kep-hack/scripts/CeladonGym.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

306 lines
6.5 KiB
NASM

CeladonGym_Script:
ld hl, wCurrentMapScriptFlags
bit 6, [hl]
res 6, [hl]
call nz, .LoadNames
call EnableAutoTextBoxDrawing
ld hl, CeladonGymTrainerHeaders
ld de, CeladonGym_ScriptPointers
ld a, [wCeladonGymCurScript]
call ExecuteCurMapScriptInTable
ld [wCeladonGymCurScript], a
ret
.LoadNames:
ld hl, .CityName
ld de, .LeaderName
jp LoadGymLeaderAndCityName
.CityName:
db "CELADON CITY@"
.LeaderName:
db "ERIKA@"
CeladonGymResetScripts:
xor a
ld [wJoyIgnore], a
ld [wCeladonGymCurScript], a
ld [wCurMapScript], a
ret
CeladonGym_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
dw CeladonGymErikaPostBattle
CeladonGymErikaPostBattle:
ld a, [wIsInBattle]
cp $ff
jp z, CeladonGymResetScripts
ld a, $f0
ld [wJoyIgnore], a
CeladonGymReceiveTM21:
ld a, $9
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_BEAT_ERIKA
lb bc, TM_MEGA_DRAIN, 1
call GiveItem
jr nc, .BagFull
ld a, $a
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_GOT_TM21
jr .gymVictory
.BagFull
ld a, $b
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
.gymVictory
ld hl, wObtainedBadges
set BIT_RAINBOWBADGE, [hl]
ld hl, wBeatGymFlags
set BIT_RAINBOWBADGE, [hl]
; deactivate gym trainers
SetEventRange EVENT_BEAT_CELADON_GYM_TRAINER_0, EVENT_BEAT_CELADON_GYM_TRAINER_6
jp CeladonGymResetScripts
CeladonGym_TextPointers:
dw ErikaText
dw CeladonGymTrainerText1
dw CeladonGymTrainerText2
dw CeladonGymTrainerText3
dw CeladonGymTrainerText4
dw CeladonGymTrainerText5
dw CeladonGymTrainerText6
dw CeladonGymTrainerText7
dw ErikaRainbowBadgeInfoText
dw ReceivedTM21Text
dw TM21NoRoomText
CeladonGymTrainerHeaders:
def_trainers 2
CeladonGymTrainerHeader0:
trainer EVENT_BEAT_CELADON_GYM_TRAINER_0, 2, CeladonGymBattleText2, CeladonGymEndBattleText2, CeladonGymAfterBattleText2
CeladonGymTrainerHeader1:
trainer EVENT_BEAT_CELADON_GYM_TRAINER_1, 2, CeladonGymBattleText3, CeladonGymEndBattleText3, CeladonGymAfterBattleText3
CeladonGymTrainerHeader2:
trainer EVENT_BEAT_CELADON_GYM_TRAINER_2, 4, CeladonGymBattleText4, CeladonGymEndBattleText4, CeladonGymAfterBattleText4
CeladonGymTrainerHeader3:
trainer EVENT_BEAT_CELADON_GYM_TRAINER_3, 4, CeladonGymBattleText5, CeladonGymEndBattleText5, CeladonGymAfterBattleText5
CeladonGymTrainerHeader4:
trainer EVENT_BEAT_CELADON_GYM_TRAINER_4, 2, CeladonGymBattleText6, CeladonGymEndBattleText6, CeladonGymAfterBattleText6
CeladonGymTrainerHeader5:
trainer EVENT_BEAT_CELADON_GYM_TRAINER_5, 2, CeladonGymBattleText7, CeladonGymEndBattleText7, CeladonGymAfterBattleText7
CeladonGymTrainerHeader6:
trainer EVENT_BEAT_CELADON_GYM_TRAINER_6, 3, CeladonGymBattleText8, CeladonGymEndBattleText8, CeladonGymAfterBattleText8
db -1 ; end
ErikaText:
text_asm
CheckEvent EVENT_BEAT_ERIKA
jr z, .beforeBeat
CheckEventReuseA EVENT_GOT_TM21
jr nz, .afterBeat
call z, CeladonGymReceiveTM21
call DisableWaitingAfterTextDisplay
jr .done
.afterBeat
ld hl, ErikaPostBattleAdviceText
