shithub: pokecrystal

ref: d132a20b7aa5e0e411683e792d90947ab195e1d4
dir: /maps/TinTower1F.asm/

View raw version
	object_const_def
	const TINTOWER1F_SUICUNE
	const TINTOWER1F_RAIKOU
	const TINTOWER1F_ENTEI
	const TINTOWER1F_EUSINE
	const TINTOWER1F_SAGE1
	const TINTOWER1F_SAGE2
	const TINTOWER1F_SAGE3
	const TINTOWER1F_SAGE4
	const TINTOWER1F_SAGE5
	const TINTOWER1F_SAGE6

TinTower1F_MapScripts:
	def_scene_scripts
	scene_script .FaceSuicune ; SCENE_DEFAULT
	scene_script .DummyScene ; SCENE_FINISHED

	def_callbacks
	callback MAPCALLBACK_OBJECTS, .NPCsCallback
	callback MAPCALLBACK_TILES, .StairsCallback

.FaceSuicune:
	prioritysjump .SuicuneBattle
	end

.DummyScene:
	end

.NPCsCallback:
	checkevent EVENT_GOT_RAINBOW_WING
	iftrue .GotRainbowWing
	checkevent EVENT_BEAT_ELITE_FOUR
	iffalse .FaceBeasts
	special BeastsCheck
	iffalse .FaceBeasts
	clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
	setevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
.GotRainbowWing:
	checkevent EVENT_FOUGHT_HO_OH
	iffalse .Done
	appear TINTOWER1F_EUSINE
.Done:
	endcallback

.FaceBeasts:
	checkevent EVENT_FOUGHT_SUICUNE
	iftrue .FoughtSuicune
	appear TINTOWER1F_SUICUNE
	setval RAIKOU
	special MonCheck
	iftrue .NoRaikou
	appear TINTOWER1F_RAIKOU
	sjump .CheckEntei

.NoRaikou:
	disappear TINTOWER1F_RAIKOU
.CheckEntei:
	setval ENTEI
	special MonCheck
	iftrue .NoEntei
	appear TINTOWER1F_ENTEI
	sjump .BeastsDone

.NoEntei:
	disappear TINTOWER1F_ENTEI
.BeastsDone:
	endcallback

.FoughtSuicune:
	disappear TINTOWER1F_SUICUNE
	disappear TINTOWER1F_RAIKOU
	disappear TINTOWER1F_ENTEI
	clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
	setevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
	endcallback

.StairsCallback:
	checkevent EVENT_GOT_RAINBOW_WING
	iftrue .DontHideStairs
	changeblock 10, 2, $09 ; floor
.DontHideStairs:
	endcallback

.SuicuneBattle:
	applymovement PLAYER, TinTower1FPlayerEntersMovement
	pause 15
	setval RAIKOU
	special MonCheck
	iftrue .Next1 ; if player caught Raikou, it doesn't appear in Tin Tower
	applymovement TINTOWER1F_RAIKOU, TinTower1FRaikouApproachesMovement
	turnobject PLAYER, LEFT
	cry RAIKOU
	pause 10
	playsound SFX_WARP_FROM
	applymovement TINTOWER1F_RAIKOU, TinTower1FRaikouLeavesMovement
	disappear TINTOWER1F_RAIKOU
	playsound SFX_EXIT_BUILDING
	waitsfx
.Next1:
	setval ENTEI
	special MonCheck
	iftrue .Next2 ; if player caught Entei, it doesn't appear in Tin Tower
	applymovement TINTOWER1F_ENTEI, TinTower1FEnteiApproachesMovement
	turnobject PLAYER, RIGHT
	cry ENTEI
	pause 10
	playsound SFX_WARP_FROM
	applymovement TINTOWER1F_ENTEI, TinTower1FEnteiLeavesMovement
	disappear TINTOWER1F_ENTEI
	playsound SFX_EXIT_BUILDING
	waitsfx
.Next2:
	turnobject PLAYER, UP
	pause 10
	applymovement PLAYER, TinTower1FPlayerBacksUpMovement
	applymovement TINTOWER1F_SUICUNE, TinTower1FSuicuneApproachesMovement
	cry SUICUNE
	pause 20
	loadwildmon SUICUNE, 40
	loadvar VAR_BATTLETYPE, BATTLETYPE_SUICUNE
	startbattle
	dontrestartmapmusic
	disappear TINTOWER1F_SUICUNE
	setevent EVENT_FOUGHT_SUICUNE
	setevent EVENT_SAW_SUICUNE_ON_ROUTE_42
	setmapscene ROUTE_42, SCENE_ROUTE42_NOTHING
	setevent EVENT_SAW_SUICUNE_ON_ROUTE_36
	setmapscene ROUTE_36, SCENE_ROUTE36_NOTHING
	setevent EVENT_SAW_SUICUNE_AT_CIANWOOD_CITY
	setmapscene CIANWOOD_CITY, SCENE_CIANWOODCITY_NOTHING
	setscene SCENE_FINISHED
	clearevent EVENT_SET_WHEN_FOUGHT_HO_OH
	reloadmapafterbattle
	pause 20
	turnobject PLAYER, DOWN
	playmusic MUSIC_MYSTICALMAN_ENCOUNTER
	playsound SFX_ENTER_DOOR
	moveobject TINTOWER1F_EUSINE, 10, 15
	appear TINTOWER1F_EUSINE
	applymovement TINTOWER1F_EUSINE, TinTower1FEusineEntersMovement
	playsound SFX_ENTER_DOOR
	moveobject TINTOWER1F_SAGE1, 9, 15
	appear TINTOWER1F_SAGE1
	applymovement TINTOWER1F_SAGE1, TinTower1FSage1EntersMovement
	playsound SFX_ENTER_DOOR
	moveobject TINTOWER1F_SAGE2, 9, 15
	appear TINTOWER1F_SAGE2
	applymovement TINTOWER1F_SAGE2, TinTower1FSage2EntersMovement
	playsound SFX_ENTER_DOOR
	moveobject TINTOWER1F_SAGE3, 9, 15
	appear TINTOWER1F_SAGE3
	applymovement TINTOWER1F_SAGE3, TinTower1FSage3EntersMovement
	moveobject TINTOWER1F_SAGE1, 7, 13
	moveobject TINTOWER1F_SAGE2, 9, 13
	moveobject TINTOWER1F_SAGE3, 11, 13
	turnobject PLAYER, RIGHT
	opentext
	writetext TinTower1FEusineSuicuneText
	waitbutton
	closetext
	applymovement TINTOWER1F_EUSINE, TinTower1FEusineLeavesMovement
	playsound SFX_EXIT_BUILDING
	disappear TINTOWER1F_EUSINE
	waitsfx
	special FadeOutMusic
	pause 20
	playmapmusic
	end

