kep-hack/scripts/Route1.asm
May Evans d31edda1da Add Prof. Oak post-game fight
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*
2022-12-12 05:22:41 +00:00

133 lines
2.1 KiB
NASM

Route1_Script:
jp EnableAutoTextBoxDrawing
ld hl, Route1_ScriptPointers
ld a, [wRoute1CurScript]
jp CallFunctionInTable
Route1_TextPointers:
dw Route1Text1
dw Route1Text2
dw Route1Text3
dw Route1OakText
Route1Text1:
text_asm
CheckAndSetEvent EVENT_GOT_POTION_SAMPLE
jr nz, .got_item
ld hl, Route1ViridianMartSampleText
call PrintText
lb bc, POTION, 1
call GiveItem
jr nc, .bag_full
ld hl, Route1Text_1cae8
jr .done
.bag_full
ld hl, Route1Text_1caf3
jr .done
.got_item
ld hl, Route1Text_1caee
.done
call PrintText
jp TextScriptEnd
Route1ViridianMartSampleText:
text_far _Route1ViridianMartSampleText
text_end
Route1Text_1cae8:
text_far _Route1Text_1cae8
sound_get_item_1
text_end
Route1Text_1caee:
text_far _Route1Text_1caee
text_end
Route1Text_1caf3:
text_far _Route1Text_1caf3
text_end
Route1Text2:
text_far _Route1Text2
text_end
Route1Text3:
text_far _Route1Text3
text_end
; oak stuff begins here
; text
Route1OakText:
text_asm
ld hl, OakBeforeBattleText
call PrintText
; call YesNoChoice ; this whole bit doesn't work for some reason
; ld a, [wCurrentMenuItem]
; and a
; ld hl, OakYes
; jr nz, .got_text
; ld hl, OakNo
;.got_text
ld hl, wd72d
set 6, [hl]
set 7, [hl]
call Delay3
ld a, OPP_PROF_OAK
ld [wCurOpponent], a
; select which team to use during the encounter
ld a, [wRivalStarter]
cp STARTER2
jr nz, .NotSquirtle
ld a, $3
jr .done
.NotSquirtle
cp STARTER3
jr nz, .Charmander
ld a, $1
jr .done
.Charmander
ld a, $2
.done
ld [wTrainerNo], a
ld a, 1
ld [wIsTrainerBattle], a
ld a, $2
ld [wRoute1CurScript], a
ld hl, OakDefeatedText
ld de, OakWonText
call SaveEndBattleTextPointers
jp TextScriptEnd
OakBeforeBattleText:
text_far _OakBeforeBattleText
text_end
OakDefeatedText:
text_far _OakDefeatedText
text_end
OakWonText:
text_far _OakWonText
text_end
OakYes:
text_far _OakYes
text_end
OakNo:
text_far _OakNo
text_end
; useful thing
StarterMons_Oak:
; starter the rival picked, oak trainer number. way easier than storing oak's "choice"
db STARTER1, 2 ; Venusaur
db STARTER2, 3 ; Charizard
db STARTER3, 1 ; Totartle