kep-hack/scripts/CeruleanGym.asm
Martha Schilling 7742104bbb Bug Fixes and stuff!
(kinda just clearing my commits list while I'm working on 1.3 still.)

- Lance's Room is no longer listed as a dungeon map

- Changed the layout of Cinnabar Volcano YET AGAIN, making it a little more visually appealing. If you get softlocked here, I will just sigh disapprovingly.

- Various moveset fixes:
     - Arcanine-H gets EQ and Fissure now
     - Raichu-A loses Counter
     - Raticate-A gets TBolt and Thunder
     - Swapped Bullet Punch and Iron Head around in Scizor's learnset
     - Umbreon gets Psychic
     - WigWug both now get Ice Beam and Blizzard
     - Seel and Dewgong get Water Gun by level up
     - Swapped inconsistent moveset levels for Omanyte and Omastar
     - Eevee gets Quick Attack earlier

- Fixed a typo in Slowbro-G's dex entry

- Changed the Tauros Combat Breed trader's text to remove a moveset inaccuracy

- Changed Misty's AI to now use X Specials instead of Potions

- Gave Chief's teams a slightly updated moveset

- Fixed an issue where Steel just...didn't resist Rock? How did I miss this?????

- Made Sandshrew more common in Mt Moon B2F

- Changed the Marowaks on Silph Gauntlet 4F to Guardias

- Fixed issues where receiving a Gym badge wouldn't play the correct sound in most situations

