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Add Bill's House Pikachu scenes
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@@ -2093,6 +2093,7 @@ function OverworldState:billsHouseBillExits()
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local Commands = require("src.script.Commands")
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local ctx = { game = Game, save = Game.save, overworld = self }
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Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
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require("src.world.PikachuFollower").onBillExitedMachine(Game, self)
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local function done()
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Game.save.flags.EVENT_MET_BILL = true
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Game.save.flags.EVENT_MET_BILL_2 = true
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@@ -189,6 +189,9 @@ function PikachuFollower.current(ow)
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end
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function PikachuFollower.onMapEntered(game, ow, opts)
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-- Bill's House owns a short scripted scene that deliberately keeps
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-- Pikachu off the normal trailing loop. A new map instance ends it.
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ow.pikachuBillsScene = nil
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remove(ow)
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if not shouldSpawn(game, ow) then return end
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-- opts.keepPikachu is the follower a connection crossing kept alive:
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@@ -393,6 +396,7 @@ end
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-- (pikachu_follow.asm keeps it one walk step behind)
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function PikachuFollower.update(game, ow)
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if ow.pikaHop then return end -- the counter hop owns the follower (#417)
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if ow.pikachuBillsScene then return end
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local npc = findFollower(ow)
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if not npc then
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if shouldSpawn(game, ow) then PikachuFollower.onMapEntered(game, ow) end
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@@ -741,6 +745,68 @@ function PikachuFollower.picLift(emote)
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return 0
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end
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-- Bill's House has three map-scripted Yellow companion beats
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-- (BillsHouseScript0/2/5): Pikachu walks over to investigate Bill, waits at
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-- the cell separator, then reacts when Bill reappears. Keep it at the
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-- machine until this map instance is discarded, just like the cartridge's
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-- disabled following state.
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local function billsHouseEmotion(game, ow, npc, bubble)
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local Sprites = require("src.pokemon.Sprites")
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ow.emote = {
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npc = npc, frames = 50, bubble = bubbleIndex(game, bubble) or false,
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pikaPic = Sprites.path(game.data, "PIKACHU", "front",
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{ kind = "overworld" }),
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}
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end
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local function movePikachu(ow, npc, steps, onDone)
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npc.goalX, npc.goalY = nil, nil
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idleReset(npc)
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local function nextStep(i)
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local step = steps[i]
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if not step then
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if onDone then onDone() end
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return
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end
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ow:scriptMove(npc, step[1], step[2], function() nextStep(i + 1) end)
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end
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nextStep(1)
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end
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function PikachuFollower.onBillsHouseEnter(game, ow)
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if not (GameVersion.isYellow() and ow.map and ow.map.id == "BILLS_HOUSE") then
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return
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end
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if game.save.flags.EVENT_MET_BILL_2 then return end
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local npc = findFollower(ow)
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if not npc then return end
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ow.pikachuBillsScene = true
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movePikachu(ow, npc, { { "right", 3 }, { "up", 1 } }, function()
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billsHouseEmotion(game, ow, npc, "QUESTION_BUBBLE")
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end)
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end
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function PikachuFollower.onBillEnteredMachine(game, ow)
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if not (GameVersion.isYellow() and ow.pikachuBillsScene) then return end
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local npc = findFollower(ow)
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if not npc then return end
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local steps = ow.player.facing == "down"
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and { { "up", 3 } }
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or { { "up", 1 }, { "left", 1 }, { "up", 2 }, { "right", 1 } }
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movePikachu(ow, npc, steps, function()
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billsHouseEmotion(game, ow, npc, "QUESTION_BUBBLE")
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end)
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end
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function PikachuFollower.onBillExitedMachine(game, ow)
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if not (GameVersion.isYellow() and ow.pikachuBillsScene) then return end
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local npc = findFollower(ow)
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if not npc then return end
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idleReset(npc)
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npc.facing = "left"
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billsHouseEmotion(game, ow, npc, "EXCLAMATION_BUBBLE")
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end
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-- ---------------------------------------------------------------------
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-- PikachuWalksToNurseJoy (engine/pikachu/pikachu_emotions.asm, run by
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-- engine/events/pokecenter.asm once the heal is accepted): the companion
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