mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 08:21:02 +02:00
CLOSES #455, CLOSES #487, CLOSES #501, CLOSES #540, CLOSES #585, CLOSES #591, CLOSES #593, CLOSES #595, CLOSES #597, CLOSES #599, CLOSES #600, CLOSES #606, CLOSES #607, CLOSES #610, CLOSES #613, CLOSES #616, CLOSES #620, CLOSES #626, CLOSES #632, CLOSES #633, CLOSES #647
This commit is contained in:
@@ -9,7 +9,8 @@
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-- hidden_text_predef spends the facing byte on the tx_pre id, so neither
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-- tile gates on facing.
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local Menu = require("src.ui.Menu")
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local Font = require("src.render.Font")
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local Theme = require("src.ui.Theme")
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local TextBox = require("src.render.TextBox")
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-- ViridianSchoolBlackboard (engine/events/hidden_events/school_blackboard.asm):
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@@ -25,33 +26,112 @@ local STATUS_LABELS = {
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{ " FRZ", "_ViridianBlackboardFrozenText" },
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}
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-- The headings list is a two-column menu, which src/ui/Menu.lua does not do
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-- (it stacks one column), so the layout lives here (#591). .blackboardLoop:
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-- TextBoxBorder at hlcoord 0, 0 with `lb bc, 6, 10` is the 12x8 box,
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-- StatusAilmentText1 (" SLP"/" PSN"/" PAR") is placed at hlcoord 1, 2 and
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-- StatusAilmentText2 (" BRN"/" FRZ"/" QUIT") at hlcoord 6, 2. LEFT/RIGHT
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-- move wTopMenuItemX between those two columns and swap wMenuItemOffset
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-- between 0 and 3 while leaving wCurrentMenuItem (the row) alone; UP/DOWN
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-- are not in wMenuWatchedKeys, so they only slide the cursor and loop.
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local BOARD_LABELS = {}
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for i, row in ipairs(STATUS_LABELS) do BOARD_LABELS[i] = row[1] end
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BOARD_LABELS[#BOARD_LABELS + 1] = " QUIT"
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local BOARD_COL_X = { 1, 6 }
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local BOARD_ROW_Y = 2
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local BOARD_ROWS = 3
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local StatusBoard = {}
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StatusBoard.__index = StatusBoard
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function StatusBoard.new(game, onPick, onQuit)
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return setmetatable({ game = game, col = 1, row = 1, labels = BOARD_LABELS,
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onPick = onPick, onQuit = onQuit }, StatusBoard)
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end
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-- flat index = pokered's wMenuItemOffset (0 or 3) + wCurrentMenuItem (0..2),
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-- so 1..5 are the statuses in ViridianBlackboardStatusPointers order and 6
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-- is QUIT
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function StatusBoard:selection()
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return (self.col - 1) * BOARD_ROWS + self.row
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end
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function StatusBoard:update()
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local input = self.game.input
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if input:wasPressed("up") then
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-- wMenuWrappingEnabled is never set here, so both ends are hard stops
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if self.row > 1 then self.row = self.row - 1 end
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elseif input:wasPressed("down") then
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if self.row < BOARD_ROWS then self.row = self.row + 1 end
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elseif input:wasPressed("left") then
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self.col = 1
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elseif input:wasPressed("right") then
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self.col = 2
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elseif input:wasPressed("a") or input:wasPressed("b") then
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-- HandleMenuInput_ (home/window.asm) beeps for the PAD_A | PAD_B branch,
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-- and B and QUIT share .exitBlackboard
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require("src.core.Sound").play(self.game.data, "Press_AB")
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local sel = self:selection()
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if input:wasPressed("b") or sel > #STATUS_LABELS then
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self.onQuit()
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else
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self.onPick(sel)
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end
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end
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end
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function StatusBoard:draw()
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Font.drawBox(0, 0, 12, 8)
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love.graphics.setColor(0, 0, 0, 1)
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for i, label in ipairs(BOARD_LABELS) do
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local col = i <= BOARD_ROWS and 1 or 2
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local row = i - (col - 1) * BOARD_ROWS
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Font.draw(label, BOARD_COL_X[col] * 8, (BOARD_ROW_Y + row - 1) * 8)
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end
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-- wTopMenuItemX equals the column PlaceString started at, so the cursor
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-- covers the blank each label leads with
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Font.drawCode(Theme.cursor, BOARD_COL_X[self.col] * 8,
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(BOARD_ROW_Y + self.row - 1) * 8)
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love.graphics.setColor(1, 1, 1, 1)
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end
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local function blackboard(game)
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local text = game.data.text or {}
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local items, showMenu, askHeading
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function showMenu()
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game.stack:push(Menu.new(game, items,
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{ tx = 0, ty = 0, tw = 12, th = 8, rowStep = 1 }))
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local openBoard
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-- wCurrentMenuItem / wMenuItemOffset are zeroed once, above .blackboardLoop,
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-- and nothing inside the loop clears them again: after a status blurb
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-- `jp .blackboardLoop` comes back with the cursor still on the row and
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-- column the player just picked. One StatusBoard lives for the whole
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-- reading and is re-pushed each pass, so only entering the blackboard
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-- resets to the left column / top row (#591).
