mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 08:11:35 +02:00
big bug squash
This commit is contained in:
+59
-34
@@ -6,7 +6,8 @@
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-- takes it ("I'll take this one, then!") and both balls disappear.
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-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
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-- OaksLabRivalTakePokeBallScript.
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-- * Rival (object 1): before starter -> "gramps isn't around"; with
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-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
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-- has walked you in, else "gramps isn't around" (#218); with
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-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
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-- (player Bulbasaur -> rival Charmander etc., parties 1/2/3 =
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-- Squirtle/Bulbasaur/Charmander in data/trainers/parties.asm);
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@@ -162,36 +163,45 @@ return {
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starterBall("_OaksLabYouWantBulbasaurText", "BULBASAUR", "EVENT_CHOSE_BULBASAUR",
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"OAKSLAB_BULBASAUR_POKE_BALL", 6, "OAKSLAB_CHARMANDER_POKE_BALL"),
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-- Talking to the rival only ever prints a line: the lab battle is a
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-- coordinate trigger (OaksLabRivalChallengesPlayerScript, wYCoord == 6;
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-- see onStep below), never a talk action. The handler used to fall
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-- through from the "looks stronger" taunt straight into start_battle,
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-- so talking to Blue at the table launched the rival fight before the
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-- player ever stepped onto the trigger (#219). scripts/OaksLab.asm
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-- OaksLabText8 branches text only:
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-- * got starter, not yet battled -> _OaksLabRivalMyPokemonLooksStronger
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-- * already battled -> _OaksLabRivalFedUpWithWaitingText (a Route 22
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-- line; normally unreachable since the rival is hidden after the
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-- lab battle in OaksLabRivalEndBattleScript)
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-- * no starter yet -> the FOLLOWED_OAK pre-starter fork (#218)
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TEXT_OAKSLAB_RIVAL = {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
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{ "jump_if_false", 21 }, -- 3
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{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 4
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{ "jump_if_true", 19 }, -- 5
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{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" }, -- 6
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{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
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{ "jump_if_false", 11 }, -- 8
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{ "start_battle", "trainer", "OPP_RIVAL1", 3 }, -- 9 Charmander
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{ "jump", 16 }, -- 10
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{ "check_flag", "EVENT_CHOSE_SQUIRTLE" }, -- 11
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{ "jump_if_false", 15 }, -- 12
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{ "start_battle", "trainer", "OPP_RIVAL1", 2 }, -- 13 Bulbasaur
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{ "jump", 16 }, -- 14
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{ "start_battle", "trainer", "OPP_RIVAL1", 1 }, -- 15 Squirtle
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-- OaksLabRivalEndBattleScript: HealParty + flag, then exit either way
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{ "heal_party" }, -- 16
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{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 17
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{ "jump", 23 }, -- 18
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{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 19
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{ "jump", "end" }, -- 20
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{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 21
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{ "jump", "end" }, -- 22
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-- win: sulk text then exit; loss: Rival1WinText already played in
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-- battle (HandlePlayerBlackOut), so skip straight to the walk-out
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{ "jump_if_false", 25 }, -- 23
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{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 24
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{ "move_npc_to", 1, 4, 11 }, -- 25
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{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 26
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{ "face_player" },
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{ "check_flag", "EVENT_GOT_STARTER" },
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{ "jump_if_false", "pre_starter" },
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{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
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{ "jump_if_true", "after_battle" },
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-- has a starter, has not fought yet: just the taunt. The battle is
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-- the coordinate trigger in onStep, not this talk (#219)
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{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
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{ "jump", "end" },
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{ "label", "after_battle" },
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{ "show_text", "_OaksLabRivalFedUpWithWaitingText" },
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{ "jump", "end" },
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-- pre-starter fork (scripts/OaksLab.asm OaksLabText8 rival handler):
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-- Oak has already escorted you in (three balls on the table) -> he
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-- waves you on to choose; not yet escorted (very early game) -> the
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-- "Gramps isn't around" line. #218
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{ "label", "pre_starter" },
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{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" },
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{ "jump_if_false", "gramps_gone" },
