mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 08:11:35 +02:00
squashy squash
This commit is contained in:
+78
-22
@@ -222,17 +222,55 @@ M.BILLS_HOUSE = {
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-- repair saves that already got the ticket under the old collapsed
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-- script (the monster never hidden, human Bill never shown)
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onEnter = function(game, ow)
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if game.save.flags.EVENT_GOT_SS_TICKET
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and not game.save.flags.EVENT_USED_CELL_SEPARATOR_ON_BILL then
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local flags = game.save.flags
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if flags.EVENT_GOT_SS_TICKET
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and not flags.EVENT_USED_CELL_SEPARATOR_ON_BILL then
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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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Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
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Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
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game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
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game.save.flags.EVENT_USED_CELL_SEPARATOR_ON_BILL = true
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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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flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
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flags.EVENT_USED_CELL_SEPARATOR_ON_BILL = true
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flags.EVENT_MET_BILL = true
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flags.EVENT_MET_BILL_2 = true
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end
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-- After Route25ToggleBillsScript, BILL2 is the visible human Bill
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-- ("check out my rare POKéMON"). Re-apply on enter so a mid-house
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-- load still matches the toggles if the pool was rebuilt.
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if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then
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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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Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
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Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
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Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL2")
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end
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end,
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}
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-- -------------------------------------------------------------------
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-- Route 25 outside Bill's house (scripts/Route25.asm
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-- Route25ToggleBillsScript): leaving after the SS Ticket arms the
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-- Eevee PC list and swaps human Bill to his post-help dialogue NPC.
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-- Leaving mid-quest (Bill still in the machine) puts the monster back.
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-- -------------------------------------------------------------------
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M.ROUTE_25 = {
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onEnter = function(game, ow)
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local flags = game.save.flags
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if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then return end
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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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if not flags.EVENT_MET_BILL_2 then
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flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = nil
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Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
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return
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end
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if not flags.EVENT_GOT_SS_TICKET then return end
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flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING = true
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-- TOGGLE_NUGGET_BRIDGE_GUY (ROUTE24_COOLTRAINER_M1)
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Commands.hide_object(ctx, "ROUTE_24", "ROUTE24_COOLTRAINER_M1")
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Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
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Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL2")
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end,
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}
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@@ -256,25 +294,40 @@ M.VERMILION_CITY = {
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end,
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-- VermilionCityDefaultScript's per-frame SSAnneTicketCheckCoords check:
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-- the unguarded cell (18,30) just west of the sailor leads straight
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-- onto the dock warp, so stepping onto it heading for the dock gets
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-- ticket-checked (and turned back once the ship has sailed) without
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-- the player ever pressing A. The sailor himself never disappears.
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-- onto the dock warp. Stepping onto it facing down always runs the
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-- sailor dialog (DisplayTextID TEXT_VERMILIONCITY_SAILOR1); only a
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-- ticket while the ship is still docked lets the player continue --
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-- otherwise they are walked back up. The sailor himself never hides.
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onStep = function(game, ow, x, y)
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if x ~= 18 or y ~= 30 then return false end
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if ow.player.facing ~= "down" then return false end
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local f = game.save.flags
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local Flags = require("src.script.Flags")
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local t = game.data.text
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local TextBox = require("src.render.TextBox")
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if f.EVENT_SS_ANNE_LEFT then
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local shipLeft = Flags.get(game.save, "EVENT_SS_ANNE_LEFT")
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local hasTicket = (game.save.inventory.S_S_TICKET or 0) > 0
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if shipLeft then
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game.stack:push(TextBox.new(game,
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t._VermilionCitySailor1ShipSetSailText or "The ship set sail.",
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function() ow:scriptMove(ow.player, "up", 1) end))
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return true
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end
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if (game.save.inventory.S_S_TICKET or 0) > 0 then return false end
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-- Walk-past is never facing-right / inFrontOfOrBehindGuardCoords, so
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-- VermilionCitySailor1Text always takes .greet_player_and_check_ticket:
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-- DoYouHaveATicket, then FlashedTicket (allow through) or YouNeedATicket
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-- (walk back). Returning true while the box is up also blocks the
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-- dock warp on this step.