- Increased the level of the Salesman's Cubone gift from 17 to 23

- Decreased the levels of the Fossil gifts from 44 to 35

- More text fixes

-
2024-01-26 23:20:54 +00:00

280 lines
5.9 KiB
NASM

CeruleanGym_Script:
ld hl, wCurrentMapScriptFlags
bit 6, [hl]
res 6, [hl]
call nz, .LoadNames
call EnableAutoTextBoxDrawing
ld hl, CeruleanGymTrainerHeaders
ld de, CeruleanGym_ScriptPointers
ld a, [wCeruleanGymCurScript]
call ExecuteCurMapScriptInTable
ld [wCeruleanGymCurScript], a
ret
.LoadNames:
ld hl, .CityName
ld de, .LeaderName
jp LoadGymLeaderAndCityName
.CityName:
db "CERULEAN CITY@"
.LeaderName:
db "MISTY@"
CeruleanGymResetScripts:
xor a
ld [wJoyIgnore], a
ld [wCeruleanGymCurScript], a
ld [wCurMapScript], a
ret
CeruleanGym_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
dw CeruleanGymMistyPostBattle
CeruleanGymMistyPostBattle:
ld a, [wIsInBattle]
cp $ff
jp z, CeruleanGymResetScripts
ld a, $f0
ld [wJoyIgnore], a
CeruleanGymReceiveTM11:
ld a, $6
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_BEAT_MISTY
lb bc, TM_BUBBLEBEAM, 1
call GiveItem
jr nc, .BagFull
ld a, $7
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_GOT_TM11
jr .gymVictory
.BagFull
ld a, $8
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
.gymVictory
ld hl, wObtainedBadges
set BIT_CASCADEBADGE, [hl]
ld hl, wBeatGymFlags
set BIT_CASCADEBADGE, [hl]
; deactivate gym trainers
SetEvents EVENT_BEAT_CERULEAN_GYM_TRAINER_0, EVENT_BEAT_CERULEAN_GYM_TRAINER_1, EVENT_BEAT_CERULEAN_GYM_TRAINER_2
jp CeruleanGymResetScripts
CeruleanGym_TextPointers:
dw MistyText
dw CeruleanGymTrainerText1
dw CeruleanGymTrainerText2
dw CeruleanGymGuideText
dw CeruleanGymTrainerText3
dw MistyCascadeBadgeInfoText
dw ReceivedTM11Text
dw TM11NoRoomText
CeruleanGymTrainerHeaders:
def_trainers 2
CeruleanGymTrainerHeader0:
trainer EVENT_BEAT_CERULEAN_GYM_TRAINER_0, 3, CeruleanGymBattleText1, CeruleanGymEndBattleText1, CeruleanGymAfterBattleText1
CeruleanGymTrainerHeader1:
trainer EVENT_BEAT_CERULEAN_GYM_TRAINER_1, 3, CeruleanGymBattleText2, CeruleanGymEndBattleText2, CeruleanGymAfterBattleText2
CeruleanGymTrainerHeader2:
trainer EVENT_BEAT_CERULEAN_GYM_TRAINER_2, 3, CeruleanGymBattleText3, CeruleanGymEndBattleText3, CeruleanGymAfterBattleText3
db -1 ; end
MistyText:
text_asm
CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
jr nz, .rematchMode
CheckEvent EVENT_BEAT_MISTY
jr z, .beforeBeat
CheckEventReuseA EVENT_GOT_TM11
jr nz, .afterBeat
call z, CeruleanGymReceiveTM11
call DisableWaitingAfterTextDisplay
jp .done
.rematchMode ; Rematch functionality. Just loads pre-battle text and her trainer.
ld hl, MistyRematchPreBattleText
call PrintText
ld c, BANK(Music_MeetMaleTrainer)
ld a, MUSIC_MEET_MALE_TRAINER
call PlayMusic
ld hl, wd72d
set 6, [hl]
set 7, [hl]
ldh a, [hSpriteIndex]
ld [wSpriteIndex], a
ld hl, MistyRematchDefeatedText
ld de, MistyRematchDefeatedText
call SaveEndBattleTextPointers
call EngageMapTrainer
ld a, OPP_MISTY
ld [wCurOpponent], a
ld a, 9
ld [wTrainerNo], a
ld a, 1
ld [wIsTrainerBattle], a
ld a, $2
ld [wGymLeaderNo], a
jr .done
.afterBeat
ld hl, TM11ExplanationText
call PrintText
jr .done
.beforeBeat
ld hl, MistyPreBattleText
call PrintText
ld hl, wd72d
set 6, [hl]
set 7, [hl]
ld hl, ReceivedCascadeBadgeText
ld de, ReceivedCascadeBadgeText
call SaveEndBattleTextPointers
ldh a, [hSpriteIndex]
ld [wSpriteIndex], a
call EngageMapTrainer
; call InitBattleEnemyParameters ; put this back if you mess up
; gym scaling spaghetti code begins here - remove initial parameters as we're making our own
ld a, OPP_MISTY
ld [wCurOpponent], a
ld hl, wObtainedBadges ; Picking the team based on badge count. Need +1 so it loads the right team: remember, you're fighting for the badge! Thanks to Chatot4444 for the help.
ld b, 1
call CountSetBits
ld a, [wNumSetBits]
inc a
ld [wTrainerNo], a
ld a, 1
ld [wIsTrainerBattle], a
;ends here
ld a, $2
ld [wGymLeaderNo], a
xor a
ldh [hJoyHeld], a
ld a, $3
ld [wCeruleanGymCurScript], a
.done
jp TextScriptEnd
MistyPreBattleText:
text_far _MistyPreBattleText
text_end
TM11ExplanationText:
text_far _TM11ExplanationText
text_end
MistyCascadeBadgeInfoText:
text_far _MistyCascadeBadgeInfoText
text_end
ReceivedTM11Text:
text_far _ReceivedTM11Text
sound_get_item_1
text_end
TM11NoRoomText:
text_far _TM11NoRoomText
text_end
ReceivedCascadeBadgeText:
text_far _ReceivedCascadeBadgeText
sound_get_key_item
text_promptbutton
text_end
CeruleanGymTrainerText1:
text_asm
ld hl, CeruleanGymTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
CeruleanGymBattleText1:
text_far _CeruleanGymBattleText1
text_end
CeruleanGymEndBattleText1:
text_far _CeruleanGymEndBattleText1
text_end
CeruleanGymAfterBattleText1:
text_far _CeruleanGymAfterBattleText1
text_end
CeruleanGymTrainerText2:
text_asm
ld hl, CeruleanGymTrainerHeader1
call TalkToTrainer
jp TextScriptEnd
CeruleanGymBattleText2:
text_far _CeruleanGymBattleText2
text_end
CeruleanGymEndBattleText2:
text_far _CeruleanGymEndBattleText2
text_end
CeruleanGymAfterBattleText2:
text_far _CeruleanGymAfterBattleText2
text_end
CeruleanGymTrainerText3:
text_asm
ld hl, CeruleanGymTrainerHeader2
call TalkToTrainer
jp TextScriptEnd
CeruleanGymBattleText3:
text_far _CeruleanGymBattleText3
text_end
CeruleanGymEndBattleText3:
text_far _CeruleanGymEndBattleText3
text_end
CeruleanGymAfterBattleText3:
text_far _CeruleanGymAfterBattleText3
text_end
CeruleanGymGuideText:
text_asm
CheckEvent EVENT_BEAT_MISTY
jr nz, .afterBeat
ld hl, CeruleanGymGuidePreBattleText
call PrintText
jr .done
.afterBeat
ld hl, CeruleanGymGuidePostBattleText
call PrintText
.done
jp TextScriptEnd
CeruleanGymGuidePreBattleText:
text_far _CeruleanGymGuidePreBattleText
text_end
CeruleanGymGuidePostBattleText:
text_far _CeruleanGymGuidePostBattleText
text_end
MistyRematchPreBattleText:
text_far _MistyRematchPreBattleText
text_end
MistyRematchDefeatedText:
text_far _MistyRematchDefeatedText
text_end