TinTower1FSage1Script:
	jumptextfaceplayer TinTower1FSage1Text

TinTower1FSage2Script:
	jumptextfaceplayer TinTower1FSage2Text

TinTower1FSage3Script:
	jumptextfaceplayer TinTower1FSage3Text

TinTower1FSage4Script:
	checkevent EVENT_FOUGHT_HO_OH
	iftrue .FoughtHoOh
	jumptextfaceplayer TinTower1FSage4Text1

.FoughtHoOh:
	jumptextfaceplayer TinTower1FSage4Text2

TinTower1FSage5Script:
	faceplayer
	opentext
	checkevent EVENT_FOUGHT_HO_OH
	iftrue .FoughtHoOh
	checkevent EVENT_GOT_RAINBOW_WING
	iftrue .GotRainbowWing
	writetext TinTower1FSage5Text1
	promptbutton
	verbosegiveitem RAINBOW_WING
	closetext
	refreshscreen
	earthquake 72
	waitsfx
	playsound SFX_STRENGTH
	changeblock 10, 2, $20 ; stairs
	reloadmappart
	setevent EVENT_GOT_RAINBOW_WING
	closetext
	opentext
.GotRainbowWing:
	writetext TinTower1FSage5Text2
	waitbutton
	closetext
	end

.FoughtHoOh:
	writetext TinTower1FSage5Text3
	waitbutton
	closetext
	end

TinTower1FSage6Script:
	checkevent EVENT_FOUGHT_HO_OH
	iftrue .FoughtHoOh
	jumptextfaceplayer TinTower1FSage6Text1

.FoughtHoOh:
	jumptextfaceplayer TinTower1FSage6Text2

TinTower1FEusine:
	jumptextfaceplayer TinTower1FEusineHoOhText

TinTower1FPlayerEntersMovement:
	slow_step UP
	slow_step UP
	slow_step UP
	slow_step UP
	step_end

TinTower1FRaikouApproachesMovement:
	set_sliding
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTower1FRaikouLeavesMovement:
	set_sliding
	fast_jump_step DOWN
	fast_jump_step RIGHT
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTower1FEnteiApproachesMovement:
	set_sliding
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTower1FEnteiLeavesMovement:
	set_sliding
	fast_jump_step DOWN
	fast_jump_step LEFT
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTower1FSuicuneApproachesMovement:
	set_sliding
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTower1FPlayerBacksUpMovement:
	fix_facing
	big_step DOWN
	remove_fixed_facing
	step_end

TinTower1FEusineEntersMovement:
	step UP
	step UP
	step UP
	turn_head LEFT
	step_end

TinTower1FEusineLeavesMovement:
	step DOWN
	step DOWN
	step DOWN
	step_end

TinTower1FSage1EntersMovement:
	step UP
	step UP
	step LEFT
	step LEFT
	turn_head UP
	step_end

TinTower1FSage2EntersMovement:
	step UP
	step UP
	step_end

TinTower1FSage3EntersMovement:
	step UP
	step RIGHT
	step RIGHT
	step UP
	step_end