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local ask = t._VermilionCitySailor1DoYouHaveATicketText
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or "Welcome to S.S.\nANNE!\fExcuse me, do you\nhave a ticket?"
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if hasTicket then
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game.stack:push(TextBox.new(game,
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ask .. "\f"
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.. (t._VermilionCitySailor1FlashedTicketText
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or "{PLAYER} flashed\nthe S.S.TICKET!")))
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return true
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end
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game.stack:push(TextBox.new(game,
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(t._VermilionCitySailor1WelcomeToSSAnneText or "Welcome to S.S.\nANNE!")
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.. "\f"
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ask .. "\f"
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.. (t._VermilionCitySailor1YouNeedATicketText
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or "You need a ticket\nto get aboard."),
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function() ow:scriptMove(ow.player, "up", 1) end))
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@@ -288,7 +341,7 @@ M.VERMILION_CITY = {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_SS_ANNE_LEFT" }, -- 2
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{ "jump_if_true", 11 }, -- 3
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{ "show_text", "_VermilionCitySailor1WelcomeToSSAnneText" }, -- 4
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{ "show_text", "_VermilionCitySailor1DoYouHaveATicketText" }, -- 4
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{ "check_item", "S_S_TICKET" }, -- 5
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{ "jump_if_false", 9 }, -- 6
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{ "show_text", "_VermilionCitySailor1FlashedTicketText" }, -- 7
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@@ -318,18 +371,21 @@ M.SS_ANNE_2F = {
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M.SS_ANNE_CAPTAINS_ROOM = {
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talk = {
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-- SSAnneCaptainsRoomCaptainText: after the rub line's text_asm tail,
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-- pokered plays MUSIC_PKMN_HEALED (scripts/SSAnneCaptainsRoom.asm).
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TEXT_SSANNECAPTAINSROOM_CAPTAIN = {
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{ "check_flag", "EVENT_GOT_HM01" }, -- 1
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{ "jump_if_true", 9 }, -- 2
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{ "jump_if_true", 10 }, -- 2
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{ "show_text", "_SSAnneCaptainsRoomRubCaptainsBackText" }, -- 3
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{ "show_text", "_SSAnneCaptainsRoomCaptainIFeelMuchBetterText" }, -- 4
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{ "play_once", "Music_PkmnHealed" }, -- 4
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{ "show_text", "_SSAnneCaptainsRoomCaptainIFeelMuchBetterText" }, -- 5
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-- give-then-print like scripts/SSAnneCaptainsRoom.asm (GiveItem
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-- fills wStringBuffer; the received text reads it)
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{ "give_item", "HM_CUT", 1, false }, -- 5
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{ "show_text", "_SSAnneCaptainsRoomCaptainReceivedHM01Text" }, -- 6
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{ "set_flag", "EVENT_GOT_HM01" }, -- 7
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{ "jump", 10 }, -- 8
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{ "show_text", "_SSAnneCaptainsRoomCaptainNotSickAnymoreText" }, -- 9
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{ "give_item", "HM_CUT", 1, false }, -- 6
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{ "show_text", "_SSAnneCaptainsRoomCaptainReceivedHM01Text" }, -- 7
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{ "set_flag", "EVENT_GOT_HM01" }, -- 8
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{ "jump", 11 }, -- 9
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{ "show_text", "_SSAnneCaptainsRoomCaptainNotSickAnymoreText" }, -- 10
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},
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},
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}
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+141
-44
@@ -719,73 +719,170 @@ M.CINNABAR_LAB_FOSSIL_ROOM = {
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-- -------------------------------------------------------------------
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-- Day-care (scripts/Daycare.asm): the boarded Pokémon earns 1 exp per
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-- step; the fee is ¥100 plus ¥100 per level gained.
