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CLOSES #623, CLOSES #624, CLOSES #636, CLOSES #637, CLOSES #639, CLOSES #650, CLOSES #697, CLOSES #704, CLOSES #722
This commit is contained in:
+67
-24
@@ -766,6 +766,28 @@ local function silphRocketsLeave(game, ow, onlyMap)
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end
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end
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-- SilphCo11FGiovanniAfterBattleScript (scripts/SilphCo11F.asm) is the whole
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-- aftermath: DisplayTextID TEXT_SILPHCO11F_GIOVANNI_YOU_RUINED_OUR_PLANS,
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-- GBFadeOutToBlack, SilphCo11FTeamRocketLeavesScript, Delay3,
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-- GBFadeInFromBlack, then SetEvent. The port had only the hide pass, so the
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-- speech never played and every rocket blinked out in front of the player
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-- (#722). Same hide list as silphRocketsLeave, spelled as script rows so the
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-- fade can hold over it.
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local function silphAftermathRows()
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local rows = {
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{ "show_text", "_SilphCo11FGiovanniYouRuinedOurPlansText" },
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{ "fade", "out" },
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}
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for _, floor in ipairs(SILPH_ROCKET_OBJECTS) do
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for _, name in ipairs(floor[2]) do
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rows[#rows + 1] = { "hide_object", floor[1], name }
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end
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end
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rows[#rows + 1] = { "wait", 3 } -- Delay3
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rows[#rows + 1] = { "fade", "in" }
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return rows
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end
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M.SILPH_CO_11F = {
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-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
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-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
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@@ -792,11 +814,15 @@ M.SILPH_CO_11F = {
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ow:scriptMove(gio, "down", 3, function()
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gio:facePlayer(ow.player)
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ow:engageTrainer(gio, function()
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-- SilphCo11FTeamRocketLeavesScript: every Silph rocket leaves
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-- after the loss (the street rockets are handled by
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-- M.SAFFRON_CITY.onEnter in story4.lua).
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-- SilphCo11FGiovanniAfterBattleScript: the "Blast it all!" speech,
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-- then SilphCo11FTeamRocketLeavesScript behind a fade so every Silph
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-- rocket leaves off-screen (the street rockets are handled by
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-- M.SAFFRON_CITY.onEnter in story4.lua). Queued, not run here: the
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-- battle's own callbacks are still unwinding, so queueScript starts
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-- it on the first idle overworld frame -- after the end-battle
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-- "Arrgh!!" box victories.lua OPP_GIOVANNI#2 pushes (#722).
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if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
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silphRocketsLeave(game, ow)
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ow:queueScript(silphAftermathRows())
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end
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end)
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end)
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@@ -981,7 +1007,11 @@ M.VICTORY_ROAD_3F = {
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local championsRoomRivalScript = {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
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{ "jump_if_true", 26 }, -- 3 past end
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-- "end" rather than a row number past the tail: this script grew by a row
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-- when the follow-Oak walk landed (#704), which silently turned the old
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-- numeric 26 into a jump ONTO the closing HALL_OF_FAME warp instead of past
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-- it, so a returning champion warped straight into the induction.
