Since we're aiming for consistency across the codebase, I believe it includes a uniform way to refer to the creatures this game consists of in the labels of the code. The only exceptions to this rule are labels referring to things named through the use of the <PK><MN> or <PKMN> characters, in which case PKMN is used. Most of this was already consistent enough™, I just picked the convention with the most occurences and fixed the outliers.
160 lines
4.5 KiB
NASM
160 lines
4.5 KiB
NASM
const_value set 2
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const BATTLETOWERBATTLEROOM_YOUNGSTER
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const BATTLETOWERBATTLEROOM_RECEPTIONIST
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BattleTowerBattleRoom_MapScripts:
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.SceneScripts:
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db 2
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scene_script .EnterBattleRoom
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scene_script .DummyScene
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.MapCallbacks:
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db 0
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.EnterBattleRoom: ; 0x9f419
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disappear BATTLETOWERBATTLEROOM_YOUNGSTER
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priorityjump Script_BattleRoom
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setscene 1
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.DummyScene:
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end
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Script_BattleRoom: ; 0x9f421
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applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerWalksIn
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; beat all 7 opponents in a row
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Script_BattleRoomLoop: ; 0x9f425
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writebyte BATTLETOWERBATTLEROOM_YOUNGSTER
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special Special_LoadOpponentTrainerAndPokemonWithOTSprite
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appear BATTLETOWERBATTLEROOM_YOUNGSTER
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warpsound
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waitsfx
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applymovement BATTLETOWERBATTLEROOM_YOUNGSTER, MovementData_BattleTowerBattleRoomOpponentWalksIn
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opentext
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battletowertext BATTLETOWERTEXT_INTRO
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buttonsound
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closetext
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special Special_BattleTowerBattle ; calls predef startbattle
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special Special_FadeOutPalettes
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reloadmap
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if_not_equal $0, Script_FailedBattleTowerChallenge
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copybytetovar wNrOfBeatenBattleTowerTrainers ; wcf64
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if_equal BATTLETOWER_STREAK_LENGTH, Script_BeatenAllTrainers
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applymovement BATTLETOWERBATTLEROOM_YOUNGSTER, MovementData_BattleTowerBattleRoomOpponentWalksOut
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warpsound
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disappear BATTLETOWERBATTLEROOM_YOUNGSTER
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applymovement BATTLETOWERBATTLEROOM_RECEPTIONIST, MovementData_BattleTowerBattleRoomReceptionistWalksToPlayer
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applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerTurnsToFaceReceptionist
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opentext
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writetext Text_YourMonWillBeHealedToFullHealth
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waitbutton
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closetext
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playmusic MUSIC_HEAL
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special Special_FadeOutPalettes
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special Special_LoadMapPalettes
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pause 60
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special Special_FadeInPalettes
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special RestartMapMusic
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opentext
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writetext Text_NextUpOpponentNo
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yesorno
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iffalse Script_DontBattleNextOpponent
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Script_ContinueAndBattleNextOpponent: ; 0x9f477
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closetext
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applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerTurnsToFaceNextOpponent
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applymovement BATTLETOWERBATTLEROOM_RECEPTIONIST, MovementData_BattleTowerBattleRoomReceptionistWalksAway
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jump Script_BattleRoomLoop
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Script_DontBattleNextOpponent: ; 0x9f483
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writetext Text_SaveAndEndTheSession
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yesorno
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iffalse Script_DontSaveAndEndTheSession
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writebyte BATTLETOWERACTION_SAVELEVELGROUP ; save level group
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special Special_BattleTowerAction
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writebyte BATTLETOWERACTION_SAVEOPTIONS ; choose reward
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special Special_BattleTowerAction
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writebyte BATTLETOWERACTION_SAVE_AND_QUIT ; quicksave
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special Special_BattleTowerAction
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playsound SFX_SAVE
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waitsfx
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special Special_FadeOutPalettes
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special Reset
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Script_DontSaveAndEndTheSession: ; 0x9f4a3
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writetext Text_CancelYourBattleRoomChallenge
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yesorno
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iffalse Script_ContinueAndBattleNextOpponent
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writebyte BATTLETOWERACTION_CHALLENGECANCELED
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special Special_BattleTowerAction
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writebyte BATTLETOWERACTION_06
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special Special_BattleTowerAction
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closetext
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special Special_FadeOutPalettes
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warpfacing UP, BATTLE_TOWER_1F, 7, 7
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opentext
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jump Script_BattleTowerHopeToServeYouAgain
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Script_FailedBattleTowerChallenge:
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pause 60
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special Special_BattleTowerFade
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warpfacing UP, BATTLE_TOWER_1F, 7, 7
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writebyte BATTLETOWERACTION_CHALLENGECANCELED
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special Special_BattleTowerAction
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opentext
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writetext Text_ThanksForVisiting
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waitbutton
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closetext
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end
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Script_BeatenAllTrainers: ; 0x9f4d9
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pause 60
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special Special_BattleTowerFade
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warpfacing UP, BATTLE_TOWER_1F, 7, 7
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Script_BeatenAllTrainers2:
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opentext
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writetext Text_CongratulationsYouveBeatenAllTheTrainers
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jump Script_GivePlayerHisPrize
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UnreferencedScript_0x9f4eb:
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writebyte BATTLETOWERACTION_CHALLENGECANCELED
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special Special_BattleTowerAction
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opentext
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writetext Text_TooMuchTimeElapsedNoRegister
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waitbutton
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closetext
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end
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UnreferencedScript_0x9f4f7:
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writebyte BATTLETOWERACTION_CHALLENGECANCELED
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special Special_BattleTowerAction
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writebyte BATTLETOWERACTION_06
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special Special_BattleTowerAction
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opentext
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writetext Text_ThanksForVisiting
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writetext Text_WeHopeToServeYouAgain
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waitbutton
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closetext
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end
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Text_ReturnedAfterSave_Mobile:
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text "You'll be returned"
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line "after you SAVE."
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done
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BattleTowerBattleRoom_MapEvents:
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; filler
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db 0, 0
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.Warps:
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db 2
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warp_def 3, 7, 4, BATTLE_TOWER_HALLWAY
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warp_def 4, 7, 4, BATTLE_TOWER_HALLWAY
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.CoordEvents:
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db 0
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.BGEvents:
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db 0
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.ObjectEvents:
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db 2
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object_event 4, 0, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_BATTLE_TOWER_BATTLE_ROOM_YOUNGSTER
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object_event 1, 6, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1
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