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https://github.com/bryanthaboi/gen1recomp.git
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CLOSES #806, CLOSES #809, CLOSES #853, CLOSES #854, CLOSES #860, CLOSES #862, CLOSES #865, CLOSES #866
This commit is contained in:
@@ -16,9 +16,13 @@ local function push(game, s, done)
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game.stack:push(TextBox.new(game, s, done))
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end
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-- PrintText on a text_end string returns with the box still drawn and
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-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
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-- engine/menus/text_box.asm); no A press clears the question first. Ride
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-- TextBox's opts.choice, the same as Commands.ask (#854).
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local function ask(game, s, cb)
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local ChoiceBox = require("src.ui.ChoiceBox")
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push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
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local TextBox = require("src.render.TextBox")
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game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
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end
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M.PEWTER_CITY = {
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@@ -23,9 +23,13 @@ local function push(game, s, done)
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game.stack:push(TextBox.new(game, s, done))
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end
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-- PrintText on a text_end string returns with the box still drawn and
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-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
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-- engine/menus/text_box.asm); no A press clears the question first. Ride
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-- TextBox's opts.choice, the same as Commands.ask (#854).
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local function ask(game, s, cb)
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local ChoiceBox = require("src.ui.ChoiceBox")
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push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
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local TextBox = require("src.render.TextBox")
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game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
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end
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M.VIRIDIAN_CITY = {
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+45
-12
@@ -517,6 +517,14 @@ M.GAME_CORNER = {
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done()
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return
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end
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-- GameCornerRocketText hands the battle its own loss line through
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-- SaveEndBattleTextPointers (.BattleEndText ->
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-- _GameCornerRocketBattleEndText, "Dang!"), and PrintEndBattleText
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-- prints it ON the battle screen between TrainerDefeatedText and
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-- MoneyForWinningText (engine/battle/core.asm TrainerBattleVictory).
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-- He is a text_asm trainer with no def_trainers header, so there is no
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-- header.won for engageTrainer to find and the line has to be handed
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-- over here or it never shows at all (#862).
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ow:engageTrainer(npc, function()
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if not ow:trainerDefeated(npc) then
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done()
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@@ -527,19 +535,44 @@ 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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-- #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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-- #198/#862: GameCornerRocketBattleScript (scripts/GameCorner.asm)
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-- picks the exit walk from where the player is standing, because
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-- the grunt on (9,5) has to get past him: wYCoord == 6 (talked to
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-- from the south) or wXCoord == 8 (from the west) leaves the row
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-- clear and takes GameCornerMovement_Rocket_WalkDirect, five steps
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-- RIGHT; otherwise the player is east of him on (10,5) and
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-- GameCornerMovement_Rocket_WalkAroundPlayer steps DOWN, right, UP
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-- and right again to go AROUND him. pokeyellow's copy of the
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-- around-path takes one extra RIGHT on the lower row before coming
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-- back up (it also has to clear Pikachu); both versions end on
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-- (15,5). He never steps UP: (9,4) is the poster wall, which is
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-- where the old single UP step sent him.
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local px = ow.player and ow.player.cellX
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local py = ow.player and ow.player.cellY
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local path
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if py == 6 or px == 8 then
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path = { { "right", 5 } }
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elseif require("src.core.GameVersion").isYellow() then
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path = { { "down", 1 }, { "right", 3 }, { "up", 1 }, { "right", 3 } }
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else
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path = { { "down", 1 }, { "right", 2 }, { "up", 1 }, { "right", 4 } }
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end
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-- GameCornerRocketExitScript only HideObjects him once
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-- BIT_SCRIPTED_NPC_MOVEMENT clears, i.e. after the last step.
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-- scriptMove locks player input (#scriptMoves>0) and ignores
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-- collision, so the despawn + unfreeze (done) ride the final step.
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local function step(i)
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if i > #path then
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hideRocket()
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done()
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return
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end
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ow:scriptMove(npc, path[i][1], path[i][2],
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function() step(i + 1) end)
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end
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step(1)
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end))
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end)
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end, game.data.text._GameCornerRocketBattleEndText or "Dang!")
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end,
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-- GameCornerClerk1Text (scripts/GameCorner.asm): the offer, a
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-- YesNoChoice, then ¥1000 for 50 coins. Yellow drops the "1" from the
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+40
-15
@@ -13,9 +13,18 @@ local function push(game, s, done)
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game.stack:push(TextBox.new(game, s, done))
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end
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-- The question stays on screen under the YES/NO menu. The dojo prize
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-- balls are the clearest case: FightingDojoHitmonleePokeBallText
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-- (scripts/FightingDojo.asm) is `call PrintText` on a text_end string --
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-- no prompt, so no WaitForTextScrollButtonPress -- immediately followed
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-- by `call YesNoChoice`, and InitYesNoTextBoxParameters
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-- (engine/menus/text_box.asm) puts the menu above the dialogue box
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-- rather than replacing it. Ride TextBox's opts.choice, the same as
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-- Commands.ask, instead of popping the box with an A press and leaving a
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-- bare ChoiceBox over the overworld (#854).