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local board
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-- .blackboardLoop reprints ViridianSchoolBlackboardText2 and only then
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-- calls HandleMenuInput, so the prompt is on screen for exactly as long as
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-- the headings list is. That text ends in `done`, not `prompt`
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-- (data/text/text_2.asm:646), so PrintText returns with the box still up
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-- and never waits for a button: TextBox opts.stay holds it open under the
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-- list and these callbacks pop the pair together (#591).
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local function closeBoard()
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game.stack:pop() -- the headings list
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game.stack:pop() -- the held "Which heading" box under it
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end
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-- ViridianSchoolBlackboardText2 is reprinted on every .blackboardLoop
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-- pass, immediately before HandleMenuInput
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function askHeading()
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local function pick(i)
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closeBoard()
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game.stack:push(TextBox.new(game,
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text[STATUS_LABELS[i][2]] or STATUS_LABELS[i][1], openBoard))
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end
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function openBoard()
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game.stack:push(TextBox.new(game,
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text._ViridianSchoolBlackboardText2 or "Which heading do\nyou want to read?",
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showMenu))
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nil, { stay = { onShown = function()
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board = board or StatusBoard.new(game, pick, closeBoard)
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game.stack:push(board)
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end } }))
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end
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items = {}
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for i, row in ipairs(STATUS_LABELS) do
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local label, key = row[1], row[2]
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items[i] = { label = label, onSelect = function()
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game.stack:push(TextBox.new(game, text[key] or label, askHeading))
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end }
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end
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-- no onSelect: Menu's own pop closes the box, matching .exitBlackboard
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items[#items + 1] = { label = " QUIT" }
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game.stack:push(TextBox.new(game,
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text._ViridianSchoolBlackboardText1
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or "The blackboard\ndescribes POKéMON\vSTATUS changes\vduring battles.",
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askHeading))
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openBoard))
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end
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-- ViridianSchoolNotebook (engine/events/hidden_events/school_notebooks.asm):
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@@ -25,7 +25,7 @@ local function starterBall(askText, species, choseFlag, ownBall,
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{ "jump_if_true", 20 }, -- 2
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-- no picking until Oak has walked you in (OaksLabScript gating)
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{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
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{ "jump_if_false", 22 }, -- 4
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{ "jump_if_false", 23 }, -- 4
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-- the Pokédex "new species" entry shows before the ask (predef
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-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
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-- sets the owned bits so ShowPokedexData prints height/weight/text;
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@@ -63,7 +63,10 @@ local function starterBall(askText, species, choseFlag, ownBall,
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-- out as Pokémon here.
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{ "face_object", 5, "down" }, -- 20
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{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 21
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{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 22
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-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
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-- through into the pre-pick line below (#601 remnant, reported on #600)
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{ "jump", "end" }, -- 22
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{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 23
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}
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end
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@@ -71,10 +74,22 @@ return {
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talk = {
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-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
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-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
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-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
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-- (DisplayDexRating) is still skipped.
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-- in, full Pokédex speech, rival exit, Route 22 arm).
