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This update does a good few things. Giovanni now uses his unused encounter theme in all pre-fights, which is followed by the regular evil trainer theme when you're about to fight him. This feels very correct. His team has also been minorly altered. I backported LGPE's pre-fight monologue for Giovanni in Rocket Hideout B4F. Adapted for RB's story, of course, no Cubones here. The original text is very awkward and abrupt, and it also makes the encounter theme feel much more effective in delivery. I think a lot of people can appreciate this. I also backported Jessie and James for Rocket Hideout B4F while I was at it. I had to change their event script quite a bit for it to fit, and their walking seems...awkward. Regardless, it's functional. The rest will be done with time. To make future dev door testing easier, I'm keeping all warps I've previously used in comments.
23 lines
831 B
NASM
23 lines
831 B
NASM
RocketHideoutB4F_Object:
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db $2e ; border block
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def_warp_events
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warp_event 19, 10, ROCKET_HIDEOUT_B3F, 2
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warp_event 24, 15, ROCKET_HIDEOUT_ELEVATOR, 1
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warp_event 25, 15, ROCKET_HIDEOUT_ELEVATOR, 2
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def_bg_events
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def_object_events
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object_event 25, 3, SPRITE_GIOVANNI, STAY, DOWN, 1, OPP_GIOVANNI, 1
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object_event 25, 10, SPRITE_JAMES, STAY, DOWN, 2
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object_event 24, 10, SPRITE_JESSIE, STAY, DOWN, 3
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object_event 11, 2, SPRITE_ROCKET, STAY, DOWN, 4, OPP_ROCKET, 18
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object_event 10, 12, SPRITE_POKE_BALL, STAY, NONE, 5, HP_UP
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object_event 9, 4, SPRITE_POKE_BALL, STAY, NONE, 6, TM_RAZOR_WIND
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object_event 12, 20, SPRITE_POKE_BALL, STAY, NONE, 7, IRON
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object_event 25, 2, SPRITE_POKE_BALL, STAY, NONE, 8, SILPH_SCOPE
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object_event 10, 2, SPRITE_POKE_BALL, STAY, NONE, 9, LIFT_KEY
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def_warps_to ROCKET_HIDEOUT_B4F
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