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--
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-- #118: do not raise mon.level until a paid retrieve (pokered reverts
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-- wDayCareMonBoxLevel on .leaveMonInDayCare). Fold pending steps into
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-- mon.exp once and clear them so a second talk cannot re-apply the same
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-- walk. Fill {RAM:wNameBuffer}/{RAM:wDayCareMonName}/{NUM:...} here —
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-- TextBox.TOKENS.RAM only knows wStringBuffer.
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-- -------------------------------------------------------------------
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local function fillDaycareText(s, subs)
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s = s:gsub("{PLAYER}", subs.player or "")
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s = s:gsub("{RAM:([^}]*)}", function(name) return subs[name] or "" end)
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-- extractor NUM spans may include flags after a comma; keep the name
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s = s:gsub("{NUM:([%w_]+)[^}]*}", function(name)
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return tostring(subs[name] or "0")
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end)
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return s
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end
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M.DAYCARE = {
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talk = {
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TEXT_DAYCARE_GENTLEMAN = function(game, ow, npc, done)
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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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local dc = game.save.daycare
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local playerName = game.save.player and game.save.player.name or "RED"
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local function monName(mon)
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local def = game.data.pokemon[mon.species]
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return mon.nickname or (def and def.name) or mon.species
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end
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if dc and dc.mon then
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local Growth = require("src.pokemon.Growth")
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local Stats = require("src.pokemon.Stats")
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local Party = require("src.pokemon.Party")
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local mon = dc.mon
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local def = game.data.pokemon[mon.species]
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mon.exp = mon.exp + (dc.steps or 0)
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local newLevel = math.min(100, Growth.levelForExp(def.growthRate, mon.exp))
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local fee = 100 + (newLevel - mon.level) * 100
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local grew = newLevel > mon.level
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mon.level = newLevel
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mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
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mon.hp = mon.stats.hp
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local msg = grew and (t._DaycareGentlemanMonHasGrownText or "It's grown a lot!")
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or "Back already?"
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game.stack:push(TextBox.new(game,
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msg .. ("\fThe fee is ¥%d.\nGet it back?"):format(fee), function()
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game.stack:push(ChoiceBox.new(game, function(yes)
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if yes and game.save.money >= fee then
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-- Apply deferred step-exp once (OverworldController only bumps
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-- daycare.steps). Clearing prevents double-count on re-talk.
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mon.exp = (mon.exp or 0) + (dc.steps or 0)
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dc.steps = 0
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-- depositLevel mirrors wDayCareMonBoxLevel: fee baseline that
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-- must survive a declined retrieve. Fall back to mon.level for
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-- older saves that predate the field.
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if dc.depositLevel == nil then dc.depositLevel = mon.level end
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local startLevel = dc.depositLevel
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local newLevel = Growth.levelForExp(def and def.growthRate, mon.exp)
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if newLevel >= 100 then
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newLevel = 100
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if def then
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mon.exp = Growth.expForLevel(def.growthRate, 100)
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end
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end
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local levelsGrown = math.max(0, newLevel - startLevel)
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local fee = 100 + levelsGrown * 100
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local name = monName(mon)
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local subs = {
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player = playerName,
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wNameBuffer = name,
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wDayCareMonName = name,
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wDayCareNumLevelsGrown = levelsGrown,
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wDayCareTotalCost = fee,
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}
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local statusText = levelsGrown > 0
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and (t._DaycareGentlemanMonHasGrownText
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or "Your {RAM:wNameBuffer}\nhas grown a lot!\fBy level, it's\ngrown by {NUM:wDayCareNumLevelsGrown, 1, 3}!\fAren't I great?")
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or (t._DaycareGentlemanMonNeedsMoreTimeText
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or "Back already?\nYour {RAM:wNameBuffer}\nneeds some more\ntime with me.")