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TEXT_OAKSLAB_OAK1 = {
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{ "face_player" },
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-- OaksLabOak1Text leads with the dex-rating branch (#600): with
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-- EVENT_PALLET_AFTER_GETTING_POKEBALLS set (converted saves), or
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-- 2+ species owned once the Pokédex is in hand, Oak asks how it is
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-- coming and rates it (predef DisplayDexRating). Red keeps the
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-- GOT_POKEDEX gate that Yellow's copy of this text drops
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-- (data/scripts/oaks_lab_yellow.lua).
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{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
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{ "jump_if_true", "dex_rating" },
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{ "check_dex_owned", 2 },
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{ "jump_if_false", "no_rating" },
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{ "check_flag", "EVENT_GOT_POKEDEX" },
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{ "jump_if_true", "dex_rating" },
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{ "label", "no_rating" },
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{ "check_item", "POKE_BALL" },
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{ "jump_if_true", "come_see" },
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{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
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@@ -160,6 +175,14 @@ return {
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{ "label", "come_see" },
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{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
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{ "jump", "end" },
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-- .HowIsYourPokedexComingText ends on `prompt` and OaksLabOak1Text
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-- sets wDoNotWaitForButtonPressAfterDisplayingText, so the seen/owned
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-- tally follows with no button wait (engine/events/pokedex_rating.asm)
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{ "label", "dex_rating" },
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{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
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{ "dex_rating" },
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},
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TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
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+71
-29
@@ -4,9 +4,11 @@
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-- (.PlayerNextToSafariZoneWorker1CoordsArray). Paying ¥500 hands over
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-- 30 SAFARI BALLs and starts the 502-step game
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-- (SafariZoneGateWouldYouLikeToJoinScript: wSafariSteps = 502,
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-- wNumSafariBalls = SAFARI_BALLS_RECEIVED). Declining walks you back
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-- so you can't slip past. Returning to the gate ends the game and the
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-- worker takes the leftover balls back.
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-- wNumSafariBalls = SAFARI_BALLS_RECEIVED), then auto-walks the player
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-- up through the north warp into the zone. Declining walks you back
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-- so you can't slip past. Returning to the gate ends the game, the
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-- worker takes the leftover balls back and the auto-walk drops you 3
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-- cells below the warp you came in by (#540).
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--
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-- Step/ball bookkeeping lives in src/world/OverworldController.lua
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-- (safariStep/safariGameOver, from
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@@ -19,7 +21,33 @@ local FEE = 500
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local BALLS = 30
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local STEPS = 502
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local function startGame(game, t, done, balls, introText)
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-- SafariZoneGateSafariZoneWorker1WouldYouLikeToJoinText .success closes with
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-- `ld a, PAD_UP / ld c, 3 / SafariZoneEntranceAutoWalk`: paying walks the
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-- player up out of the gate and through the north warp, it is never left to
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-- the player. EVENT_IN_SAFARI_ZONE is already set when that walk runs, so
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-- the two gate steps taken before the warp fires are charged against
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-- wSafariSteps (home/overworld.asm:307-310) -- which is why the counter
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-- reads 500/500 on arrival even though the script wrote 502 (#540). The
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-- port's counter only runs on the nine interior maps (FieldDefaults
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-- safari.stepMaps, OverworldState:inSafariStepZone), so charge those two
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-- steps here instead.
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local function walkIntoZone(game, ow)
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local p = ow.player
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-- only from the two trigger cells in front of the worker, which are the
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-- columns the north warps sit on; a player who paid after TALKING to him
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-- from somewhere else walks in on their own, as they do today
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local w = p.cellY == 2 and ow.map:warpAtCell(p.cellX, 0) or nil
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if not w then return end
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ow:scriptMove(p, "up", 2, function()
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local st = game.save.safari
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if st then st.steps = st.steps - 2 end
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-- scripted steps skip onStepComplete (and with it CheckWarpsNoCollision),
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-- so take that warp explicitly once the walk lands on it
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ow:takeWarp(w.def)
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end)
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end
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local function startGame(game, ow, t, done, balls, introText)
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game.save.safari = { balls = balls or BALLS, steps = STEPS }
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game.save.safariNags = nil
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local TextBox = require("src.render.TextBox")
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@@ -31,7 +59,10 @@ local function startGame(game, t, done, balls, introText)
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local pa = t._SafariZoneGateSafariZoneWorker1CallYouOnThePAText
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or "\fWe'll call you on\nthe PA when you\nrun out of time\nor SAFARI BALLs!"
