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This was surprisingly easy to add, albeit a bit awkward. I learned how to add trainer battles without headers this way, so I may go back to CeladonU and restructure with this in mind. This commit adds a fully functioning Professor Oak fight, using the Rival party choice script as a launchpad. You can desynchronise the choices easily, just a few number changes. I used the S. S. Anne 2F and Route 22 scripts to hodgepodge it together. Because of how I did this, Oak is fully re-fightable, taking inspiration from XY Serena's daily re-fights. I tried to add a Yes/No prompt, but it would still pull you into the fight, presumably because it's calling a beforebattle script before the code. It's a bit of a hassle and my CeladonU code sucked, so I decided to leave it out for now. It's intended to be unlocked once you enter the Hall of Fame, thus that change there. That hasn't been tested properly so uhhhh *shrug*
133 lines
2.1 KiB
NASM
133 lines
2.1 KiB
NASM
Route1_Script:
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jp EnableAutoTextBoxDrawing
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ld hl, Route1_ScriptPointers
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ld a, [wRoute1CurScript]
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jp CallFunctionInTable
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Route1_TextPointers:
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dw Route1Text1
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dw Route1Text2
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dw Route1Text3
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dw Route1OakText
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Route1Text1:
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text_asm
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CheckAndSetEvent EVENT_GOT_POTION_SAMPLE
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jr nz, .got_item
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ld hl, Route1ViridianMartSampleText
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call PrintText
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lb bc, POTION, 1
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call GiveItem
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jr nc, .bag_full
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ld hl, Route1Text_1cae8
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jr .done
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.bag_full
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ld hl, Route1Text_1caf3
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jr .done
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.got_item
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ld hl, Route1Text_1caee
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.done
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call PrintText
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jp TextScriptEnd
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Route1ViridianMartSampleText:
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text_far _Route1ViridianMartSampleText
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text_end
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Route1Text_1cae8:
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text_far _Route1Text_1cae8
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sound_get_item_1
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text_end
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Route1Text_1caee:
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text_far _Route1Text_1caee
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text_end
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Route1Text_1caf3:
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text_far _Route1Text_1caf3
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text_end
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Route1Text2:
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text_far _Route1Text2
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text_end
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Route1Text3:
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text_far _Route1Text3
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text_end
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; oak stuff begins here
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; text
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Route1OakText:
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text_asm
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ld hl, OakBeforeBattleText
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call PrintText
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; call YesNoChoice ; this whole bit doesn't work for some reason
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; ld a, [wCurrentMenuItem]
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; and a
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; ld hl, OakYes
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; jr nz, .got_text
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; ld hl, OakNo
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;.got_text
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ld hl, wd72d
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set 6, [hl]
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set 7, [hl]
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call Delay3
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ld a, OPP_PROF_OAK
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ld [wCurOpponent], a
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; select which team to use during the encounter
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ld a, [wRivalStarter]
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cp STARTER2
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jr nz, .NotSquirtle
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ld a, $3
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jr .done
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.NotSquirtle
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cp STARTER3
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jr nz, .Charmander
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ld a, $1
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jr .done
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.Charmander
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ld a, $2
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.done
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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ld a, $2
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ld [wRoute1CurScript], a
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ld hl, OakDefeatedText
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ld de, OakWonText
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call SaveEndBattleTextPointers
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jp TextScriptEnd
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OakBeforeBattleText:
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text_far _OakBeforeBattleText
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text_end
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OakDefeatedText:
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text_far _OakDefeatedText
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text_end
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OakWonText:
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text_far _OakWonText
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text_end
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OakYes:
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text_far _OakYes
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text_end
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OakNo:
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text_far _OakNo
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text_end
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; useful thing
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StarterMons_Oak:
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; starter the rival picked, oak trainer number. way easier than storing oak's "choice"
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db STARTER1, 2 ; Venusaur
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db STARTER2, 3 ; Charizard
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db STARTER3, 1 ; Totartle |