mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-18 11:44:42 +02:00
@@ -1,15 +1,11 @@
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-- Pewter City flavor dialogue (pokered/scripts/PewterCity.asm).
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-- PewterCity_TextPointers text_asm bodies for the SUPER_NERD1 museum
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-- guide, SUPER_NERD2 garden nerd, and the leaving-east YOUNGSTER.
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-- guide and SUPER_NERD2 garden nerd.
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--
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-- The escort choreography (SUPER_NERD1 walking the player to the
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-- museum, YOUNGSTER walking the player to the gym) is scripted NPC
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-- movement + a wPewterCityCurScript state machine that steers the
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-- player off-map; the YOUNGSTER's escort to the gym is handled on this
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-- map by story5.lua's onStep gate at the east exit (before
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-- EVENT_BEAT_BROCK), while the SUPER_NERD1 museum escort is not ported.
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-- Here we only port the real YES/NO-branched flavor text these NPCs
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-- speak when talked to.
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-- The YOUNGSTER's gym escort (talk + east-exit onStep) lives in
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-- story5.lua so the lockstep RLE walk is not overwritten by this
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-- flavor merge. SUPER_NERD1's museum escort is not ported; only the
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-- YES/NO-branched flavor text is here.
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local M = {}
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@@ -61,15 +57,6 @@ M.PEWTER_CITY = {
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end)
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end,
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-- PewterCityYoungsterText (scripts/PewterCity.asm): the "follow
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-- me" line the youngster says when the player is stopped from
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-- leaving Pewter east before beating Brock; the actual gate/step
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-- block is handled by story5.lua's onStep for this map.
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TEXT_PEWTERCITY_YOUNGSTER = function(game, ow, npc, done)
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local t = text(game)
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push(game, t._PewterCityYoungsterYoureATrainerFollowMeText
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or "You're a trainer\nright? BROCK's\nlooking for new\nchallengers!\nFollow me!", done)
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end,
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},
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}
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+167
-25
@@ -262,38 +262,180 @@ M.CINNABAR_ISLAND = {
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-- Pewter's youngster stops you leaving east before Brock is beaten and
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-- escorts you to the gym (scripts/PewterCity.asm
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-- PewterCityCheckPlayerLeavingEastScript /
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-- PewterCityYoungsterShowsPlayerGymScript, engine/events/pewter_guys.asm
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-- PewterGymGuyCoords): the "follow me" lines, then the player is walked
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-- west along the road to the front of the PEWTER_GYM door at (16,17).
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-- PewterCityYoungsterShowsPlayerGymScript, engine/overworld/auto_movement.asm
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-- PewterGymGuyMovementScriptPointerTable, engine/events/pewter_guys.asm
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-- PewterGymGuyCoords). Same lockstep style as Oak's lab escort: the
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-- youngster walks RLEList_PewterGymGuy while the player plays the
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-- reverse of RLEList_PewterGymPlayer with a PewterGuys positioning
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-- preamble. Ends at (11,18) / (12,18) by the gym, not phasing through
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-- the building.
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local pewterEscort = {}
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-- RLEList_PewterGymGuy (NPC directions play forward)
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pewterEscort.guySteps = {
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"down", "down",
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"left", "left", "left", "left", "left", "left", "left", "left",
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"left", "left", "left", "left", "left", "left", "left",
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"up", "up", "up", "up", "up",
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"left", "left", "left", "left", "left", "left", "left", "left",
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"left", "left", "left",
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"down", "down", "down", "down", "down",
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"right", "right", "right",
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}
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-- Walk home: reverse of guySteps with opposite facings (gym → spawn).
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do
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local opp = { up = "down", down = "up", left = "right", right = "left" }
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local ret = {}
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for i = #pewterEscort.guySteps, 1, -1 do
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ret[#ret + 1] = opp[pewterEscort.guySteps[i]]
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end
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pewterEscort.guyReturnSteps = ret
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end
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-- RLEList_PewterGymPlayer before reverse / PewterGuys (NO_INPUT, RIGHT×2,
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-- DOWN×5, LEFT×11, UP×5, LEFT×15)
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pewterEscort.playerRle = {
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"NO",
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"right", "right",
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"down", "down", "down", "down", "down",
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"left", "left", "left", "left", "left", "left", "left", "left",
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"left", "left", "left",
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"up", "up", "up", "up", "up",
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"left", "left", "left", "left", "left", "left", "left", "left",
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"left", "left", "left", "left", "left", "left", "left",
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}
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-- PewterGymGuyCoords: (x, y) -> positioning moves written after the RLE
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-- (played in reverse; $00 pauses are one overworld frame ≈ 1/8 tile for
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-- the NPC, so eight of them ≈ one guy head-start step)
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pewterEscort.preambles = {
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["34,16"] = { "left", "down", "down", "right" },
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["35,17"] = { "left", "down", "right", "left" },
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["37,18"] = { "left", "left", "left",
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"NO", "NO", "NO", "NO", "NO", "NO", "NO", "NO" },
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["37,19"] = { "left", "left", "up", "left" },
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["36,17"] = { "left", "down", "left",
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"NO", "NO", "NO", "NO", "NO", "NO", "NO", "NO" },
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}
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-- Realized player path for a trigger tile: PewterGuys overwrites the
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-- last RLE byte and appends the preamble, then simulated joypad plays
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-- high→low (reverse). Leading NO×8 collapses to guyHeadStart=1; the
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-- trailing end-of-list NO is dropped (one-frame pause).