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game.stack:push(TextBox.new(game, fillDaycareText(statusText, subs), function()
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if #game.save.party >= Party.MAX then
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game.stack:push(TextBox.new(game,
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t._DaycareGentlemanNoRoomForMonText
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or "You have no room\nfor this POKéMON!", done))
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return
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end
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game.stack:push(TextBox.new(game,
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fillDaycareText(
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t._DaycareGentlemanOweMoneyText
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or "You owe me ¥{NUM:wDayCareTotalCost, 2 | LEADING_ZEROES | LEFT_ALIGN}\nfor the return\nof this POKéMON.",
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subs),
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nil, { choice = function(yes)
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if not yes then
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-- .leaveMonInDayCare: revert any transient level bump
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mon.level = startLevel
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game.stack:push(TextBox.new(game,
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(t._DaycareGentlemanAllRightThenText or "All right then,\n")
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.. (t._DaycareGentlemanComeAgainText or "come again."),
|
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done))
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return
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end
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if (game.save.money or 0) < fee then
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mon.level = startLevel
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game.stack:push(TextBox.new(game,
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t._DaycareGentlemanNotEnoughMoneyText
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or "Hey, you don't\nhave enough ¥!", done))
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return
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end
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game.save.money = game.save.money - fee
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mon.level = newLevel
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if def then
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mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
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mon.hp = mon.stats.hp
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end
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table.insert(game.save.party, mon)
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game.save.daycare = nil
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game.stack:push(TextBox.new(game,
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t._DaycareGentlemanGotMonBackText or "Here you go!", done))
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else
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game.stack:push(TextBox.new(game,
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yes and (t._DaycareGentlemanOweMoneyText or "You owe me money!")
|
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or "Come again!", done))
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end
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end))
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t._DaycareGentlemanHeresYourMonText
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or "Thank you! Here's\nyour POKéMON!", function()
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game.stack:push(TextBox.new(game,
|
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fillDaycareText(
|
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t._DaycareGentlemanGotMonBackText
|
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or "{PLAYER} got\n{RAM:wDayCareMonName} back!",
|
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subs), done))
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end))
|
||||
end }))
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end))
|
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return
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end
|
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|
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if #game.save.party < 2 then
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game.stack:push(TextBox.new(game,
|
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"You only have one\nPOKéMON with you!", done))
|
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return
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end
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game.stack:push(TextBox.new(game,
|
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t._DaycareGentlemanIntroText or "I can raise a\nPOKéMON for you.", function()
|
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game.stack:push(ChoiceBox.new(game, function(yes)
