ref: 64da1f5d6bf96ff7f35165476ecc8d623f76060d
dir: /scripts/PalletTown.asm/
PalletTown_Script: CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK jr z, .next SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS .next call EnableAutoTextBoxDrawing ld hl, PalletTown_ScriptPointers ld a, [wPalletTownCurScript] jp CallFunctionInTable PalletTown_ScriptPointers: dw PalletTownScript0 dw PalletTownScript1 dw PalletTownScript2 dw PalletTownScript3 dw PalletTownScript4 dw PalletTownScript5 dw PalletTownScript6 PalletTownScript0: CheckEvent EVENT_FOLLOWED_OAK_INTO_LAB ret nz ld a, [wYCoord] cp 1 ; is player near north exit? ret nz xor a ld [hJoyHeld], a ld a, PLAYER_DIR_DOWN ld [wPlayerMovingDirection], a ld a, SFX_STOP_ALL_MUSIC call PlaySound ld a, BANK(Music_MeetProfOak) ld c, a ld a, MUSIC_MEET_PROF_OAK ; “oak appears” music call PlayMusic ld a, $FC ld [wJoyIgnore], a SetEvent EVENT_OAK_APPEARED_IN_PALLET ; trigger the next script ld a, 1 ld [wPalletTownCurScript], a ret PalletTownScript1: xor a ld [wcf0d], a ld a, 1 ld [hSpriteIndexOrTextID], a call DisplayTextID ld a, $FF ld [wJoyIgnore], a ld a, HS_PALLET_TOWN_OAK ld [wMissableObjectIndex], a predef ShowObject ; trigger the next script ld a, 2 ld [wPalletTownCurScript], a ret PalletTownScript2: ld a, 1 ld [H_SPRITEINDEX], a ld a, SPRITE_FACING_UP ld [hSpriteFacingDirection], a call SetSpriteFacingDirectionAndDelay call Delay3 ld a, 1 ld [wYCoord], a ld a, 1 ld [hNPCPlayerRelativePosPerspective], a ld a, 1 swap a ld [hNPCSpriteOffset], a predef CalcPositionOfPlayerRelativeToNPC ld hl, hNPCPlayerYDistance dec [hl] predef FindPathToPlayer ; load Oak’s movement into wNPCMovementDirections2 ld de, wNPCMovementDirections2 ld a, 1 ; oak ld [H_SPRITEINDEX], a call MoveSprite ld a, $FF ld [wJoyIgnore], a ; trigger the next script ld a, 3 ld [wPalletTownCurScript], a ret PalletTownScript3: ld a, [wd730] bit 0, a ret nz xor a ; ld a, SPRITE_FACING_DOWN ld [wSpriteStateData1 + 9], a ld a, 1 ld [wcf0d], a ld a, $FC ld [wJoyIgnore], a ld a, 1 ld [hSpriteIndexOrTextID], a call DisplayTextID ; set up movement script that causes the player to follow Oak to his lab ld a, $FF ld [wJoyIgnore], a ld a, 1 ld [wSpriteIndex], a xor a ld [wNPCMovementScriptFunctionNum], a ld a, 1 ld [wNPCMovementScriptPointerTableNum], a ld a, [H_LOADEDROMBANK] ld [wNPCMovementScriptBank], a ; trigger the next script ld a, 4 ld [wPalletTownCurScript], a ret PalletTownScript4: ld a, [wNPCMovementScriptPointerTableNum] and a ; is the movement script over? ret nz ; trigger the next script ld a, 5 ld [wPalletTownCurScript], a ret PalletTownScript5: CheckEvent EVENT_DAISY_WALKING jr nz, .next CheckBothEventsSet EVENT_GOT_TOWN_MAP, EVENT_ENTERED_BLUES_HOUSE, 1 jr nz, .next SetEvent EVENT_DAISY_WALKING ld a, HS_DAISY_SITTING ld [wMissableObjectIndex], a predef HideObject ld a, HS_DAISY_WALKING ld [wMissableObjectIndex], a predef_jump ShowObject .next CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK ret z SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS_2 PalletTownScript6: ret PalletTown_TextPointers: dw PalletTownText1 dw PalletTownText2 dw PalletTownText3 dw PalletTownText4 dw PalletTownText5 dw PalletTownText6 dw PalletTownText7 PalletTownText1: TX_ASM ld a, [wcf0d] and a jr nz, .next ld a, 1 ld [wDoNotWaitForButtonPressAfterDisplayingText], a ld hl, OakAppearsText jr .done .next ld hl, OakWalksUpText .done call PrintText jp TextScriptEnd OakAppearsText: TX_FAR _OakAppearsText TX_ASM ld c, 10 call DelayFrames xor a ld [wEmotionBubbleSpriteIndex], a ; player's sprite ld [wWhichEmotionBubble], a ; EXCLAMATION_BUBBLE predef EmotionBubble ld a, PLAYER_DIR_DOWN ld [wPlayerMovingDirection], a jp TextScriptEnd OakWalksUpText: TX_FAR _OakWalksUpText db "@" PalletTownText2: ; girl TX_FAR _PalletTownText2 db "@" PalletTownText3: ; fat man TX_FAR _PalletTownText3 db "@" PalletTownText4: ; sign by lab TX_FAR _PalletTownText4 db "@" PalletTownText5: ; sign by fence TX_FAR _PalletTownText5 db "@" PalletTownText6: ; sign by Red’s house TX_FAR _PalletTownText6 db "@" PalletTownText7: ; sign by Blue’s house TX_FAR _PalletTownText7 db "@"