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{ "jump_if_true", "end" }, -- 3
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{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
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-- ChampionsRoomRivalReadyToBattleScript plays MUSIC_FINAL_BATTLE after
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-- the intro text, before the battle itself (#706); pushBattle's wipe-time
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@@ -989,37 +1019,50 @@ local championsRoomRivalScript = {
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-- continuous into the fight
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{ "play_music", "Music_FinalBattle" }, -- 5
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{ "rival_battle", "OPP_RIVAL3", 1 }, -- 6
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{ "jump_if_false", 26 }, -- 6 past end
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{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
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{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
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-- losing halts here; the numeric target this replaced pointed at the
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-- closing warp, which inducted a player who had just lost the fight (#704)
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{ "jump_if_false", "end" }, -- 7
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{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 8
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{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 9
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-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
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-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
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-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
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-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
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{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 9
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{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
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-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
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-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
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-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
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{ "play_music", "Music_Cities1", { keep = true } }, -- 10
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{ "show_text", "_ChampionsRoomOakText" }, -- 11
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{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 12
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{ "move_npc", 2, "up", 5 }, -- 13 OakEntranceAfterVictoryMovement
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{ "play_music", "Music_Cities1", { keep = true } }, -- 11
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{ "show_text", "_ChampionsRoomOakText" }, -- 12
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{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 13
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{ "move_npc", 2, "up", 5 }, -- 14 OakEntranceAfterVictoryMovement
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-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
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{ "face_object", 1, "left" }, -- 14
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{ "face_object", 2, "down" }, -- 15
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{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 16
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{ "face_object", 1, "left" }, -- 15
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{ "face_object", 2, "down" }, -- 16
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{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 17
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-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
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{ "face_object", 2, "right" }, -- 17
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{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 18
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{ "face_object", 2, "right" }, -- 18
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{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 19
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-- OakComeWithMeScript: Oak faces down again, then exits up
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{ "face_object", 2, "down" }, -- 19
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{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 20
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{ "move_npc", 2, "up", 2 }, -- 21 OakExitChampionsRoomMovement
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{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 22
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{ "face_object", 2, "down" }, -- 20
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{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 21
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{ "move_npc", 2, "up", 2 }, -- 22 OakExitChampionsRoomMovement
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{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 23
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-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement
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-- (PAD_UP 4, PAD_LEFT 1): the player walks out after Oak instead of the
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-- screen just fading on the spot (#704). The entrance walk leaves the
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-- player at (4,3) and both north-wall warps sit on row 0, so the original
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-- only ever spends three of those simulated steps -- CheckWarpsNoCollision
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-- takes the HALL_OF_FAME warp the moment the walk lands on (4,0) and the
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-- trailing UP/LEFT are dropped. Scripted steps ignore collision here just
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-- as they do in the original (CollisionCheckOnLand skips its checks while
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-- wSimulatedJoypadStatesIndex is non-zero), so stepping through the
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-- rival's cell at (4,2) is the ported behavior, not a clip.
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{ "move_player", "up", 3 }, -- 24
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-- hand the induction off to the HALL_OF_FAME room (consumed by its
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-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
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{ "set_field", "pendingHallOfFame", true }, -- 23
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{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 24
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{ "set_field", "pendingHallOfFame", true }, -- 25
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{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 26
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}
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M.CHAMPIONS_ROOM = {
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+206
-80
@@ -549,21 +549,57 @@ M.GAME_CORNER = {
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-- handler is bound to both text ids just below (#552).
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TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
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local TextBox = require("src.render.TextBox")
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local ChoiceBox = require("src.ui.ChoiceBox")
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local Font = require("src.render.Font")
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local Strings = require("src.core.Strings")
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local t = game.data.text
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local function line(suffix, fallback)
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return t["_GameCornerClerk1" .. suffix]
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or t["_GameCornerClerk" .. suffix]
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or fallback
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end
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-- GameCornerDrawCoinBox (scripts/GameCorner.asm; pokeyellow's copy is
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-- identical): TextBoxBorder at hlcoord 11,0 with b=5 c=7, a 9x7-tile
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-- window in the top right holding MONEY at (12,2) over the amount on
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-- row 3 and COIN at (12,4) over the count on row 5. Both
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-- PrintBCDNumber calls pass LEADING_ZEROES, whose bit 7 SUPPRESSES
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-- leading zeroes (home/print_bcd.asm), and neither passes LEFT_ALIGN,
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-- so both numbers read plain and right-aligned against the inner edge
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-- at column 18. The asm draws the box before the offer and redraws it
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-- after the purchase, so it stands for the whole exchange: a draw-only
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-- state under the dialogue gets that lifetime, since StateStack draws
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-- every state above the last opaque one and updates only the top
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-- (src/core/StateStack.lua), and reading save each frame is the
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-- redraw (#624).