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{ "show_text", "_OaksLabRivalGoAheadAndChooseText" },
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{ "jump", "end" },
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{ "label", "gramps_gone" },
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{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
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},
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},
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@@ -213,9 +223,16 @@ return {
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-- OaksLabScript8 / OaksLabRivalChallenge)
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onStep = function(game, ow, x, y)
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local flags = game.save.flags
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-- Oak blocks the exit mats (4,11)/(5,11) until you take a starter
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-- Oak stops you leaving without a starter at the bookshelf row (cell
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-- y == 6): this is the same wYCoord == 6 coordinate script the rival
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-- challenge just below uses (scripts/OaksLab.asm, both gated on
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-- EVENT_GOT_STARTER), so Oak halts you level with the shelves, not one
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-- corridor length later on the exit mat. At y>=6 only the x=4,5
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-- corridor is walkable and the up-push keeps the player above y=7, so
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-- this only ever fires at y=6 in the corridor -- matching the rival
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-- trigger's shape. (#232)
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if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
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and y == 11 and (x == 4 or x == 5) then
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and y >= 6 then
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ow.runner:run({
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{ "show_text", "_OaksLabOakDontGoAwayYetText" },
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{ "move_player", "up", 1 },
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@@ -254,10 +271,18 @@ return {
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-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
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table.insert(rows, { "heal_party" })
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table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
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-- win: sulk text then exit; loss jumps to the walk-out (taunt was
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-- already shown in-battle via Rival1WinText)
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-- OaksLabRivalEndBattleScript: on WIN, print the "picked the wrong
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-- POKéMON!" gloat, then BOTH win and loss print the shared exit line
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-- _OaksLabRivalSmellYouLaterText ("OK! I'll make my POKéMON fight to
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-- toughen it up!\012<PLAYER>! Gramps! Smell you later!") before Blue
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-- marches out. A loss skips only the gloat (that taunt was already
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-- shown in-battle via Rival1WinText), never the exit line (#231). The
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-- jump_if_false convergence point is the exit line: base+6 indexes the
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-- SmellYouLater row below, so WIN falls IPicked -> SmellYouLater and
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-- LOSS jumps straight to SmellYouLater (both then walk-out + hide).
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table.insert(rows, { "jump_if_false", base + 6 })
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table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
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table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
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table.insert(rows, { "move_npc_to", 1, 4, 11 })
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table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
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ow.runner:run(rows, { npc = rival })
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@@ -395,7 +395,93 @@ M.SS_ANNE_CAPTAINS_ROOM = {
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-- MrFujisHouse.asm; the teleport back to his house is a warp)
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-- -------------------------------------------------------------------
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-- scripts/PokemonTower7F.asm: after each Rocket loses,
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-- PokemonTower7FEndBattleScript shows its EndBattle text (EndTrainerBattle),
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-- prints its AfterBattle text (DisplayTextID), then
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-- PokemonTower7FRocketLeaveMovementScript walks the grunt off toward the
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-- (9,16) stairs (MoveSprite) and PokemonTower7FHideNPCScript despawns it
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-- (HideObject). Without this the beaten grunts stood in the corridor
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-- forever (#200).
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local POKEMON_TOWER_7F_ROCKETS = {
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{ index = 1, name = "POKEMONTOWER7F_ROCKET1",
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beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_0",
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after = "_PokemonTower7FRocket1AfterBattleText" },
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{ index = 2, name = "POKEMONTOWER7F_ROCKET2",
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beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_1",
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after = "_PokemonTower7FRocket2AfterBattleText" },
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{ index = 3, name = "POKEMONTOWER7F_ROCKET3",
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beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_2",
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after = "_PokemonTower7FRocket3AfterBattleText" },
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}
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-- PokemonTower7FNPCCoordMovementTable, keyed by the PLAYER's tile ("x,y")
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-- at the engagement (both the talk and the sight walk-up leave the player on
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-- the tile the vanilla table indexes). Each list is that entry's
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-- NPC_MOVEMENT_* exit, applied from the grunt's current tile. The exact
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-- tables are one per grunt (dbmapcoord bytes decoded back to x,y).