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local function ask(game, s, cb)
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local ChoiceBox = require("src.ui.ChoiceBox")
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push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
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local TextBox = require("src.render.TextBox")
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game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
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end
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-- fill the extracted text placeholders ({NUM:...}, {RAM:...}, {PLAYER})
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@@ -155,19 +164,35 @@ local function dojoBall(species, ownBall, otherBall, askKey)
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push(game, "You'll have to\nbeat the master\nfirst!", done)
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return
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end
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ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
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if not yes then done() return end
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flags["EVENT_GOT_" .. species] = true
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flags.EVENT_DEFEATED_FIGHTING_DOJO = true
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local Commands = require("src.script.Commands")
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local ctx = { save = game.save, game = game, overworld = ow }
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Commands.give_pokemon(ctx, species, 30)
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-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
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-- just the picked object's index) and routes to the greedy line above
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-- when talked to (#197).
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Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
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push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
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end)
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local function offer()
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ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
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if not yes then done() return end
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flags["EVENT_GOT_" .. species] = true
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flags.EVENT_DEFEATED_FIGHTING_DOJO = true
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local Commands = require("src.script.Commands")
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local ctx = { save = game.save, game = game, overworld = ow }
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Commands.give_pokemon(ctx, species, 30)
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-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
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-- just the picked object's index) and routes to the greedy line above
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-- when talked to (#197).
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Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
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push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
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end)
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end
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-- FightingDojoHitmonleePokeBallText / ...HitmonchanPokeBallText run
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-- `ld a, HITMONLEE / call DisplayPokedex` BEFORE .Text and YesNoChoice,
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-- so the ball opens the prize's dex page first and the offer follows
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-- it. _DisplayPokedex (engine/events/display_pokedex.asm) sets only
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-- the SEEN bit, so the page stays the name-and-sprite preview until
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-- the mon is owned, the same shape as the Fuchsia exhibit signs in
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-- data/scripts/flavor/fuchsia_city.lua (#853).
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local dex = game.save.pokedex
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if dex then
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dex.seen = dex.seen or {}
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dex.seen[species] = true
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end
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require("src.ui.Screens").push(game, "DexEntryMenu",
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{ species = species, onClose = offer })
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end
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end
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@@ -12,9 +12,13 @@ local function push(game, s, done)
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game.stack:push(TextBox.new(game, s, done))
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end
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-- PrintText on a text_end string returns with the box still drawn and
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-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
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-- engine/menus/text_box.asm); no A press clears the question first. Ride
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-- TextBox's opts.choice, the same as Commands.ask (#854).
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local function ask(game, s, cb)
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local ChoiceBox = require("src.ui.ChoiceBox")
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push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
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local TextBox = require("src.render.TextBox")
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game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
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end
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-- -------------------------------------------------------------------
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@@ -62,10 +62,15 @@ M.MT_MOON_B2F = {
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{ "walk_npc", 6, { "left", "left", "left", "left", "left" } },
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{ "face_object", 6, "left" },
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{ "show_text", "_MtMoonJessieJamesText2" },
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-- MtMoonB2FScript12 arms _MtMoonJessieJamesText3 with
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-- SaveEndBattleTextPointers before it sets wCurOpponent, so
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-- TrainerBattleVictory prints it on the battle screen as "ROCKET: A
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-- brat beat us?" between TrainerDefeatedText and MoneyForWinningText.
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-- Its one-word first line only reads right behind that tag (#866).
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{ "save_end_battle_text", "_MtMoonJessieJamesText3" },
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{ "start_battle", "trainer", "OPP_ROCKET", 42 },
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{ "check_battle_result", "win" },
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{ "jump_if_false", "end" },
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{ "show_text", "_MtMoonJessieJamesText3" },
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{ "show_text", "_MtMoonJessieJamesText4" },
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{ "stop_music" },
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{ "play_music", "Music_MeetJessieJames" },
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@@ -85,7 +90,8 @@ M.MT_MOON_B2F = {
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-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
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-- (24,10) and whichever of them shares the player's column ($18=24 or
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-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
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-- tiles down to loom over the player while the other steps one. A loss
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-- tiles down to loom over the player while the other walks four and ends
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-- up beside him. A loss
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-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
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-- trigger re-arms clean.
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-- -------------------------------------------------------------------
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@@ -106,7 +112,7 @@ M.ROCKET_HIDEOUT_B4F = {
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if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
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-- ON_LEFT: player under James's column (25); movement data pairs
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-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
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-- column-mate walks 3, the other 1.
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-- column-mate walks 3, the other 4.
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local onLeft = (x == 25)
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ow.runner:run({
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{ "stop_music" },
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@@ -116,16 +122,30 @@ M.ROCKET_HIDEOUT_B4F = {
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{ "emote", "player", "shock", 30 },
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{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
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{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
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-- James (object 2) then Jessie (object 3), Script4..Script9 order
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{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
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-- James (object 2) then Jessie (object 3), Script4..Script9 order.