|
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if not yes then done() return end
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local PartyMenu = require("src.ui.PartyMenu")
|
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game.stack:push(PartyMenu.new(game, {
|
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pickOnly = true,
|
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onSwitch = function(mon)
|
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for i, m in ipairs(game.save.party) do
|
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if m == mon then table.remove(game.save.party, i) break end
|
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end
|
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game.save.daycare = { mon = mon, steps = 0 }
|
||||
game.stack:push(TextBox.new(game,
|
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t._DaycareGentlemanWillLookAfterMonText or
|
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"Fine, I'll look\nafter it a while!", done))
|
||||
end,
|
||||
}))
|
||||
end))
|
||||
end))
|
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t._DaycareGentlemanIntroText
|
||||
or "I run a DAYCARE.\nWould you like me\nto raise one of\nyour POKéMON?",
|
||||
nil, { choice = function(yes)
|
||||
if not yes then
|
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game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanComeAgainText or "come again.", done))
|
||||
return
|
||||
end
|
||||
if #game.save.party < 2 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanOnlyHaveOneMonText
|
||||
or "You only have one\nPOKéMON with you.", done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanWhichMonText or "Which POKéMON\nshould I raise?",
|
||||
function()
|
||||
local PartyMenu = require("src.ui.PartyMenu")
|
||||
game.stack:push(PartyMenu.new(game, {
|
||||
pickOnly = true,
|
||||
onSwitch = function(mon)
|
||||
for i, m in ipairs(game.save.party) do
|
||||
if m == mon then table.remove(game.save.party, i) break end
|
||||
end
|
||||
local name = monName(mon)
|
||||
-- depositLevel = wDayCareMonBoxLevel at deposit time
|
||||
game.save.daycare = {
|
||||
mon = mon, steps = 0, depositLevel = mon.level,
|
||||
}
|
||||
game.stack:push(TextBox.new(game,
|
||||
fillDaycareText(
|
||||
t._DaycareGentlemanWillLookAfterMonText
|
||||
or "Fine, I'll look\nafter {RAM:wNameBuffer}\nfor a while.",
|
||||
{ player = playerName, wNameBuffer = name }),
|
||||
function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanComeSeeMeInAWhileText
|
||||
or "Come see me in\na while.", done))
|
||||
end))
|
||||
end,
|
||||
}))
|
||||
end))
|
||||
end }))
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
+43
-18
@@ -150,18 +150,20 @@ local WALK_DIRVEC = { up = { 0, -1 }, down = { 0, 1 }, left = { -1, 0 }, right =
|
||||
local WALK_OPP = { up = "down", down = "up", left = "right", right = "left" }
|
||||
local WALK_ORDER = { "up", "down", "left", "right" }
|
||||
|
||||
local function elevatorWalkOut(ow, floor)
|
||||
local m, p = ow.map, ow.player
|
||||
-- .UpdateWarp is run twice, so BOTH car warp entries get the same
|
||||
-- (warp id, map id): point every exit warp at the picked floor's
|
||||
-- elevator-door warp (the reciprocal warp found while building the
|
||||
-- menu). The car map's def is shared generated data, but its own
|
||||
-- warps are only ever read from inside the car, and this rewrite runs
|
||||
-- on every ride before the walk-out fires, so it is self-correcting.
|
||||
for _, w in ipairs(m.def.warps) do
|
||||
-- .UpdateWarp: point EVERY car exit warp at the same floor's elevator
|
||||
-- door (warp id, map id). Shared generated map data, but the car's
|
||||
-- warps are only read from inside the car; rides rewrite them again.
|
||||
local function elevatorSetExit(ow, floor)
|
||||
if not floor then return end
|
||||
for _, w in ipairs(ow.map.def.warps) do
|
||||
w.destMap = floor.map
|
||||
w.destWarp = floor.warpIdx
|
||||
end
|
||||
end
|
||||
|
||||
local function elevatorWalkOut(ow, floor)
|
||||
local m, p = ow.map, ow.player
|
||||
elevatorSetExit(ow, floor)
|
||||
-- leave by the exit tile under the player (they warped in onto one),
|
||||
-- else the nearest
|
||||
local door
|
||||
@@ -201,7 +203,11 @@ end
|
||||
|
||||
local function elevator(elevatorMapId, keyGate, preFrames)
|
||||
return {
|
||||
onEnter = function(game, ow)
|
||||
-- fromMapId: the floor the player just left (setMap passes it), so a
|
||||
-- B-cancel can still walk out onto a real map. Silph's ROM car warps
|
||||
-- default to UNUSED_MAP_ED, which is not in Data.maps -- Warp.resolve
|
||||
-- asserted and hard-crashed (#123).
|
||||
onEnter = function(game, ow, fromMapId)
|
||||
if keyGate and not game.save.inventory[keyGate.item] then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
@@ -230,6 +236,17 @@ local function elevator(elevatorMapId, keyGate, preFrames)
|
||||
return (tonumber(a.token:match("%d+")) or 0) <
|
||||
(tonumber(b.token:match("%d+")) or 0)
|
||||
end)
|
||||
-- Seed a walk-out destination before the menu: entry floor when
|
||||
-- known, else the first listed floor (1F). Choosing a floor still
|
||||
-- rewrites via elevatorWalkOut; B-cancel keeps this seed so leaving
|
||||
-- the car cannot hit a missing ROM placeholder map.