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local coinBox = { draw = function()
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Font.drawBox(11, 0, 9, 7)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(Strings("MONEY"), 96, 16)
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local money = ("¥%d"):format(game.save.money or 0)
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Font.draw(money, 152 - Font.width(money), 24)
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Font.draw(Strings("COIN"), 96, 32)
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local coins = ("%d"):format(game.save.coins or 0)
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Font.draw(coins, 152 - Font.width(coins), 40)
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love.graphics.setColor(1, 1, 1, 1)
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end }
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game.stack:push(coinBox)
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-- Every branch below finishes here. A TextBox pops itself before its
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-- onDone runs, so the coin box is top of the stack again by then and
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-- this pop takes it down, never someone else's state.
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local function finish()
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game.stack:pop()
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done()
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end
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-- YesNoChoice is called with the offer still printed, so the prompt
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-- has to ride the open text box (opts.choice) instead of being pushed
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-- after it closes, which is what made the question vanish (#624).
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game.stack:push(TextBox.new(game,
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line("DoYouNeedSomeGameCoinsText",
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"Do you need some\ngame coins?\f¥1000 for 50."), function()
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game.stack:push(ChoiceBox.new(game, function(yes)
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"Do you need some\ngame coins?\f¥1000 for 50."),
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nil, { choice = function(yes)
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if not yes then
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game.stack:push(TextBox.new(game,
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line("PleaseComePlaySometimeText",
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"No? Please come\nplay sometime!"), done))
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"No? Please come\nplay sometime!"), finish))
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return
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end
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-- scripts/GameCorner.asm GameCornerClerk1Text: coins need
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@@ -571,29 +607,30 @@ M.GAME_CORNER = {
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if not game.save.inventory.COIN_CASE then
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game.stack:push(TextBox.new(game,
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line("DontHaveCoinCaseText",
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"You don't have a\nCOIN CASE!"), done))
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"You don't have a\nCOIN CASE!"), finish))
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return
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end
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if (game.save.coins or 0) >= 9990 then
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game.stack:push(TextBox.new(game,
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line("CoinCaseIsFullText",
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"Oops! Your COIN\nCASE is full."), done))
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"Oops! Your COIN\nCASE is full."), finish))
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return
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end
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if game.save.money < 1000 then
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game.stack:push(TextBox.new(game,
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line("CantAffordTheCoinsText",
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"You can't afford\nthe coins!"), done))
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"You can't afford\nthe coins!"), finish))
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return
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end
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game.save.money = game.save.money - 1000
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game.save.coins = math.min(9999, (game.save.coins or 0) + 50)
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-- the thanks text is the plain _GameCornerClerk1ThanksHereAre50-
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-- CoinsText; the new count belongs in the coin box the asm
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-- redraws here, not appended to the line (#624)
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game.stack:push(TextBox.new(game,
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line("ThanksHereAre50CoinsText",
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"Thanks! Here are\nyour 50 coins!")
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.. ("\fCOINS: %d"):format(game.save.coins), done))
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end))
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end))
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"Thanks! Here are\nyour 50 coins!"), finish))
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end }))
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end,
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},
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}
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@@ -606,99 +643,188 @@ M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK =
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M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK1
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-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
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-- The six mon prizes differ between Red and Blue; the three TM prizes are
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-- identical, so they are shared and appended to each version's mon list.
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-- Each counter owns ONE window of three prizes, not the whole catalogue:
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-- GetPrizeMenuId (engine/events/prize_menu.asm) subtracts
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-- TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 from hTextID and indexes
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-- PrizeDifferentMenuPtrs with the result, so vendor 1 sells
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-- PrizeMenuMon1Entries, vendor 2 PrizeMenuMon2Entries and vendor 3
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-- PrizeMenuTMsEntries (#623). The mon windows and their levels differ per
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-- version; the TM window is identical in all three, so it is shared.