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-- RocketHideoutB4FJessieJamesMovementData_45605 is a lone $4 that FALLS
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-- THROUGH into _45606 ($4 $4 $4 $ff), so MoveSprite_ (home/pathfinding.asm)
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-- reads _45605 as FOUR steps and _45606 as three; $4 is DOWN in Yellow's
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-- Func_5288 lookup (engine/overworld/movement.asm), which walks with no
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-- collision test. From (25,10)/(24,10) against a player on y=14 the
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-- column-mate stops three down, right above him, and the other walks the
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-- full four to stand alongside -- which is what the facings below assume.
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-- Reading _45605 as a single step stranded whoever was off-column three
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-- tiles away, so James never reached the player (#865).
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{ "walk_npc", 2, onLeft and { "down", "down", "down" }
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or { "down", "down", "down", "down" } },
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{ "face_object", 2, onLeft and "down" or "left" },
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{ "walk_npc", 3, onLeft and { "down" } or { "down", "down", "down" } },
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{ "walk_npc", 3, onLeft and { "down", "down", "down", "down" }
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or { "down", "down", "down" } },
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{ "face_object", 3, onLeft and "right" or "down" },
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{ "show_text", "_RocketHideoutJessieJamesText2" },
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-- RocketHideoutB4FScript10 saves _RocketHideoutJessieJamesText3 as the
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-- end-battle text, so it prints as "ROCKET: Such a dreadful twerp!" on
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-- the battle screen ahead of MoneyForWinningText (#866).
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{ "save_end_battle_text", "_RocketHideoutJessieJamesText3" },
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{ "start_battle", "trainer", "OPP_ROCKET", 43 },
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{ "check_battle_result", "win" },
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{ "jump_if_false", "lost" },
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{ "show_text", "_RocketHideoutJessieJamesText3" },
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{ "show_text", "_RocketHideoutJessieJamesText4" },
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{ "stop_music" },
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{ "play_music", "Music_MeetJessieJames" },
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@@ -175,16 +195,27 @@ M.POKEMON_TOWER_7F = {
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{ "show_text", "_PokemonTowerJessieJamesText1" },
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{ "face_player_dir", "up" },
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{ "emote", "player", "shock", 30 },
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-- Jessie (object 1) then James (object 2), Script1..Script6 order
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{ "walk_npc", 1, onLeft and { "down" } or { "down", "down", "down" } },
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-- Jessie (object 1) then James (object 2), Script1..Script6 order.
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-- Same fall-through blob as the hideout: PokemonTower7FMovementData_60d7a
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-- is a lone $4 running into _60d7b ($4 $4 $4 $FF), so _60d7a is FOUR
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-- steps and _60d7b is three. From (10,8)/(11,8) against a player on
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-- y=12 the column-mate halts one tile above him and the other closes the
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-- full four to his side; the single-step reading is why James only
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-- "moved a bit" here (#865).
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{ "walk_npc", 1, onLeft and { "down", "down", "down", "down" }
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or { "down", "down", "down" } },
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{ "face_object", 1, onLeft and "right" or "down" },
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{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
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{ "walk_npc", 2, onLeft and { "down", "down", "down" }
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or { "down", "down", "down", "down" } },
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{ "face_object", 2, onLeft and "down" or "left" },
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{ "show_text", "_PokemonTowerJessieJamesText2" },
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-- PokemonTower7FScript7 saves _PokemonTowerJessieJamesText3 as the
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-- end-battle text: "ROCKET: You will regret this!" on the battle screen,
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-- before the prize money (#866).
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{ "save_end_battle_text", "_PokemonTowerJessieJamesText3" },
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{ "start_battle", "trainer", "OPP_ROCKET", 44 },
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{ "check_battle_result", "win" },
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{ "jump_if_false", "end" },
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{ "show_text", "_PokemonTowerJessieJamesText3" },
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{ "show_text", "_PokemonTowerJessieJamesText4" },
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{ "stop_music" },
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{ "play_music", "Music_MeetJessieJames" },
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@@ -254,10 +285,12 @@ M.SILPH_CO_11F = {
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{ "walk_npc", 6, jessieDirs },
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{ "face_object", 6, jessieFace },
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{ "show_text", "_SilphCoJessieJamesText2" },
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-- SilphCo11FScript11 saves _SilphCoJessieJamesText3 (SilphCo11FText_624c2)
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-- as the end-battle text: "ROCKET: Like always..." before the money (#866).
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{ "save_end_battle_text", "_SilphCoJessieJamesText3" },
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{ "start_battle", "trainer", "OPP_ROCKET", 45 },
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{ "check_battle_result", "win" },
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{ "jump_if_false", "end" },
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{ "show_text", "_SilphCoJessieJamesText3" },
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{ "show_text", "_SilphCoJessieJamesText4" },
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{ "stop_music" },
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{ "play_music", "Music_MeetJessieJames" },
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