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https://github.com/thornAvery/kep-hack.git
synced 2025-10-16 04:04:19 +13:00

Alright so this is the start of producing a new and improved pass system - one that actually works. Long story short: Now there are three dock entrances. One for the S.S. Anne, one for Citrine City, and one for Faraway Island. I don't like it, but the old system literally just would not work, and with the time span in mind, I just want to use this instead. Here's how it works; - Usual S.S. Anne trigger is used, but with a new coordinate range. - When triggered, check the coordinates the player is in; if it's not the usual S.S. Anne one, they're getting kicked to a new script. - Use that to flag the player as usual. Glitches: - Triggering these multiple times causes strange jank, including crashes. I have the player forced into the new maps for now, but even going back can cause issues. I don't understand it. - Citrine City's warp just...doesn't work, presumably due to a warp limit. However, after chopping off the warps so there's one each, it still happens. These glitches need fixing before KEP can launch.
279 lines
4.6 KiB
NASM
279 lines
4.6 KiB
NASM
_VermilionCityText1::
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text "We're careful"
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line "about pollution!"
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para "We've heard GRIMER"
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line "multiplies in"
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cont "toxic sludge!"
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done
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_VermilionCityTextDidYouSee::
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text "Did you see S.S."
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line "ANNE moored in"
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cont "the harbor?"
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done
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_VermilionCityTextSSAnneDeparted::
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text "So, S.S.ANNE has"
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line "departed!"
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para "She'll be back"
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line "soon." ; changed since the ship actually comes back
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done
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_SSAnneWelcomeText4::
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text "Welcome to S.S."
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line "ANNE!"
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done
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_SSAnneWelcomeText9::
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text "Welcome to S.S."
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line "ANNE!"
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para "Excuse me, do you"
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line "have a ticket?"
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prompt
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_SSAnneFlashedTicketText::
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text "<PLAYER> flashed"
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line "the S.S.TICKET!"
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para "Great! Welcome to"
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line "S.S.ANNE!"
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done
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_SSAnneNoTicketText::
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text "<PLAYER> doesn't"
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line "have the needed"
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cont "S.S.TICKET."
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para "Sorry!"
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para "You need a ticket"
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line "to get aboard."
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done
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_SSAnneNotHereText::
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text "The ship set sail."
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done
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_VermilionCityText4::
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text "I'm putting up a"
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line "building on this"
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cont "plot of land."
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para "My #MON is"
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line "tamping the land."
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done
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_VermilionCityText5::
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text "MACHOP: Guoh!"
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line "Gogogoh!@"
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text_end
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_VermilionCityText14::
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text_start
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para "A MACHOP is"
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line "stomping the land"
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cont "flat."
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done
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_VermilionCityText6::
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text "S.S.ANNE is a"
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line "famous luxury"
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cont "cruise ship."
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done
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_VermilionCityText7::
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text "VERMILION CITY"
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line "The Port of"
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cont "Exquisite Sunsets"
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done
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_VermilionCityText8::
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text "NOTICE!"
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para "ROUTE 12 may be"
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line "blocked off by a"
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cont "sleeping #MON."
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para "Detour through"
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line "ROCK TUNNEL to"
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cont "LAVENDER TOWN."
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para "VERMILION POLICE"
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done
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_VermilionCityText11::
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text "#MON FAN CLUB"
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line "All #MON fans"
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cont "welcome!"
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done
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_VermilionCityText12::
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text "VERMILION CITY"
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line "#MON GYM"
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cont "LEADER: LT.SURGE"
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para "The Lightning "
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line "American!"
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done
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_VermilionCityText13::
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text "VERMILION HARBOR"
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done
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_VermilionCityText15::
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text "The S.S.ANNE"
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line "has returned!"
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done
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_RoingusText:: ; new NPC made as an inside joke, with a slight reference to Mew
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text "I wanna discover"
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line "a new species of"
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cont "#MON someday!"
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para "If I'm the first"
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line "to discover it, I"
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cont "could name it!"
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para "I'm gonna call"
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line "it... ROINGUS!"
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done
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; Text for the new pass system.
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_VermillionCityPassSelectionText::
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text "Which PASS do you"
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line "want to present?"
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prompt
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_VermillionCityOldSeaMap::
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text "<PLAYER> flashed"
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line "the OLD SEA MAP!"
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para "My, my. I haven't"
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line "seen this in a"
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cont "long time."
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para "Come. I'll take"
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line "you there."
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done
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_VermillionCityCitrinePass::
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text "<PLAYER> flashed"
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line "the CITRINE PASS!"
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para "Crikey!"
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para "Right this way!"
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line "I can't believe"
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cont "it..."
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done
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_VermillionCityHarborRefuse::
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text "Alright! Have a"
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line "nice day!"
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done
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_BeautyText1::
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text "Hey! Do you like"
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line "cats or dogs?"
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prompt
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_BeautyText2::
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text "Ah! I knew it!"
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para "Sorry, it was a"
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line "silly question..."
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prompt ; needed for text to scroll correctly - it looks and acts fine in-game, don't worry.
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_BeautyChoice:: ; this is separate for the in-progress event.
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text "If you catch 5"
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line "@"
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text_ram wcd6d ; efficiency - means we don't need two separate texts...
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text ", I'll"
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cont "give you a great"
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cont "#MON!"
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para "See you then!"
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done
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_BeautyFinish1:: ; I hate this, but it has to be this way. wBeautyChoice refuses to work.
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text "Oh! You've caught"
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line "5 GROWLITHE!"
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done
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_BeautyFinish2::
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text "Oh! You've caught"
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line "5 MEOWTH!"
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done
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_BeautyExplain1::
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text "When MEOWTH"
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line "evolves, it will"
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cont "look like this."
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prompt
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_BeautyExplain2::
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text "When GROWLITHE"
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line "evolves, it will"
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cont "look like this."
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prompt
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_BeautyExplainCont::
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text "Hm? Why did I"
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line "make you catch"
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cont "the opposite"
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cont "#MON?"
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para "Well, I wanted"
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line "to see if your"
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cont "preferences"
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cont "stayed the same."
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para "It seems I was"
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line "wrong!"
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done
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_OfficerJennyText1::
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text "I just caught a"
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line "SQUIRTLE that was"
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cont "always getting"
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cont "into mischief."
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para "I think it needs a"
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line "good trainer to"
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cont "set it straight."
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done
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_OfficerJennyText2::
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text "You have the"
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line "THUNDERBADGE!?"
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para "You must be a"
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line "good trainer!"
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para "I just caught a"
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line "SQUIRTLE that was"
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cont "always getting"
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cont "into mischief."
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para "Would you take"
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line "good care of it?"
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done
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_OfficerJennyText3::
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text "OK! Please treat"
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line "SQUIRTLE right!@"
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text_end
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_OfficerJennyText4::
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text "Oh... What am I"
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line "to do now?"
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done
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_OfficerJennyText5::
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text "How is SQUIRTLE"
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line "doing?"
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done
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