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local luck = t._SafariZoneGateSafariZoneWorker1GoodLuckText or "Good Luck!"
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game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, done))
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game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, function()
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if done then done() end
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walkIntoZone(game, ow)
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end))
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end
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-- Yellow's soft-lock fix (scripts/SafariZoneGate_2.asm): a player short of
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@@ -52,7 +83,7 @@ local function yellowLowCost(game, ow, t, done, back)
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or "\fOh, all right, pay\nme what you have.")
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.. "\f" .. (t._SafariZoneLowCostText2
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or "But, I can't give\nyou all 30 BALLs.")
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startGame(game, t, done, balls, intro)
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startGame(game, ow, t, done, balls, intro)
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return
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end
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local nag = game.save.safariNags or 0
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@@ -62,7 +93,7 @@ local function yellowLowCost(game, ow, t, done, back)
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(t._SafariZoneLowCostText8 or "Read my lips, NO!\nGet it?")
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.. (t._SafariZoneLowCostText3
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or "\fYou're persistent,\naren't you?\fOK, you can go in\nfor free, but\njust this once!")
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startGame(game, t, done, 1, intro)
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startGame(game, ow, t, done, 1, intro)
|
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return
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end
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local nags = {
|
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@@ -100,7 +131,7 @@ local function joinPrompt(game, ow, done)
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end
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else
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game.save.money = game.save.money - FEE
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startGame(game, t, done)
|
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startGame(game, ow, t, done)
|
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end
|
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end))
|
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end))
|
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@@ -135,27 +166,38 @@ M.SAFARI_ZONE_GATE = {
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-- no walks you back into the zone
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onEnter = function(game, ow)
|
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if not game.save.safari or ow.player.cellY > 1 then return end
|
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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 t = game.data.text
|
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game.stack:push(TextBox.new(game,
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t._SafariZoneGateSafariZoneWorker1LeavingEarlyText or "Leaving early?",
|
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function()
|
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game.stack:push(ChoiceBox.new(game, function(yes)
|
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if not yes then
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-- back into the zone through the entrance warp
|
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local w = game.data.maps.SAFARI_ZONE_CENTER.warps[1]
|
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ow:startWarpTo("SAFARI_ZONE_CENTER", w.x, w.y, "up")
|
||||
return
|
||||
end
|
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game.save.safari = nil
|
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game.stack:push(TextBox.new(game,
|
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(t._SafariZoneGateSafariZoneWorker1ReturnSafariBallsText
|
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or "Please return any\nSAFARI BALLs you\nhave left.")
|
||||
.. "\f" .. (t._SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText
|
||||
or "Did you get a\ngood haul?\fCome again!")))
|
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end))
|
||||
end))
|
||||
-- QUEUED, never pushed: onEnter runs inside the arriving warp's
|
||||
-- Transition midpoint, and Transition:finish pops whatever is on top
|
||||
-- the same frame (Timing.WARP_FADE_IN is 0) -- so a box pushed here is
|
||||
-- swallowed, and on a build where it survived it drew over a screen
|
||||
-- still faded to black (#540). Same contract as M.HALL_OF_FAME in
|
||||
-- data/scripts/story.lua.
|
||||
--
|
||||
-- SafariZoneGateLeavingSafariScript .leaving_early: YES prints the
|
||||
-- return-balls text, faces the player down and runs
|
||||
-- SafariZoneEntranceAutoWalk with `PAD_DOWN, c = 3`, landing on the
|
||||
-- counter row 3 cells below the warp you came in by; NO prints
|
||||
-- "Good Luck!" and walks one step back up through that same warp.
