kep-hack/scripts/CelesteHillCave.asm
Llinos Evans 4dd40a5818 Brunswick Glade & Celeste Hill Trainers
I fucked up the Brunswick Glade trainers somewhere - some text isn't sync'd and they won't come up to the player. Otherwise, it's done.
2023-12-12 22:10:24 +00:00

63 lines
1.5 KiB
NASM

CelesteHillCave_Script:
call EnableAutoTextBoxDrawing
ld hl, CelesteHillCaveTrainerHeaders
ld de, CelesteHillCave_ScriptPointers
ld a, [wCelesteHillCaveCurScript]
call ExecuteCurMapScriptInTable
ld [wCelesteHillCaveCurScript], a
ret
CelesteHillCave_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
CelesteHillCave_TextPointers:
dw CelesteHillCaveTrainer1
dw CelesteHillCaveTrainer2
CelesteHillCaveTrainerHeaders:
def_trainers
CelesteHillCaveTrainerHeader0:
trainer EVENT_BEAT_CELESTE_HILL_CAVE_BEAUTY, 2, CelesteHillCaveBattleText1, CelesteHillCaveEndBattleText1, CelesteHillCaveAfterBattleText1
CelesteHillCaveTrainerHeader1:
trainer EVENT_BEAT_CELESTE_HILL_CAVE_COOLTRAINER_M, 4, CelesteHillCaveBattleText2, CelesteHillCaveEndBattleText2, CelesteHillCaveAfterBattleText2
db -1 ; end
CelesteHillCaveTrainer1:
text_asm
ld hl, CelesteHillCaveTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
CelesteHillCaveTrainer2:
text_asm
ld hl, CelesteHillCaveTrainerHeader1
call TalkToTrainer
jp TextScriptEnd
CelesteHillCaveBattleText1:
text_far _CelesteHillCaveBattleText1
text_end
CelesteHillCaveEndBattleText1:
text_far _CelesteHillCaveEndBattleText1
text_end
CelesteHillCaveAfterBattleText1:
text_far _CelesteHillCaveAfterBattleText1
text_end
CelesteHillCaveBattleText2:
text_far _CelesteHillCaveBattleText2
text_end
CelesteHillCaveEndBattleText2:
text_far _CelesteHillCaveEndBattleText2
text_end
CelesteHillCaveAfterBattleText2:
text_far _CelesteHillCaveAfterBattleText2
text_end