|
||||
local exitFloor = floors[1]
|
||||
if fromMapId then
|
||||
for _, f in ipairs(floors) do
|
||||
if f.map == fromMapId then exitFloor = f break end
|
||||
end
|
||||
end
|
||||
elevatorSetExit(ow, exitFloor)
|
||||
local items = {}
|
||||
for _, f in ipairs(floors) do
|
||||
table.insert(items, { label = f.token, value = f })
|
||||
@@ -262,7 +279,8 @@ local function elevator(elevatorMapId, keyGate, preFrames)
|
||||
end,
|
||||
onCancel = function()
|
||||
-- DisplayElevatorFloorMenu: `ret c` on B -- no warp, nothing
|
||||
-- happens, the player just stays in the car
|
||||
-- happens, the player just stays in the car (exit warps were
|
||||
-- already seeded to the entry floor above)
|
||||
end,
|
||||
}))
|
||||
end,
|
||||
@@ -481,8 +499,9 @@ local DOCK_SHIP_BLOCKS = {
|
||||
|
||||
M.VERMILION_DOCK = {
|
||||
onEnter = function(game, ow)
|
||||
local Flags = require("src.script.Flags")
|
||||
local f = game.save.flags
|
||||
if f.EVENT_SS_ANNE_LEFT then
|
||||
if Flags.get(game.save, "EVENT_SS_ANNE_LEFT") then
|
||||
-- the ship is long gone: erase her right away, and anyone who
|
||||
-- still lands here is sent back out past the guard
|
||||
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
|
||||
@@ -498,13 +517,15 @@ M.VERMILION_DOCK = {
|
||||
elseif f.EVENT_GOT_HM01 and ow.player.cellY == 2 then
|
||||
-- VermilionDockSSAnneLeavesScript: only stepping OFF the ship
|
||||
-- triggers the departure (wDestinationWarpID == 1 in pokered) --
|
||||
-- the horn blows, smoke puffs drift off the funnel, the ship is
|
||||
-- erased to open water, and the player is walked off the dock
|
||||
-- into the city past the guard (VermilionCity's
|
||||
-- Music_Surfing plays for the sail-away cutscene, smoke puffs
|
||||
-- drift off the funnel, the horn blows, the ship is erased to
|
||||
-- open water, and the player is walked off the dock into the
|
||||
-- city past the guard (VermilionCity's
|
||||
-- SCRIPT_VERMILIONCITY_PLAYER_EXIT_SHIP walk)
|
||||
f.EVENT_SS_ANNE_LEFT = true
|
||||
require("src.core.Music").stop()
|
||||
require("src.core.Sound").play(game.data, "SS_Anne_Horn")
|
||||
Flags.set(game.save, "EVENT_SS_ANNE_LEFT")
|
||||
local Music = require("src.core.Music")
|
||||
Music.stop()
|
||||
Music.play(game.data, "Music_Surfing")
|
||||
local function puff(n, cx)
|
||||
if n <= 0 then return end
|
||||
ow:startDustAnim(cx, 1, function() puff(n - 1, cx + 2) end)
|
||||
@@ -512,11 +533,15 @@ M.VERMILION_DOCK = {
|
||||
puff(3, 15)
|
||||
local rows = {}
|
||||
rows[#rows + 1] = { "wait", 100 }
|
||||
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
|
||||
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
|
||||
rows[#rows + 1] = { "replace_block", b.bx, b.by, b.water }
|
||||
end
|
||||
rows[#rows + 1] = { "wait", 30 }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
-- keep Music_Surfing across the city warp (pokered stays on it
|
||||
-- through the exit-ship walk)
|
||||
rows[#rows + 1] = { "play_music", "Music_Surfing", { keep = true } }
|
||||
rows[#rows + 1] = { "warp", "VERMILION_CITY", 18, 31, "up" }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
ow:queueScript(rows)
|
||||
|
||||
Reference in New Issue
Block a user