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dw CinnabarIslandText3
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dw MartSignText
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dw PokeCenterSignText
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@ -83,3 +84,76 @@ CinnabarIslandText6:
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CinnabarIslandText7:
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text_far _CinnabarIslandText7
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text_end
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_CinnabarPocketLapras1:
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text "Bah, this LAPRAS"
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line "just doesn't"
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cont "wanna fight! Can"
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cont "you believe that?"
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para "All it does is"
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line "SURF. My GYARADOS"
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cont "can do that!"
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para "Here. Take it."
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line "I can't stand"
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cont "looking at its"
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cont "big ol' eyes."
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done
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_PocketLaprasNoRoomText:
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text "You don't have"
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line "room either?"
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para "Well, it's not"
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line "going anywhere..."
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done
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_ReceivedPocketLaprasText:
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text "Take care of that"
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line "LAPRAS though,"
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cont "yeah? They're"
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cont "an endangered"
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cont "species."
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para "You should stay"
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line "safe, too." ; haha, llinos, you sly dog
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done
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; for some reason it crashed super hard if I didn't do this.
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CinnabarPocketLapras1:
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text_far _CinnabarPocketLapras1
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text_end
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PocketLaprasNoRoomText:
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text_far _PocketLaprasNoRoomText
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text_end
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ReceivedPocketLaprasText:
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text_far _ReceivedPocketLaprasText
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text_end
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CinnabarPocketLapras:
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text_asm
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CheckEvent EVENT_GOT_POCKET_LAPRAS
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jr nz, .skip
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ld hl, CinnabarPocketLapras1
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call PrintText
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call TheAutoskipStopinator ; it's been a while but i didnt forget how annoying this was
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lb bc, SURFBOARD, 1
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call GiveItem
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jr nc, .bag_full
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SetEvent EVENT_GOT_POCKET_LAPRAS ; if you get here, it's done. Using this to load all three texts with one PrintText instruction
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sound_get_key_item
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ld hl, ReceivedPocketLaprasText
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jr .end
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.bag_full
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ld hl, PocketLaprasNoRoomText
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jr .end
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.skip
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ld hl, ReceivedPocketLaprasText
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; fallthrough
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.end
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call PrintText
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call TheAutoskipStopinator
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jp TextScriptEnd
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