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local PRIZE_TMS = {
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{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
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{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
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{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
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}
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local RED_PRIZES = {
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{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
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{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
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{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
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{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
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{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
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{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
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PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
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local RED_PRIZE_WINDOWS = {
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{
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{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
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{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
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{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
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},
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{
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{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
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{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
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{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
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},
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PRIZE_TMS,
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}
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local BLUE_PRIZES = {
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{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
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{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
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{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
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{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
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{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
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{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
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PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
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local BLUE_PRIZE_WINDOWS = {
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{
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{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
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{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
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{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
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},
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{
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{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
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{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
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{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
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},
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PRIZE_TMS,
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}
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-- Yellow keeps the three windows but restocks both mon counters
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-- (pokeyellow/data/events/prizes.asm, prize_mon_levels.asm)
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local YELLOW_PRIZE_WINDOWS = {
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{
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{ kind = "mon", species = "ABRA", level = 15, cost = 230 },
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{ kind = "mon", species = "VULPIX", level = 18, cost = 1000 },
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{ kind = "mon", species = "WIGGLYTUFF", level = 22, cost = 2680 },
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},
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{
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{ kind = "mon", species = "SCYTHER", level = 30, cost = 6500 },
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{ kind = "mon", species = "PINSIR", level = 30, cost = 6500 },
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{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
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},
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PRIZE_TMS,
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}
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local function activePrizes()
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return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
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local function prizeWindow(n)
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local GameVersion = require("src.core.GameVersion")
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local windows = RED_PRIZE_WINDOWS
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if GameVersion.isBlue() then
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windows = BLUE_PRIZE_WINDOWS
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elseif GameVersion.isYellow() then
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windows = YELLOW_PRIZE_WINDOWS
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end
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return windows[n]
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end
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-- Prize counters (engine/menus/prize_menu.asm CeladonPrizeMenu; the prize
|
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-- Prize counters (engine/events/prize_menu.asm CeladonPrizeMenu; the prize
|
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-- list itself is data/events/prizes.asm, prize_mon_levels.asm). Gen1 gates
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-- the prize window on the COIN CASE: it does IsItemInBag COIN_CASE first, and
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-- with no case prints RequireCoinCaseText and returns without ever opening a
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-- window; only with the case does it print ExchangeCoinsForPrizesText and then
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-- show the prizes. #194: the port used to open the window unconditionally and
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-- skip both text boxes.
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local function prizeCounter(game, ow, npc, done)
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local ListMenu = require("src.ui.ListMenu")
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local Commands = require("src.script.Commands")
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local TextBox = require("src.render.TextBox")
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local t = game.data.text
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-- IsItemInBag COIN_CASE: without the case, deny and open no window
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-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
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if not game.save.inventory.COIN_CASE then
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-- skip both text boxes. wMaxMenuItem is 3, i.e. this window's three prizes
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||||
-- plus the NO THANKS row, and HandlePrizeChoice confirms the pick with
|
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-- SoYouWantPrizeText + YesNoChoice before any coins move; every branch then
|
||||
-- rets out of CeladonPrizeMenu, so one transaction ends the conversation and
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||||
-- buying again means talking to the counter again (#623).
|
||||
local function prizeCounter(window)
|
||||
return function(game, ow, npc, done)
|
||||
local ListMenu = require("src.ui.ListMenu")
|
||||
local Commands = require("src.script.Commands")
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
-- IsItemInBag COIN_CASE: without the case, deny and open no window
|
||||
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
|
||||
if not game.save.inventory.COIN_CASE then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
|
||||
return
|
||||
end
|
||||
-- ExchangeCoinsForPrizesText plays before the prize window opens.
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
|
||||
return
|
||||
end
|
||||
-- ExchangeCoinsForPrizesText plays before the prize window opens.
