mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-17 02:40:50 +12:00

Still need to find out what I want to do with Body Slam, Swords Dance, and Thunder Wave. Slam/SD are on the Sevii Islands, and TWave is on an existing NPC who usually gives Self-Destruct. Could possibly refactor the item receiving text.
278 lines
5.8 KiB
NASM
278 lines
5.8 KiB
NASM
VictoryRoad2F_Script:
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ld hl, wCurrentMapScriptFlags
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bit 6, [hl]
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res 6, [hl]
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call nz, VictoryRoad2Script_517c4
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ld hl, wCurrentMapScriptFlags
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bit 5, [hl]
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res 5, [hl]
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call nz, VictoryRoad2Script_517c9
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call EnableAutoTextBoxDrawing
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ld hl, VictoryRoad2TrainerHeaders
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ld de, VictoryRoad2F_ScriptPointers
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ld a, [wVictoryRoad2FCurScript]
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call ExecuteCurMapScriptInTable
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ld [wVictoryRoad2FCurScript], a
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ret
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VictoryRoad2Script_517c4:
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ResetEvent EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH
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VictoryRoad2Script_517c9:
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CheckEvent EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
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jr z, .asm_517da
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push af
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ld a, $15
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lb bc, 4, 3
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call VictoryRoad2Script_517e2
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pop af
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.asm_517da
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bit 7, a
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ret z
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ld a, $1d
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lb bc, 7, 11
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VictoryRoad2Script_517e2:
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ld [wNewTileBlockID], a
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predef ReplaceTileBlock
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ret
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VictoryRoad2F_ScriptPointers:
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dw VictoryRoad2Script0
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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VictoryRoad2Script0:
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ld hl, CoordsData_51816
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call CheckBoulderCoords
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jp nc, CheckFightingMapTrainers
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EventFlagAddress hl, EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
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ld a, [wCoordIndex]
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cp $2
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jr z, .asm_5180b
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CheckEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
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SetEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
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ret nz
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jr .asm_51810
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.asm_5180b
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CheckEventAfterBranchReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2, EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
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SetEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2
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ret nz
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.asm_51810
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ld hl, wCurrentMapScriptFlags
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set 5, [hl]
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ret
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CoordsData_51816:
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dbmapcoord 1, 16
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dbmapcoord 9, 16
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db -1 ; end
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VictoryRoad2F_TextPointers:
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dw VictoryRoad2Text1
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dw VictoryRoad2Text2
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dw VictoryRoad2Text3
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dw VictoryRoad2Text4
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dw VictoryRoad2Text5
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dw GyaoonText
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dw PickUpItemText
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dw PickUpItemText
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dw PickUpItemText
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dw PickUpItemText
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dw BoulderText
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dw BoulderText
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dw BoulderText
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dw DoubleEdgeGuy
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VictoryRoad2TrainerHeaders:
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def_trainers
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VictoryRoad2TrainerHeader0:
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trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_0, 4, VictoryRoad2BattleText1, VictoryRoad2EndBattleText1, VictoryRoad2AfterBattleText1
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VictoryRoad2TrainerHeader1:
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trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_1, 3, VictoryRoad2BattleText2, VictoryRoad2EndBattleText2, VictoryRoad2AfterBattleText2
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VictoryRoad2TrainerHeader2:
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trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_2, 3, VictoryRoad2BattleText3, VictoryRoad2EndBattleText3, VictoryRoad2AfterBattleText3
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VictoryRoad2TrainerHeader3:
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trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_3, 1, VictoryRoad2BattleText4, VictoryRoad2EndBattleText4, VictoryRoad2AfterBattleText4
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VictoryRoad2TrainerHeader4:
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trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_4, 3, VictoryRoad2BattleText5, VictoryRoad2EndBattleText5, VictoryRoad2AfterBattleText5
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GyaoonTrainerHeader:
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trainer EVENT_BEAT_GYAOON, 0, GyaoonBattleText, GyaoonBattleText, GyaoonBattleText
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db -1 ; end
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VictoryRoad2Text1:
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text_asm
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ld hl, VictoryRoad2TrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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VictoryRoad2Text2:
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text_asm
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ld hl, VictoryRoad2TrainerHeader1
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call TalkToTrainer
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jp TextScriptEnd
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VictoryRoad2Text3:
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text_asm
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ld hl, VictoryRoad2TrainerHeader2
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call TalkToTrainer
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jp TextScriptEnd
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VictoryRoad2Text4:
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text_asm
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ld hl, VictoryRoad2TrainerHeader3
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call TalkToTrainer