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local POKEMON_TOWER_7F_EXITS = {
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[1] = { -- ROCKET1 @ (9,11), faces RIGHT
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["9,12"] = { "right", "down", "down", "down", "down", "down", "left" },
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["10,11"] = { "down", "right", "down", "down", "down", "down" },
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["11,11"] = { "down", "down", "down", "down", "down" },
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["12,11"] = { "down", "down", "down", "down", "down" },
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},
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[2] = { -- ROCKET2 @ (12,9), faces LEFT
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["12,10"] = { "left", "down", "down", "down", "down", "down", "down" },
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["11,9"] = { "down", "down", "down", "left", "down", "down" },
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["10,9"] = { "down", "down", "down", "down", "down" },
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["9,9"] = { "down", "down", "down", "down", "down" },
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},
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[3] = { -- ROCKET3 @ (9,7), faces RIGHT
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["9,8"] = { "right", "down", "down", "down", "down", "down", "down" },
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["10,7"] = { "down", "down", "down", "down", "down" },
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["11,7"] = { "down", "down", "down", "down", "down" },
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["12,7"] = { "down", "down", "down", "down", "down" },
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},
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}
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-- The vanilla table only lists the sight/talk tiles the map geometry allows;
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-- a plain down-walk keeps any other engagement tile (e.g. talking from the
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-- side) safe -- it still clears the corridor and despawns the grunt.
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local POKEMON_TOWER_7F_EXIT_FALLBACK =
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{ "down", "down", "down", "down", "down" }
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M.POKEMON_TOWER_7F = {
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-- Repair saves that beat a grunt before the exit walk was ported: in
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-- vanilla HideObject persists (wMissableObjectFlags), so a beaten grunt is
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-- still gone on re-entry. hide_object below writes objectToggles for new
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-- wins; this hides any grunt whose BEAT flag is already set.
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onEnter = function(game, ow)
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local Commands = require("src.script.Commands")
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local ctx = { game = game, save = game.save, overworld = ow }
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for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
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if game.save.flags[r.beat] then
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Commands.hide_object(ctx, "POKEMON_TOWER_7F", r.name)
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end
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end
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end,
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-- runVictoryHook fires after every trainer win on the map (both the sight
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-- and talk paths route through engageTrainer -> checkVictoryRewards), so
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-- this walks off whichever grunt was just beaten but is still standing.
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-- The AfterBattle text + walk queue UNDER the EndBattle box engageTrainer
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-- pushes right after, giving the vanilla order: EndBattle, AfterBattle,
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-- walk, despawn.
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onVictory = function(game, ow)
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if ow.runner:isRunning() then return end
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for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
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local npc = ow:npcByIndex(r.index)
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if npc and game.save.flags[r.beat] then
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local key = ow.player.cellX .. "," .. ow.player.cellY
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local dirs = (POKEMON_TOWER_7F_EXITS[r.index] or {})[key]
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or POKEMON_TOWER_7F_EXIT_FALLBACK
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ow.runner:run({
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{ "show_text", r.after }, -- DisplayTextID
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{ "walk_npc", r.index, dirs }, -- MoveSprite
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{ "hide_object", "POKEMON_TOWER_7F", r.name }, -- HideObject
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}, { npc = npc })
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return
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end
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end
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end,
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talk = {
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TEXT_POKEMONTOWER7F_MR_FUJI = {
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{ "face_player" }, -- 1
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@@ -528,7 +528,9 @@ M.MT_MOON_B2F = {
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}
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-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text):
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-- Y50, once; declining at the rope walks you back out.
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-- Y50, once. Declining at the rope shoves the player one tile SOUTH back off
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-- the exhibit rope they crossed heading north (#151); the museum floor has no
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-- ledges, so a plain scriptMove("down",1) is the correct primitive.