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
|
||||
function()
|
||||
local items = {}
|
||||
for _, p in ipairs(activePrizes()) do
|
||||
local label
|
||||
if p.kind == "mon" then
|
||||
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
|
||||
else
|
||||
label = game.data.items[p.item].name
|
||||
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
|
||||
function()
|
||||
local items = {}
|
||||
for _, p in ipairs(prizeWindow(window)) do
|
||||
local label
|
||||
if p.kind == "mon" then
|
||||
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
|
||||
else
|
||||
label = game.data.items[p.item].name
|
||||
end
|
||||
table.insert(items,
|
||||
{ label = label, right = tostring(p.cost), value = p })
|
||||
end
|
||||
table.insert(items,
|
||||
{ label = label, right = tostring(p.cost), value = p })
|
||||
end
|
||||
local list
|
||||
list = ListMenu.new(game, "PRIZES (COINS)", items, {
|
||||
footer = ("COINS %d"):format(game.save.coins or 0),
|
||||
onChoose = function(item)
|
||||
local p = item.value
|
||||
-- NoThanksText (data/events/prizes.asm) sits under the three prizes
|
||||
table.insert(items, { label = "NO THANKS" })
|
||||
local list
|
||||
-- close the window first: every ending in HandlePrizeChoice leaves
|
||||
-- the menu for good, and the closing line belongs over the map
|
||||
local function finish(msg)
|
||||
list:close()
|
||||
game.stack:push(TextBox.new(game, msg, done))
|
||||
end
|
||||
local function buy(p)
|
||||
if (game.save.coins or 0) < p.cost then
|
||||
list.footer = "Not enough coins!"
|
||||
finish(t._SorryNeedMoreCoinsText or "Sorry, you need\nmore coins.")
|
||||
return
|
||||
end
|
||||
-- HasEnoughCoins passed, so hand the prize over first and only
|
||||
-- subtract once it landed: the asm rets before .subtractCoins when
|
||||
-- the bag is full, or when both the party and every box are full
|
||||
local roomless = t._OopsYouDontHaveEnoughRoomText
|
||||
or "Oops! You don't\nhave enough room."
|
||||
if p.kind == "mon" then
|
||||
-- no runner here, so give_pokemon reports through ctx.lastCheck
|
||||
-- and skips the AskName prompt (Commands.give_pokemon)
|
||||
local ctx = { save = game.save, game = game }
|
||||
Commands.give_pokemon(ctx, p.species, p.level)
|
||||
if not ctx.lastCheck then
|
||||
finish(roomless)
|
||||
return
|
||||
end
|
||||
elseif not require("src.inventory.Bag").add(
|
||||
game.save, p.item, 1, game.data) then
|
||||
finish(roomless)
|
||||
return
|
||||
end
|
||||
game.save.coins = game.save.coins - p.cost
|
||||
if p.kind == "mon" then
|
||||
Commands.give_pokemon({ save = game.save, game = game },
|
||||
p.species, p.level)
|
||||
else
|
||||
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
|
||||
end
|
||||
list.footer = ("Got it! COINS %d"):format(game.save.coins)
|
||||
end,
|
||||
onCancel = done,
|
||||
})
|
||||
game.stack:push(list)
|
||||
end))
|
||||
-- no thank-you line: HereYouGoText is unreferenced in the asm,
|
||||
-- which just redraws the coin box (PrintPrizePrice) and returns
|
||||
list:close()
|
||||
done()
|
||||
end
|
||||
list = ListMenu.new(game, "PRIZES (COINS)", items, {
|
||||
footer = ("COINS %d"):format(game.save.coins or 0),
|
||||
onChoose = function(item)
|
||||
local p = item.value
|
||||
if not p then -- NO THANKS is the B exit (cp 3 -> .noChoice)
|
||||
list:close()
|
||||
done()
|
||||
return
|
||||
end
|
||||
local name = (p.kind == "mon")
|
||||
and game.data.pokemon[p.species].name
|
||||
or game.data.items[p.item].name
|
||||
-- SoYouWantPrizeText names the prize out of wNameBuffer, which
|
||||
-- is not one of TextBox's RAM tokens, so fill it in here
|
||||
local ask = (t._SoYouWantPrizeText
|
||||
or "So, you want\n{RAM:wNameBuffer}?")