|
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local rightSide = ow.player.cellX ~= 3
|
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local dest = game.data.maps.SAFARI_ZONE_CENTER.warps[rightSide and 2 or 1]
|
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ow:queueScript({
|
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{ "ask", "_SafariZoneGateSafariZoneWorker1LeavingEarlyText" },
|
||||
{ "jump_if_false", "stay" },
|
||||
-- the port never reaches SafariZoneGateLeavingSafariScript's own
|
||||
-- GOOD_HAUL_COME_AGAIN branch (safariGameOver warps straight to the
|
||||
-- counter), so the sign-off rides on this path
|
||||
{ "show_text", "_SafariZoneGateSafariZoneWorker1ReturnSafariBallsText" },
|
||||
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText" },
|
||||
-- no value: set_field assigns nil, which is how save.safari is cleared
|
||||
{ "set_field", "safari" },
|
||||
-- move_player runs through scriptMove, which skips onStepComplete, so
|
||||
-- walking back down past (x,2) cannot re-fire the join trigger
|
||||
{ "move_player", "down", 3 },
|
||||
{ "jump", "end" },
|
||||
{ "label", "stay" },
|
||||
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodLuckText" },
|
||||
{ "warp", "SAFARI_ZONE_CENTER", dest.x, dest.y, "up" },
|
||||
})
|
||||
end,
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
-- field.seafoam (SEAFOAM_ISLANDS_1F/B1F/B3F holes+holeDestination and
|
||||
-- B3F's pluggedByHolesOn) plus the generic
|
||||
-- OverworldState:boulderIntoHole in src/world/OverworldController.lua;
|
||||
-- no per-map onEnter hook is needed here.
|
||||
-- no per-map onEnter hook is needed for the boulders.
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -23,4 +23,45 @@ M.VERMILION_GYM = {
|
||||
end,
|
||||
}
|
||||
|
||||
-- The PLAYER falling down those same holes (#599). field.seafoam's holes
|
||||
-- carry only the BOULDER's object cell on the floor below (landsAt), not
|
||||
-- the player's landing, so the player's landing is spelled out here: it
|
||||
-- comes from data/maps/special_warps.asm DungeonWarpList/DungeonWarpData,
|
||||
-- which the importer does not extract. Same shape as MANSION_HOLES in
|
||||
-- data/scripts/story6.lua and VICTORY_ROAD_3F.onStep in
|
||||
-- data/scripts/story.lua; CAVERN $22 is a walkable tile, so the fall has
|
||||
-- to be an onStep, not a collision block.
|
||||
--
|
||||
-- Sources: scripts/SeafoamIslands1F.asm Seafoam1HolesCoords (17,6)/(24,6),
|
||||
-- B1F.asm Seafoam2HolesCoords (18,6)/(23,6), B2F.asm Seafoam3HolesCoords
|
||||
-- (19,6)/(22,6), B3F.asm Seafoam4HolesCoords (3,16)/(6,16). Each floor
|
||||
-- sets wDungeonWarpDestinationMap and calls IsPlayerOnDungeonWarp, and
|
||||
-- wCoordIndex picks that floor's DungeonWarpData row. Unconditional in
|
||||
-- the original: a plugged hole still drops the player. The B3F and B4F
|
||||
-- landings are water; setMap's CheckForceBikeOrSurf pass
|
||||
-- (OverworldState:checkForcedMovement) mounts SURF on arrival.
|
||||
local HOLE_FALLS = {
|
||||
SEAFOAM_ISLANDS_1F = { { 17, 6, "SEAFOAM_ISLANDS_B1F", 18, 7 },
|
||||
{ 24, 6, "SEAFOAM_ISLANDS_B1F", 23, 7 } },
|
||||
SEAFOAM_ISLANDS_B1F = { { 18, 6, "SEAFOAM_ISLANDS_B2F", 19, 7 },
|
||||
{ 23, 6, "SEAFOAM_ISLANDS_B2F", 22, 7 } },
|
||||
SEAFOAM_ISLANDS_B2F = { { 19, 6, "SEAFOAM_ISLANDS_B3F", 18, 7 },
|
||||
{ 22, 6, "SEAFOAM_ISLANDS_B3F", 19, 7 } },
|
||||
SEAFOAM_ISLANDS_B3F = { { 3, 16, "SEAFOAM_ISLANDS_B4F", 4, 14 },
|
||||
{ 6, 16, "SEAFOAM_ISLANDS_B4F", 5, 14 } },
|
||||
}
|
||||
|
||||
for mapId, holes in pairs(HOLE_FALLS) do
|
||||
M[mapId] = M[mapId] or {}
|
||||
M[mapId].onStep = function(game, ow, x, y)
|
||||
for _, h in ipairs(holes) do
|
||||
if x == h[1] and y == h[2] then
|
||||
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
|
||||
+30
-1
@@ -188,7 +188,12 @@ M.BILLS_HOUSE = {
|
||||
end
|
||||
if ow.player.facing == "down" then
|
||||
-- the player is standing on his straight path: walk around
|
||||
-- (.PokemonWalkAroundPlayerMovement)
|
||||
-- (.PokemonWalkAroundPlayerMovement). BillsHouseScript2 runs
|
||||
-- BillsHousePikachuWatchPlayer first on this branch, so a
|
||||
-- Pikachu that is still following steps clear of Bill's detour
|
||||
-- and turns to watch the player (#455).
