kep-hack/scripts/CeruleanGym.asm
May Evans f4f2628f8d Gym scaling base
This adds gym scaling for every leader, plus Koichi of the Fighting Dojo.

Me and Ema decided to give Koichi scaling, as he is a gym leader in everything but class. I will likely give Yujirou the same treatment once he's all set up.

The parties have not been set up, assuming Martha is working on them.

An important note: space is somewhat limited on trainers now, so the leaders will need implementing incrementally. You will most likely have to remove unnecessary trainers to make this work.
2022-12-17 20:47:39 +00:00

225 lines
4.6 KiB
NASM

CeruleanGym_Script:
ld hl, wCurrentMapScriptFlags
bit 6, [hl]
res 6, [hl]
call nz, .LoadNames
call EnableAutoTextBoxDrawing
ld hl, CeruleanGymTrainerHeaders
ld de, CeruleanGym_ScriptPointers
ld a, [wCeruleanGymCurScript]
call ExecuteCurMapScriptInTable
ld [wCeruleanGymCurScript], a
ret
.LoadNames:
ld hl, .CityName
ld de, .LeaderName
jp LoadGymLeaderAndCityName
.CityName:
db "CERULEAN CITY@"
.LeaderName:
db "MISTY@"
CeruleanGymResetScripts:
xor a
ld [wJoyIgnore], a
ld [wCeruleanGymCurScript], a
ld [wCurMapScript], a
ret
CeruleanGym_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
dw CeruleanGymMistyPostBattle
CeruleanGymMistyPostBattle:
ld a, [wIsInBattle]
cp $ff
jp z, CeruleanGymResetScripts
ld a, $f0
ld [wJoyIgnore], a
CeruleanGymReceiveTM11:
ld a, $5
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_BEAT_MISTY
lb bc, TM_BUBBLEBEAM, 1
call GiveItem
jr nc, .BagFull
ld a, $6
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_GOT_TM11
jr .gymVictory
.BagFull
ld a, $7
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
.gymVictory
ld hl, wObtainedBadges
set BIT_CASCADEBADGE, [hl]
ld hl, wBeatGymFlags
set BIT_CASCADEBADGE, [hl]
; deactivate gym trainers
SetEvents EVENT_BEAT_CERULEAN_GYM_TRAINER_0, EVENT_BEAT_CERULEAN_GYM_TRAINER_1
jp CeruleanGymResetScripts
CeruleanGym_TextPointers:
dw MistyText
dw CeruleanGymTrainerText1
dw CeruleanGymTrainerText2
dw CeruleanGymGuideText
dw MistyCascadeBadgeInfoText
dw ReceivedTM11Text
dw TM11NoRoomText
CeruleanGymTrainerHeaders:
def_trainers 2
CeruleanGymTrainerHeader0:
trainer EVENT_BEAT_CERULEAN_GYM_TRAINER_0, 3, CeruleanGymBattleText1, CeruleanGymEndBattleText1, CeruleanGymAfterBattleText1
CeruleanGymTrainerHeader1:
trainer EVENT_BEAT_CERULEAN_GYM_TRAINER_1, 3, CeruleanGymBattleText2, CeruleanGymEndBattleText2, CeruleanGymAfterBattleText2
db -1 ; end
MistyText:
text_asm
CheckEvent EVENT_BEAT_MISTY
jr z, .beforeBeat
CheckEventReuseA EVENT_GOT_TM11
jr nz, .afterBeat
call z, CeruleanGymReceiveTM11
call DisableWaitingAfterTextDisplay
jr .done
.afterBeat
ld hl, TM11ExplanationText
call PrintText
jr .done
.beforeBeat
ld hl, MistyPreBattleText
call PrintText
ld hl, wd72d
set 6, [hl]
set 7, [hl]
ld hl, ReceivedCascadeBadgeText
ld de, ReceivedCascadeBadgeText
call SaveEndBattleTextPointers
ldh a, [hSpriteIndex]
ld [wSpriteIndex], a
call EngageMapTrainer
; call InitBattleEnemyParameters ; put this back if you mess up
; gym scaling spaghetti code begins here - remove initial parameters as we're making our own
ld a, OPP_MISTY
ld [wCurOpponent], a
ld hl, wObtainedBadges ; Picking the team based on badge count. Need +1 so it loads the right team: remember, you're fighting for the badge! Thanks to Chatot4444 for the help.
ld b, 1
call CountSetBits
ld a, [wNumSetBits]
inc a
ld [wTrainerNo], a
ld a, 1
ld [wIsTrainerBattle], a
;ends here
ld a, $2
ld [wGymLeaderNo], a
xor a
ldh [hJoyHeld], a
ld a, $3
ld [wCeruleanGymCurScript], a
.done
jp TextScriptEnd
MistyPreBattleText:
text_far _MistyPreBattleText
text_end
TM11ExplanationText:
text_far _TM11ExplanationText
text_end
MistyCascadeBadgeInfoText:
text_far _MistyCascadeBadgeInfoText
text_end
ReceivedTM11Text:
text_far _ReceivedTM11Text
sound_get_item_1
text_end
TM11NoRoomText:
text_far _TM11NoRoomText
text_end
ReceivedCascadeBadgeText:
text_far _ReceivedCascadeBadgeText
sound_get_key_item ; actually plays the second channel of SFX_BALL_POOF due to the wrong music bank being loaded
text_promptbutton
text_end
CeruleanGymTrainerText1:
text_asm
ld hl, CeruleanGymTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
CeruleanGymBattleText1:
text_far _CeruleanGymBattleText1
text_end
CeruleanGymEndBattleText1:
text_far _CeruleanGymEndBattleText1
text_end
CeruleanGymAfterBattleText1:
text_far _CeruleanGymAfterBattleText1
text_end
CeruleanGymTrainerText2:
text_asm
ld hl, CeruleanGymTrainerHeader1
call TalkToTrainer
jp TextScriptEnd
CeruleanGymBattleText2:
text_far _CeruleanGymBattleText2
text_end
CeruleanGymEndBattleText2:
text_far _CeruleanGymEndBattleText2
text_end
CeruleanGymAfterBattleText2:
text_far _CeruleanGymAfterBattleText2
text_end
CeruleanGymGuideText:
text_asm
CheckEvent EVENT_BEAT_MISTY
jr nz, .afterBeat
ld hl, CeruleanGymGuidePreBattleText
call PrintText
jr .done
.afterBeat
ld hl, CeruleanGymGuidePostBattleText
call PrintText
.done
jp TextScriptEnd
CeruleanGymGuidePreBattleText:
text_far _CeruleanGymGuidePreBattleText
text_end
CeruleanGymGuidePostBattleText:
text_far _CeruleanGymGuidePostBattleText
text_end