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synced 2025-09-16 18:30:50 +12:00

Currently, the movement is buggy and the battle repeats. It works without the movement, though... Alternatively, give Galarian Moltres trainer sight.
79 lines
1.6 KiB
NASM
79 lines
1.6 KiB
NASM
CelesteHill_Script:
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call EnableAutoTextBoxDrawing
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ld hl, CelesteHillTrainerHeaders
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ld de, CelesteHill_ScriptPointers
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ld a, [wCelesteHillCurScript]
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call ExecuteCurMapScriptInTable
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ld [wCelesteHillCurScript], a
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ret
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CelesteHill_ScriptPointers:
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dw GMoltFound
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dw CheckFightingMapTrainers
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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; Galarian Moltres fight script.
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; Unlike other legendary Pokemon, Moltres will engage the player first.
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GMoltFound:
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CheckEvent EVENT_BEAT_GALARIAN_MOLTRES
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jr nz, .done
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ld hl, CelesteHillCoords1
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call ArePlayerCoordsInArray
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jp nc, CheckFightingMapTrainers
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ld a, [wCoordIndex]
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ld [wcf0d], a
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xor a
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ldh [hJoyHeld], a
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ld a, $f0
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ld [wJoyIgnore], a
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ld a, $1
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ldh [hSpriteIndex], a
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call SetSpriteMovementBytesToFF
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ld de, GMoltMovement
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call MoveSprite
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ld a, $1
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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.done
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ret
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CelesteHillCoords1:
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dbmapcoord 11, 9
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db -1 ; end
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GMoltMovement:
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_DOWN
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db -1 ;end
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CelesteHill_TextPointers:
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dw GalarianMoltresText
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dw CelesteHillSign
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CelesteHillTrainerHeaders:
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def_trainers
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GalarianMoltresTrainerHeader:
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trainer EVENT_BEAT_GALARIAN_MOLTRES, 0, GalarianMoltresBattleText, GalarianMoltresBattleText, GalarianMoltresBattleText
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db -1 ; end
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GalarianMoltresText:
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text_asm
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ld hl, GalarianMoltresTrainerHeader
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call TalkToTrainer
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jp TextScriptEnd
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GalarianMoltresBattleText:
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text_far _BirdBattleText
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text_asm
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ld a, MOLTRES_G
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call PlayCry
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call WaitForSoundToFinish
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jp TextScriptEnd
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CelesteHillSign:
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text_far _CelesteHillSign
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text_end
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