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function pewterEscort.playerPlan(x, y)
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local pre = pewterEscort.preambles[x .. "," .. y]
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if not pre then return nil end
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local buf = {}
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for i, d in ipairs(pewterEscort.playerRle) do buf[i] = d end
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buf[#buf] = pre[1]
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for i = 2, #pre do buf[#buf + 1] = pre[i] end
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local path = {}
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for i = #buf, 1, -1 do path[#path + 1] = buf[i] end
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local head = 0
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while path[head + 1] == "NO" do head = head + 1 end
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local tail = #path
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while tail > head and path[tail] == "NO" do tail = tail - 1 end
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local steps = {}
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for i = head + 1, tail do steps[#steps + 1] = path[i] end
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return { steps = steps, guyHeadStart = math.floor(head / 8) }
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end
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local function pewterGymEscort(game, ow)
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if ow.runner:isRunning() or #ow.scriptMoves > 0 then return end
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local x, y = ow.player.cellX, ow.player.cellY
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local plan = pewterEscort.playerPlan(x, y)
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local Music = require("src.core.Music")
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local t = text(game)
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local follow = t._PewterCityYoungsterYoureATrainerFollowMeText
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or "You're a trainer\nright? BROCK's\nlooking for new\nchallengers!\nFollow me!"
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-- PewterGuys only has entries for five tiles; an unmatched talk tile
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-- (e.g. (36,16) east of him) just gets the follow-me line, same as a
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-- failed coords lookup would refuse to arm the walk.
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if not plan then
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push(game, follow)
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return
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end
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local guy = ow:npcByIndex(5) -- PEWTERCITY_YOUNGSTER
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local guySteps = pewterEscort.guySteps
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local head = plan.guyHeadStart
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-- After the walk: face the player, restore map music, "Go take on
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-- BROCK", then retrace RLEList_PewterGymGuy back to his spawn (35,16).
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-- (pokered teleports him via MovementData_PewterGymGuyExit; we walk
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-- the same route home instead. Brock victory still HideObject's him.)
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local function walkHome()
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if not guy then return end
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local ret = pewterEscort.guyReturnSteps
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local i = 0
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local function tick()
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i = i + 1
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if not ret[i] then
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guy.facing = "down"
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return
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end
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ow:scriptMove(guy, ret[i], 1, tick)
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end
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tick()
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end
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local function afterWalk()
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if guy then guy.facing = "left" end
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Music.playMap(game.data, "PEWTER_CITY")
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push(game, t._PewterCityYoungsterGoTakeOnBrockText
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or "Go take on BROCK\nat the GYM first!", walkHome)
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end
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local function lockstep()
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local i = 0
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local function tick()
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i = i + 1
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local ps = plan.steps[i]
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if not ps then
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afterWalk()
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return
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end
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local gs = guySteps[head + i]
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if guy and gs then ow:scriptMove(guy, gs, 1) end
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ow:scriptMove(ow.player, ps, 1, tick)
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end
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tick()
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end
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local function beginWalk()
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Music.play(game.data, "Music_MuseumGuy")
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if guy and head > 0 then
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local h = 0
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local function headTick()
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h = h + 1
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if h > head then lockstep(); return end
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ow:scriptMove(guy, guySteps[h], 1, headTick)
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end
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headTick()
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else
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lockstep()
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end
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end
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push(game, follow, beginWalk)
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end
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M.PEWTER_CITY = {
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escort = pewterEscort,
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-- PewterCityYoungsterText: talking also arms the gym escort script
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talk = {
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TEXT_PEWTERCITY_YOUNGSTER = function(game, ow, npc, done)
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pewterGymEscort(game, ow)
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if done then done() end
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end,
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},
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onStep = function(game, ow, x, y)
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if game.save.flags.EVENT_BEAT_BROCK then return false end
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if ow.runner:isRunning() or #ow.scriptMoves > 0 then return false end
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if not inCoords({ { 35, 17 }, { 36, 17 }, { 37, 18 }, { 37, 19 } }, x, y) then
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return false
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end
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local t = text(game)
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-- walk up onto the road row (y=17), west to one tile east of the gym
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-- door, then drop below the door and turn to face it
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local steps = {}
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for _ = 1, y - 17 do steps[#steps + 1] = "up" end
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for _ = 1, x - 17 do steps[#steps + 1] = "left" end
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steps[#steps + 1] = "down"
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steps[#steps + 1] = "left"
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local function walk(i)
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if not steps[i] then
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ow.player.facing = "up"
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return
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end
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ow:scriptMove(ow.player, steps[i], 1, function() walk(i + 1) end)
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end
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push(game, t._PewterCityYoungsterYoureATrainerFollowMeText
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or "Hey! You're a\ntrainer, right?", function()
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push(game, t._PewterCityYoungsterGoTakeOnBrockText
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or "Go take on BROCK\nat the GYM first!", function()
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walk(1)
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end)
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end)
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pewterGymEscort(game, ow)
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return true
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end,
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}
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@@ -22,9 +22,16 @@ local function range(prefix, first, last)
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end
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return {
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-- PewterGym.asm .gymVictory also HideObject TOGGLE_GYM_GUY
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-- (PEWTERCITY_YOUNGSTER) and TOGGLE_ROUTE_22_RIVAL_1 so the east-exit
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-- escort NPC and the first Route 22 rival stay gone after the badge.
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["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
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item = "TM_BIDE",
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deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" } },
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deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
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hide = {
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{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
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{ "ROUTE_22", "ROUTE22_RIVAL1" },
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} },
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["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
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item = "TM_BUBBLEBEAM",
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deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1) },
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