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jp TextScriptEnd
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VictoryRoad2Text5:
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text_asm
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ld hl, VictoryRoad2TrainerHeader4
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call TalkToTrainer
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jp TextScriptEnd
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GyaoonText:
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text_asm
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ld hl, GyaoonTrainerHeader
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call TalkToTrainer
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jp TextScriptEnd
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GyaoonBattleText:
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text_far _GyaoonBattleText
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text_asm
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ld a, GYAOON
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call PlayCry
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call WaitForSoundToFinish
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jp TextScriptEnd
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VictoryRoad2BattleText1:
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text_far _VictoryRoad2BattleText1
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text_end
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VictoryRoad2EndBattleText1:
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text_far _VictoryRoad2EndBattleText1
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text_end
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VictoryRoad2AfterBattleText1:
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text_far _VictoryRoad2AfterBattleText1
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text_end
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VictoryRoad2BattleText2:
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text_far _VictoryRoad2BattleText2
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text_end
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VictoryRoad2EndBattleText2:
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text_far _VictoryRoad2EndBattleText2
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text_end
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VictoryRoad2AfterBattleText2:
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text_far _VictoryRoad2AfterBattleText2
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text_end
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VictoryRoad2BattleText3:
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text_far _VictoryRoad2BattleText3
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text_end
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VictoryRoad2EndBattleText3:
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text_far _VictoryRoad2EndBattleText3
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text_end
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VictoryRoad2AfterBattleText3:
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text_far _VictoryRoad2AfterBattleText3
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text_end
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VictoryRoad2BattleText4:
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text_far _VictoryRoad2BattleText4
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text_end
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VictoryRoad2EndBattleText4:
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text_far _VictoryRoad2EndBattleText4
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text_end
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VictoryRoad2AfterBattleText4:
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text_far _VictoryRoad2AfterBattleText4
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text_end
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VictoryRoad2BattleText5:
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text_far _VictoryRoad2BattleText5
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text_end
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VictoryRoad2EndBattleText5:
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text_far _VictoryRoad2EndBattleText5
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text_end
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VictoryRoad2AfterBattleText5:
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text_far _VictoryRoad2AfterBattleText5
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text_end
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; FireRed NPC
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DoubleEdgeGuy:
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text_asm
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CheckEvent EVENT_GOT_TM10
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jr nz, .got_item
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ld hl, TM10PreReceiveText
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call PrintText
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call YesNoChoice
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ld a, [wCurrentMenuItem]
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and a
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jr nz, .refused
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lb bc, TM_DOUBLE_EDGE, 1
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call GiveItem
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jr nc, .bag_full
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ld hl, ReceivedTM10Text
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call PrintText
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SetEvent EVENT_GOT_TM10
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jr .done
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.refused
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ld hl, TM10Refused
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call PrintText
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jr .done
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.bag_full
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ld hl, DoubleEdgeNoRoomText
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call PrintText
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jr .done
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.got_item
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ld hl, TM10ExplanationText
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call PrintText
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.done
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jp TextScriptEnd
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TM10PreReceiveText:
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text "You should be"
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line "proud of"
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cont "yourself,"
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cont "having battled"
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cont "your way through"
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cont "VICTORY ROAD so"
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cont "courageously."
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para "In recognition"
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line "of your feat,"
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cont "I can teach your"
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cont "#MON"
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cont "DOUBLE-EDGE."
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prompt
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ReceivedTM10Text:
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text_far _ReceivedTM10Text
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sound_get_item_1
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text_end
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TM10ExplanationText:
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text "Keep that drive"
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line "going for the"
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cont "#MON LEAGUE!"
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para "Take a run at"
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line "them and knock"
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cont "em out!"
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done
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TM10Refused:
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text "I'll teach your"
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line "#MON anytime."
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done
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DoubleEdgeNoRoomText:
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text_far _TMNPCNoRoomText
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text_end
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