TinTower1FEusineSuicuneText:
	text "EUSINE: Awesome!"
	line "Too awesome, even!"

	para "I've never seen a"
	line "battle that great."

	para "That was truly"
	line "inspiring to see."

	para "SUICUNE was tough,"
	line "but you were even"

	para "more incredible,"
	line "<PLAYER>."

	para "I heard SUICUNE's"
	line "mystic power"

	para "summons a rainbow-"
	line "colored #MON."

	para "Maybe, just maybe,"
	line "what went on today"

	para "will cause that"
	line "#MON to appear."

	para "I'm going to study"
	line "the legends more."

	para "Thanks for showing"
	line "me that fantastic"
	cont "battle."

	para "Later, <PLAYER>!"
	done

TinTower1FSage1Text:
	text "According to"
	line "legend…"

	para "When the souls of"
	line "#MON and humans"

	para "commune, from the"
	line "heavens descends a"

	para "#MON of rainbow"
	line "colors…"

	para "Could it mean the"
	line "legendary #MON"

	para "are testing us"
	line "humans?"
	done

TinTower1FSage2Text:
	text "When the BRASS"
	line "TOWER burned down,"

	para "three nameless"
	line "#MON were said"

	para "to have perished."
	line "It was tragic."

	para "However…"

	para "A rainbow-colored"
	line "#MON…"

	para "In other words…"

	para "HO-OH descended"
	line "from the sky and"

	para "gave new life to"
	line "the three #MON."

	para "They are…"

	para "SUICUNE, ENTEI and"
	line "RAIKOU."

	para "That is what they"
	line "say."
	done

TinTower1FSage3Text:
	text "The two TOWERS are"
	line "said to have been"

	para "built to foster"
	line "friendship and"

	para "hope between #-"
	line "MON and people."

	para "That was 700 years"
	line "ago, but the ideal"

	para "still remains"
	line "important today."
	done

TinTower1FSage4Text1:
	text "HO-OH appears to"
	line "have descended"

	para "upon this, the TIN"
	line "TOWER!"
	done

TinTower1FSage5Text1:
	text "This will protect"
	line "you. Take it."
	done

TinTower1FSage5Text2:
	text "Now, go."
	done

TinTower1FSage6Text1:
	text "I believe you are"
	line "being tested."

	para "Free your mind"
	line "from uncertainty,"
	cont "and advance."
	done

TinTower1FEusineHoOhText:
	text "I knew it."

	para "I knew you'd get"
	line "to see the #MON"

	para "of rainbow colors,"
	line "<PLAYER>."

	para "It happened just"
	line "as I envisioned."

	para "My research isn't"
	line "bad, I might say."

	para "I'm going to keep"
	line "studying #MON"

	para "to become a famous"
	line "#MANIAC!"
	done

TinTower1FSage4Text2:
	text "The legendary"
	line "#MON are said"

	para "to embody three"
	line "powers…"

	para "The lightning that"
	line "struck the TOWER."

	para "The fire that"
	line "burned the TOWER."

	para "And the rain that"
	line "put out the fire…"
	done

TinTower1FSage5Text3:
	text "When the legendary"
	line "#MON appeared…"

	para "They struck terror"
	line "in those who saw"
	cont "their rise."

	para "And…"

	para "Some even took to"
	line "futile attacks."

	para "The legendary"
	line "#MON, knowing"

	para "their own power,"
	line "fled, ignoring the"
	cont "frightened people."
	done

TinTower1FSage6Text2:
	text "Of the legendary"
	line "#MON, SUICUNE"

	para "is said to be the"
	line "closest to HO-OH."

	para "I hear there may"
	line "also be a link to"

	para "#MON known as"
	line "UNOWN."

	para "The #MON UNOWN"
	line "must be sharing a"

	para "cooperative bond"
	line "with SUICUNE."
	done

TinTower1F_MapEvents:
	db 0, 0 ; filler

	def_warp_events
	warp_event  9, 15, ECRUTEAK_CITY, 12
	warp_event 10, 15, ECRUTEAK_CITY, 12
	warp_event 10,  2, TIN_TOWER_2F, 2

	def_coord_events

	def_bg_events

	def_object_events
	object_event  9,  9, SPRITE_SUICUNE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_SUICUNE
	object_event  7,  9, SPRITE_RAIKOU, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_RAIKOU
	object_event 12,  9, SPRITE_ENTEI, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_ENTEI
	object_event  8,  3, SPRITE_SUPER_NERD, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, TinTower1FEusine, EVENT_TIN_TOWER_1F_EUSINE
	object_event  5,  9, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage1Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
	object_event 11, 11, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage2Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
	object_event 14,  6, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage3Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
	object_event  4,  2, SPRITE_SAGE, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage4Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2
	object_event  9,  1, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage5Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2
	object_event 14,  2, SPRITE_SAGE, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage6Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2