big bug squash

This commit is contained in:
bryanthaboi
2026-07-26 13:36:57 -04:00
parent a8936e79d6
commit 3461937dbc
72 changed files with 7375 additions and 372 deletions
+26 -2
View File
@@ -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,
}
-- -------------------------------------------------------------------