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local function museumClerk(game, ow, done, onDecline)
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local TextBox = require("src.render.TextBox")
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local ChoiceBox = require("src.ui.ChoiceBox")
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@@ -563,7 +565,7 @@ M.MUSEUM_1F = {
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if y == 4 and (x == 9 or x == 10)
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and not game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
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museumClerk(game, ow, nil, function()
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ow:scriptMove(ow.player, "right", 1)
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ow:scriptMove(ow.player, "down", 1)
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end)
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return true
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end
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+62
-31
@@ -524,8 +524,17 @@ M.GAME_CORNER = {
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game.data.text._GameCornerRocketAfterBattleText
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or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
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function()
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hideRocket()
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done()
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-- #198: GameCornerRocketExitScript (scripts/GameCorner.asm)
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-- ApplyMovementData walks the grunt one tile UP into the poster
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-- (the hideout's secret entrance at 9,4) before HideObject, so
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-- he leaves the floor rather than popping out of existence on
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-- (9,5). scriptMove locks player input (#scriptMoves>0) and
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-- ignores collision, so we despawn + unfreeze (done) only once
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-- the step lands.
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ow:scriptMove(npc, "up", 1, function()
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hideRocket()
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done()
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end)
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end))
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end)
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end,
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@@ -606,40 +615,62 @@ local function activePrizes()
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return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
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end
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-- Prize counters (engine/menus/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 items = {}
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for _, p in ipairs(activePrizes()) do
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local label
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if p.kind == "mon" then
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label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
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else
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label = game.data.items[p.item].name
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end
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table.insert(items, { label = label, right = tostring(p.cost), value = p })
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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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game.stack:push(TextBox.new(game,
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t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
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return
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end
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local list
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list = ListMenu.new(game, "PRIZES (COINS)", items, {
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footer = ("COINS %d"):format(game.save.coins or 0),
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onChoose = function(item)
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local p = item.value
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if (game.save.coins or 0) < p.cost then
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list.footer = "Not enough coins!"
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return
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-- ExchangeCoinsForPrizesText plays before the prize window opens.
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game.stack:push(TextBox.new(game,
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t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
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function()
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local items = {}
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for _, p in ipairs(activePrizes()) do
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local label
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if p.kind == "mon" then
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label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
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else
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label = game.data.items[p.item].name
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end
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table.insert(items,
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{ label = label, right = tostring(p.cost), value = p })
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end
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game.save.coins = game.save.coins - p.cost
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if p.kind == "mon" then
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Commands.give_pokemon({ save = game.save, game = game },
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p.species, p.level)
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else
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game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
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end
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list.footer = ("Got it! COINS %d"):format(game.save.coins)
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end,
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onCancel = done,
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})
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game.stack:push(list)
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local list
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list = ListMenu.new(game, "PRIZES (COINS)", items, {
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footer = ("COINS %d"):format(game.save.coins or 0),
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onChoose = function(item)
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local p = item.value
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if (game.save.coins or 0) < p.cost then
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list.footer = "Not enough coins!"
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return
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end
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game.save.coins = game.save.coins - p.cost
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if p.kind == "mon" then
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Commands.give_pokemon({ save = game.save, game = game },
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p.species, p.level)
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else
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game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
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end
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list.footer = ("Got it! COINS %d"):format(game.save.coins)
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end,
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onCancel = done,
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})
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game.stack:push(list)
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end))
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||||
end
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|
||||
M.GAME_CORNER_PRIZE_ROOM = {
|
||||
|
||||
+26
-2
@@ -134,12 +134,19 @@ M.MT_MOON_POKECENTER = {
|
||||
-- Karate Master, take HITMONLEE or HITMONCHAN (the other disappears)
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
-- ownBall/otherBall keep their spots for signature symmetry; only ownBall
|
||||
-- is ever hidden (Gen1 removes just the chosen ball).
|
||||
local function dojoBall(species, ownBall, otherBall, askKey)
|
||||
return function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
local flags = game.save.flags
|
||||
-- Already took one prize: the OTHER ball is still on the mat, so
|
||||
-- talking to it now gives the "Better not get greedy..." refusal
|
||||
-- (FightingDojo.asm .gotThePokemon / _FightingDojoBetterNotGetGreedyText),
|
||||
-- not a silent no-op (#197).