|
||||
:gsub("{RAM:wNameBuffer}", name)
|
||||
game.stack:push(TextBox.new(game, ask, nil, {
|
||||
choice = function(yes)
|
||||
if not yes then
|
||||
finish(t._OhFineThenText or "Oh, fine then.")
|
||||
return
|
||||
end
|
||||
buy(p)
|
||||
end,
|
||||
}))
|
||||
end,
|
||||
onCancel = done,
|
||||
})
|
||||
game.stack:push(list)
|
||||
end))
|
||||
end
|
||||
end
|
||||
|
||||
M.GAME_CORNER_PRIZE_ROOM = {
|
||||
talk = { -- the three prize counters are bg events
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter,
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter,
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter,
|
||||
talk = { -- the three prize counters are bg events, one window each
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter(1),
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter(2),
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter(3),
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -108,8 +108,16 @@ return {
|
||||
"_ViridianGymGiovanniTM27ExplanationText",
|
||||
} },
|
||||
|
||||
-- Silph Co. Giovanni: unlocks the president's Master Ball gift
|
||||
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
-- Silph Co. Giovanni: unlocks the president's Master Ball gift.
|
||||
-- SilphCo11FGiovanniStartBattleScript (scripts/SilphCo11F.asm) hands the
|
||||
-- battle SilphCo10FGiovanniILostAgainText through SaveEndBattleTextPointers,
|
||||
-- but he has no def_trainers header on 11F, so engageTrainer finds no
|
||||
-- header.won to give it -- this chain is the port's stand-in for that loss
|
||||
-- line (#722). The "Blast it all!" speech, the fade and the rockets
|
||||
-- leaving are SilphCo11FGiovanniAfterBattleScript, ported in M.SILPH_CO_11F
|
||||
-- (data/scripts/story.lua).
|
||||
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI",
|
||||
dialogue = { "_SilphCo10FGiovanniILostAgainText" } },
|
||||
|
||||
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
|
||||
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
|
||||
|
||||
@@ -24,7 +24,8 @@
|
||||
-- ViridianCityPostInitialCatchTraining): stepping into (19,9) -- the gap
|
||||
-- east of the sleeper's cell -- faces the old man right and the player
|
||||
-- left, prints the apology, and without any choice runs the demo battle
|
||||
-- (BATTLE_TYPE_OLD_MAN, RATTATA lvl 5). After it, the same text pointer
|
||||
-- (BATTLE_TYPE_OLD_MAN, RATTATA lvl 5), which he FAILS -- the ball shakes
|
||||
-- three times and breaks open. After it, the same text pointer
|
||||
-- now prints _ViridianCityOldManLosingMyTouchText ("That didn't work!
|
||||
-- I must be losing my touch."), the old man walks off (down 6 with the
|
||||
-- player on (19,9), right 1 otherwise, Pikachu nudged out of the way
|
||||
@@ -63,7 +64,12 @@ end
|
||||
local function oldMan2Rows(game, ow, npc)
|
||||
local rows = {
|
||||
{ "show_text", "_ViridianCityOldManHadMyCoffeeNowText" },
|
||||
{ "old_man_demo" },
|
||||
-- ViridianCityOldManInitialCatchTrainingScript sets
|
||||
-- EVENT_INITIAL_CATCH_TRAINING before the battle runs, and
|
||||
-- ItemUseBall's .oldManBattle branch turns that event into anim data
|
||||
-- $63: three shakes, then the ball breaks open. The losing-my-touch
|
||||
-- line below only follows a throw that failed (#636).
|
||||
{ "old_man_demo", "fail" },
|
||||
{ "set_flag", "EVENT_COMPLETED_CATCH_TRAINING" },
|
||||
{ "show_text", "_ViridianCityOldManLosingMyTouchText" },
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user