kep-hack/scripts/BrunosRoom.asm
Llinos Evans 6c9265f0a2 Elite Four + Champion refights
This was an interesting thought exercise.

As you can see, this code adds a scaling function for when you reach the KEP post-game. These teams are very powerful and a strong test of the player's skills.

I did, however, remove the Legendary Pokemon from the first three's teams. They felt a little bit out there and kind of decrease the significance of the player's. Plus, we just went through hell adding conditional Hall of Fame respawns.

The Elite Four use refight text based on their LGPE appearances. It's honestly a little odd, so if it's too much, the FRLG conditional text could be used instead. I like the way Agatha's plays out, though...

Anyway, stupid hacky implementation done, please don't look at how I did the champion's trainer number.
2023-07-09 22:16:09 +01:00

171 lines
3.4 KiB
NASM

BrunosRoom_Script:
call BrunoShowOrHideExitBlock
call EnableAutoTextBoxDrawing
ld hl, BrunosRoomTrainerHeaders
ld de, BrunosRoom_ScriptPointers
ld a, [wBrunosRoomCurScript]
call ExecuteCurMapScriptInTable
ld [wBrunosRoomCurScript], a
ret
BrunoShowOrHideExitBlock:
; Blocks or clears the exit to the next room.
ld hl, wCurrentMapScriptFlags
bit 5, [hl]
res 5, [hl]
ret z
CheckEitherEventSet EVENT_BEAT_BRUNOS_ROOM_TRAINER_0, EVENT_BEAT_BRUNOS_ROOM_TRAINER_1
jr z, .blockExitToNextRoom
ld a, $5
jp .setExitBlock
.blockExitToNextRoom
ld a, $24
.setExitBlock
ld [wNewTileBlockID], a
lb bc, 0, 2
predef_jump ReplaceTileBlock
ResetBrunoScript:
xor a
ld [wBrunosRoomCurScript], a
ret
BrunosRoom_ScriptPointers:
dw BrunoScript0
dw DisplayEnemyTrainerTextAndStartBattle
dw BrunoScript2
dw BrunoScript3
dw BrunoScript4
BrunoScript4:
ret
BrunoScriptWalkIntoRoom:
; Walk six steps upward.
ld hl, wSimulatedJoypadStatesEnd
ld a, D_UP
ld [hli], a
ld [hli], a
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
ld a, $6
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
ld a, $3
ld [wBrunosRoomCurScript], a
ld [wCurMapScript], a
ret
BrunoScript0:
ld hl, BrunoEntranceCoords
call ArePlayerCoordsInArray
jp nc, CheckFightingMapTrainers
xor a
ldh [hJoyPressed], a
ldh [hJoyHeld], a
ld [wSimulatedJoypadStatesEnd], a
ld [wSimulatedJoypadStatesIndex], a
ld a, [wCoordIndex]
cp $3 ; Is player standing one tile above the exit?
jr c, .stopPlayerFromLeaving
CheckAndSetEvent EVENT_AUTOWALKED_INTO_BRUNOS_ROOM
jr z, BrunoScriptWalkIntoRoom
.stopPlayerFromLeaving
ld a, $2
ldh [hSpriteIndexOrTextID], a
call DisplayTextID ; "Don't run away!"
ld a, D_UP
ld [wSimulatedJoypadStatesEnd], a
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
ld a, $3
ld [wBrunosRoomCurScript], a
ld [wCurMapScript], a
ret
BrunoEntranceCoords:
dbmapcoord 4, 10
dbmapcoord 5, 10
dbmapcoord 4, 11
dbmapcoord 5, 11
db -1 ; end
BrunoScript3:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
call Delay3
xor a
ld [wJoyIgnore], a
ld [wBrunosRoomCurScript], a
ld [wCurMapScript], a
ret
BrunoScript2:
call EndTrainerBattle
ld a, [wIsInBattle]
cp $ff
jp z, ResetBrunoScript
ld a, $1
ldh [hSpriteIndexOrTextID], a
jp DisplayTextID
BrunosRoom_TextPointers:
dw BrunoText1
dw BrunoDontRunAwayText
BrunosRoomTrainerHeaders:
def_trainers
BrunosRoomTrainerHeader0:
trainer EVENT_BEAT_BRUNOS_ROOM_TRAINER_0, 0, BrunoBeforeBattleText, BrunoEndBattleText, BrunoAfterBattleText
BrunosRoomTrainerHeader1:
trainer EVENT_BEAT_BRUNOS_ROOM_TRAINER_1, 0, BrunoRematchText, BrunoRematchEndBattleText, BrunoRematchAfterBattleText
db -1 ; end
BrunoText1:
text_asm
ld hl, BrunosRoomTrainerHeader0
CheckEvent EVENT_POST_GAME_ATTAINED
jr z, .skip
ld hl, BrunosRoomTrainerHeader1
.skip
call TalkToTrainer
CheckEvent EVENT_POST_GAME_ATTAINED
jr z, .skip2
ld a, [wTrainerNo]
inc a
ld [wTrainerNo], a
.skip2
jp TextScriptEnd
BrunoBeforeBattleText:
text_far _BrunoBeforeBattleText
text_end
BrunoEndBattleText:
text_far _BrunoEndBattleText
text_end
BrunoAfterBattleText:
text_far _BrunoAfterBattleText
text_end
BrunoDontRunAwayText:
text_far _BrunoDontRunAwayText
text_end
BrunoRematchText:
text_far _BrunoRematchText
text_end
BrunoRematchEndBattleText:
text_far _BrunoRematchEndBattleText
text_end
BrunoRematchAfterBattleText:
text_far _BrunoRematchAfterBattleText
text_end