|
||||
if flags.EVENT_GOT_HITMONLEE or flags.EVENT_GOT_HITMONCHAN then
|
||||
done()
|
||||
push(game, t._FightingDojoBetterNotGetGreedyText
|
||||
or "Better not get\ngreedy...", done)
|
||||
return
|
||||
end
|
||||
if not flags.EVENT_BEAT_KARATE_MASTER then
|
||||
@@ -153,8 +160,10 @@ local function dojoBall(species, ownBall, otherBall, askKey)
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.give_pokemon(ctx, species, 30)
|
||||
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
|
||||
-- just the picked object's index) and routes to the greedy line above
|
||||
-- when talked to (#197).
|
||||
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
|
||||
Commands.hide_object(ctx, "FIGHTING_DOJO", otherBall)
|
||||
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
|
||||
end)
|
||||
end
|
||||
@@ -171,6 +180,21 @@ M.FIGHTING_DOJO = {
|
||||
"FIGHTINGDOJO_HITMONLEE_POKE_BALL",
|
||||
"_FightingDojoHitmonchanPokeBallText"),
|
||||
},
|
||||
-- The two dojo posters on the north wall (FightingDojo.asm bg_events at
|
||||
-- the top of the room, cells (4,0)/(5,0) directly above the prize balls)
|
||||
-- print _EnemiesOnEverySideText. The map extractor dropped the dojo
|
||||
-- bg_events (signs = {}), so wire the poster read here, the same
|
||||
-- facing-up + coord shape the mansion switches use. Reachable only once
|
||||
-- a claimed prize frees the ball cell below the poster (#197).
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
if ow.player.facing ~= "up" then return false end
|
||||
if fy == 0 and (fx == 4 or fx == 5) then
|
||||
push(game, text(game)._EnemiesOnEverySideText
|
||||
or "Enemies on every\nside!")
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
+13
-3
@@ -196,14 +196,24 @@ local function inCoords(coords, x, y)
|
||||
return false
|
||||
end
|
||||
|
||||
-- coordinate block: show a line and push the player back one step
|
||||
-- coordinate block: show a line and shove the player back one step. pokered
|
||||
-- shoves with a SIMULATED JOYPAD press (scripts/ViridianCity.asm ViridianCity-
|
||||
-- CheckGymOpenScript), which runs the normal overworld step pipeline including
|
||||
-- HandleLedges (engine/overworld/ledges.asm), so the shove must HOP a ledge
|
||||
-- when one sits in front: the tile below the Viridian Gym door is a down-ledge
|
||||
-- (#151). Gates with no ledge in front (Cinnabar gym lock at (18,4)) get
|
||||
-- checkLedgeHop == false and fall back to the plain forced step, unchanged.
|
||||
local function stepGate(opts)
|
||||
return function(game, ow, x, y)
|
||||
if not inCoords(opts.coords, x, y) then return false end
|
||||
if not opts.blocked(game) then return false end
|
||||
require("src.core.Sound").play(game.data, "Denied")
|
||||
push(game, text(game)[opts.text] or opts.fallback,
|
||||
function() ow:scriptMove(ow.player, opts.push, 1) end)
|
||||
push(game, text(game)[opts.text] or opts.fallback, function()
|
||||
ow.player.facing = opts.push
|
||||
if not ow:checkLedgeHop(opts.push) then
|
||||
ow:scriptMove(ow.player, opts.push, 1)
|
||||
end
|
||||
end)
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
@@ -114,9 +114,12 @@ return {
|
||||
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
|
||||
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
|
||||
-- which gates the HITMONLEE/HITMONCHAN gift). OPP_BLACKBELT party 1 is
|
||||
-- only him (data/maps/objects/FightingDojo.asm).
|
||||
-- only him (data/maps/objects/FightingDojo.asm). `dialogue` is the
|
||||
-- concede + prize offer he speaks after the win (his header supplies the
|
||||
-- "Hwa! Arrgh! Beaten!" won line first; #197).
|
||||
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER",
|
||||
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3) },
|
||||
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3),
|
||||
dialogue = { "_FightingDojoKarateMasterIWillGiveYouAPokemonText" } },
|
||||
|
||||
-- Elite Four progress flags (their rooms' door logic isn't ported, but
|
||||
-- the flags make the Hall of Fame checkable)
|
||||
|
||||
Reference in New Issue
Block a user