|
||||
require("src.world.PikachuFollower")
|
||||
.onBillWalksAroundPlayer(game, ow)
|
||||
ow:scriptMove(npc, "right", 1, function()
|
||||
ow:scriptMove(npc, "up", 2, function()
|
||||
ow:scriptMove(npc, "left", 1, function()
|
||||
@@ -600,12 +605,34 @@ local function snorlaxWake(mapId, objName, beatFlag, wokeUpText, calmedText)
|
||||
}
|
||||
end
|
||||
|
||||
-- A beaten Snorlax is gone for good: Route12/Route16DefaultScript run
|
||||
-- HideObject in the same breath as the battle that sets
|
||||
-- EVENT_BEAT_ROUTEnn_SNORLAX, so "event set, object still on the map" is a
|
||||
-- state the asm cannot produce. Here it can (a mod's world:toggleObject, a
|
||||
-- save edited or migrated from a build older than the flag), and it is a
|
||||
-- dead end: ItemEffects' adjacentSleepingSnorlax refuses to wake a Snorlax
|
||||
-- whose beat flag is set (ItemUsePokeFlute's CheckEvent, engine/items/
|
||||
-- item_effects.asm), so the sleeper sits in the road forever and Cycling
|
||||
-- Road is unreachable (#585). Reconcile the toggle from the flag on every
|
||||
-- entry -- the mirror of SaveData.lua's toggle -> flag backfill, and the
|
||||
-- same repair shape the Silph Co. floors use below.
|
||||
local function hideBeatenSnorlax(mapId, objName, beatFlag)
|
||||
return function(game, ow)
|
||||
if not game.save.flags[beatFlag] then return end
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save, overworld = ow },
|
||||
mapId, objName)
|
||||
end
|
||||
end
|
||||
|
||||
-- snorlaxWake is looked up by ItemEffects.lua/BagMenu.lua (via
|
||||
-- data/scripts/init.lua's M.get) and run when the flute wakes Snorlax;
|
||||
-- objName/beatFlag let ItemEffects find the NPC and check whether it's
|
||||
-- already been beaten before allowing the wake.
|
||||
M.ROUTE_12 = {
|
||||
talk = { TEXT_ROUTE12_SNORLAX = { { "show_text", "_Route12SnorlaxText" } } },
|
||||
onEnter = hideBeatenSnorlax("ROUTE_12", "ROUTE12_SNORLAX",
|
||||
"EVENT_BEAT_ROUTE12_SNORLAX"),
|
||||
snorlaxWake = {
|
||||
objName = "ROUTE12_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE12_SNORLAX",
|
||||
script = snorlaxWake("ROUTE_12", "ROUTE12_SNORLAX", "EVENT_BEAT_ROUTE12_SNORLAX",
|
||||
@@ -614,6 +641,8 @@ M.ROUTE_12 = {
|
||||
}
|
||||
M.ROUTE_16 = {
|
||||
talk = { TEXT_ROUTE16_SNORLAX = { { "show_text", "_Route16Text7" } } },
|
||||
onEnter = hideBeatenSnorlax("ROUTE_16", "ROUTE16_SNORLAX",
|
||||
"EVENT_BEAT_ROUTE16_SNORLAX"),
|
||||
snorlaxWake = {
|
||||
objName = "ROUTE16_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE16_SNORLAX",
|
||||
script = snorlaxWake("ROUTE_16", "ROUTE16_SNORLAX", "EVENT_BEAT_ROUTE16_SNORLAX",
|
||||
|
||||
Reference in New Issue
Block a user