call PrintText
jr .done
.beforeBeat
ld hl, ErikaPreBattleText
call PrintText
ld hl, wd72d
set 6, [hl]
set 7, [hl]
ld hl, ReceivedRainbowBadgeText
ld de, ReceivedRainbowBadgeText
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_ERIKA
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, $4
ld [wGymLeaderNo], a
ld a, $3
ld [wCeladonGymCurScript], a
ld [wCurMapScript], a
.done
jp TextScriptEnd
ErikaPreBattleText:
text_far _ErikaPreBattleText
text_end
ReceivedRainbowBadgeText:
text_far _ReceivedRainbowBadgeText
text_end
ErikaPostBattleAdviceText:
text_far _ErikaPostBattleAdviceText
text_end
ErikaRainbowBadgeInfoText:
text_far _ErikaRainbowBadgeInfoText
text_end
ReceivedTM21Text:
text_far _ReceivedTM21Text
sound_get_item_1
text_far _TM21ExplanationText
text_end
TM21NoRoomText:
text_far _TM21NoRoomText
text_end
CeladonGymTrainerText1:
text_asm
ld hl, CeladonGymTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
CeladonGymBattleText2:
text_far _CeladonGymBattleText2
text_end
CeladonGymEndBattleText2:
text_far _CeladonGymEndBattleText2
text_end
CeladonGymAfterBattleText2:
text_far _CeladonGymAfterBattleText2
text_end
CeladonGymTrainerText2:
text_asm
ld hl, CeladonGymTrainerHeader1
call TalkToTrainer
jp TextScriptEnd
CeladonGymBattleText3:
text_far _CeladonGymBattleText3
text_end
CeladonGymEndBattleText3:
text_far _CeladonGymEndBattleText3
text_end
CeladonGymAfterBattleText3:
text_far _CeladonGymAfterBattleText3
text_end
CeladonGymTrainerText3:
text_asm
ld hl, CeladonGymTrainerHeader2
call TalkToTrainer
jp TextScriptEnd
CeladonGymBattleText4:
text_far _CeladonGymBattleText4
text_end
CeladonGymEndBattleText4:
text_far _CeladonGymEndBattleText4
text_end
CeladonGymAfterBattleText4:
text_far _CeladonGymAfterBattleText4
text_end
CeladonGymTrainerText4:
text_asm
ld hl, CeladonGymTrainerHeader3
call TalkToTrainer
jp TextScriptEnd
CeladonGymBattleText5:
text_far _CeladonGymBattleText5
text_end
CeladonGymEndBattleText5:
text_far _CeladonGymEndBattleText5
text_end
CeladonGymAfterBattleText5:
text_far _CeladonGymAfterBattleText5
text_end
CeladonGymTrainerText5:
text_asm
ld hl, CeladonGymTrainerHeader4
call TalkToTrainer
jp TextScriptEnd
CeladonGymBattleText6:
text_far _CeladonGymBattleText6
text_end
CeladonGymEndBattleText6:
text_far _CeladonGymEndBattleText6
text_end
CeladonGymAfterBattleText6:
text_far _CeladonGymAfterBattleText6
text_end
CeladonGymTrainerText6:
text_asm
ld hl, CeladonGymTrainerHeader5
call TalkToTrainer
jp TextScriptEnd
CeladonGymBattleText7:
text_far _CeladonGymBattleText7
text_end
CeladonGymEndBattleText7:
text_far _CeladonGymEndBattleText7
text_end
CeladonGymAfterBattleText7:
text_far _CeladonGymAfterBattleText7
text_end
CeladonGymTrainerText7:
text_asm
ld hl, CeladonGymTrainerHeader6
call TalkToTrainer
jp TextScriptEnd
CeladonGymBattleText8:
text_far _CeladonGymBattleText8
text_end
CeladonGymEndBattleText8:
text_far _CeladonGymEndBattleText8
text_end
CeladonGymAfterBattleText8:
text_far _CeladonGymAfterBattleText8
text_end