mirror of
https://github.com/bryanthaboi/gen1recomp.git
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74 lines
3.9 KiB
Lua
74 lines
3.9 KiB
Lua
-- Route 23's badge-gate guards (pokered scripts/Route23.asm). Each
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-- guard/swimmer stands beside the staircase to Victory Road and, when
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-- talked to, checks whether the player holds the badge matching that
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-- step; the automatic walk-into-the-guard blocking script
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-- (Route23DefaultScript / Route23CheckForBadgeScript) is not ported
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-- here -- only the talk-triggered text_asm bodies, which share that
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-- same subroutine (Route23CheckForBadgeScript) and text
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-- (Route23YouDontHaveTheBadgeYetText / Route23OhThatIsTheBadgeText,
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-- pokered/text/Route23.asm _Route23YouDontHaveTheBadgeYetText /
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-- _Route23OhThatIsTheBadgeText). Once shown the badge, pokered sets
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-- EVENT_PASSED_<BADGE>_CHECK so the walk-through gate (when ported)
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-- won't re-ask; we mirror that with set_flag for fidelity even though
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-- no onStep gate currently reads it.
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local M = {}
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-- rows: check_item(badge) -> have it? show "Oh! That is the X!" and
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-- set EVENT_PASSED_X_CHECK : show "You don't have the X yet!"
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local function badgeGuard(badge, passFlag)
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local subs = { RAM = badge }
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return {
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{ "check_item", badge }, -- 1
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{ "jump_if_true", 5 }, -- 2
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{ "show_text", "_Route23YouDontHaveTheBadgeYetText", subs }, -- 3
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{ "jump", 7 }, -- 4 (end)
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{ "show_text", "_Route23OhThatIsTheBadgeText", subs }, -- 5
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{ "set_flag", passFlag }, -- 6
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}
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end
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-- Route23SetVictoryRoadBoulders (pokered scripts/Route23.asm:8): every entry
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-- to Route 23 resets the Victory Road boulder puzzle behind you. The 2F/3F
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-- switch events clear (so those barriers are closed again on the next floor
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-- load) and the boulder that fell through 3F's hole goes back upstairs:
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-- ShowObject TOGGLE_VICTORY_ROAD_3F_BOULDER / HideObject
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-- TOGGLE_VICTORY_ROAD_2F_BOULDER, which are VICTORYROAD3F_BOULDER4 and
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-- VICTORYROAD2F_BOULDER3 (data/maps/toggleable_objects.asm). 1F's event is
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-- reset by the Indigo Plateau lobby and by Victory Road 2F, not here. This
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-- is what makes the puzzle "completely reset" on a return trip (#258).
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-- onEnter is the port's BIT_CUR_MAP_LOADED_2 equivalent: setMap runs it on
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-- every map entry, connection crossings included, like EnterMap.
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M.ROUTE_23 = {
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onEnter = function(game, ow)
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local f = game.save.flags
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f.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 = nil
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f.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 = nil
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f.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 = nil
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f.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 = nil
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local Commands = require("src.script.Commands")
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local ctx = { save = game.save, overworld = ow, game = game }
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Commands.show_object(ctx, "VICTORY_ROAD_3F", "VICTORYROAD3F_BOULDER4")
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Commands.hide_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER3")
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end,
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talk = {
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-- Route23Guard1Text: EventFlagBit ..., EVENT_PASSED_EARTHBADGE_CHECK
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-- -> wWhichBadge = EARTHBADGE
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TEXT_ROUTE23_GUARD1 = badgeGuard("EARTHBADGE", "EVENT_PASSED_EARTHBADGE_CHECK"),
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-- Route23Guard2Text: EVENT_PASSED_VOLCANOBADGE_CHECK
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TEXT_ROUTE23_GUARD2 = badgeGuard("VOLCANOBADGE", "EVENT_PASSED_VOLCANOBADGE_CHECK"),
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-- Route23Guard3Text: EVENT_PASSED_RAINBOWBADGE_CHECK
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TEXT_ROUTE23_GUARD3 = badgeGuard("RAINBOWBADGE", "EVENT_PASSED_RAINBOWBADGE_CHECK"),
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-- Route23Guard4Text: EVENT_PASSED_THUNDERBADGE_CHECK
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TEXT_ROUTE23_GUARD4 = badgeGuard("THUNDERBADGE", "EVENT_PASSED_THUNDERBADGE_CHECK"),
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-- Route23Guard5Text: EVENT_PASSED_CASCADEBADGE_CHECK
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TEXT_ROUTE23_GUARD5 = badgeGuard("CASCADEBADGE", "EVENT_PASSED_CASCADEBADGE_CHECK"),
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-- Route23Swimmer1Text: EVENT_PASSED_MARSHBADGE_CHECK
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TEXT_ROUTE23_SWIMMER1 = badgeGuard("MARSHBADGE", "EVENT_PASSED_MARSHBADGE_CHECK"),
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-- Route23Swimmer2Text: EVENT_PASSED_SOULBADGE_CHECK
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TEXT_ROUTE23_SWIMMER2 = badgeGuard("SOULBADGE", "EVENT_PASSED_SOULBADGE_CHECK"),
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},
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}
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return M
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