mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 00:10:56 +02:00
445 lines
19 KiB
Lua
445 lines
19 KiB
Lua
-- Third batch of hand-ported events: fishing rod givers, the Marowak
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-- ghost, elevators, the Game Corner coins/prizes, the SS Anne departure
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-- and the Hall of Fame record. Each cites its pokered source.
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local M = {}
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-- -------------------------------------------------------------------
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-- Fishing rod givers (scripts/VermilionOldRodHouse.asm,
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-- FuchsiaGoodRodHouse.asm, Route12SuperRodHouse.asm)
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-- -------------------------------------------------------------------
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local function rodGiver(askText, receivedText, afterText, rodItem, flag)
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return {
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{ "face_player" }, -- 1
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{ "check_flag", flag }, -- 2
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{ "jump_if_true", 9 }, -- 3
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{ "ask", askText }, -- 4
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{ "jump_if_false", 10 }, -- 5
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-- give-then-print like the three rod-house scripts (GiveItem fills
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-- wStringBuffer; the received texts read OLD/GOOD/SUPER ROD from it)
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{ "give_item", rodItem, 1, false }, -- 6
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{ "show_text", receivedText }, -- 7
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{ "set_flag", flag }, -- 8
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{ "jump", 10 }, -- 9 is below
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}
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end
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M.VERMILION_OLD_ROD_HOUSE = {
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talk = {
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TEXT_VERMILIONOLDRODHOUSE_FISHING_GURU = rodGiver(
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"_VermilionOldRodHouseFishingGuruDoYouLikeToFishText",
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"_VermilionOldRodHouseFishingGuruTakeThisText",
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"_VermilionOldRodHouseFishingGuruHowAreTheFishBitingText",
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"OLD_ROD", "EVENT_GOT_OLD_ROD"),
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},
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}
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M.VERMILION_OLD_ROD_HOUSE.talk.TEXT_VERMILIONOLDRODHOUSE_FISHING_GURU[9] =
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{ "show_text", "_VermilionOldRodHouseFishingGuruHowAreTheFishBitingText" }
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M.FUCHSIA_GOOD_ROD_HOUSE = {
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talk = {
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TEXT_FUCHSIAGOODRODHOUSE_FISHING_GURU = rodGiver(
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"_FuchsiaGoodRodHouseFishingGuruText",
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"_FuchsiaGoodRodHouseFishingGuruReceivedGoodRodText",
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"_FuchsiaGoodRodHouseFishingGuruHowAreTheFishText",
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"GOOD_ROD", "EVENT_GOT_GOOD_ROD"),
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},
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}
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M.FUCHSIA_GOOD_ROD_HOUSE.talk.TEXT_FUCHSIAGOODRODHOUSE_FISHING_GURU[9] =
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{ "show_text", "_FuchsiaGoodRodHouseFishingGuruHowAreTheFishText" }
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M.ROUTE_12_SUPER_ROD_HOUSE = {
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talk = {
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TEXT_ROUTE12SUPERRODHOUSE_FISHING_GURU = rodGiver(
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"_Route12SuperRodHouseFishingGuruDoYouLikeToFishText",
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"_Route12SuperRodHouseFishingGuruReceivedSuperRodText",
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"_Route12SuperRodHouseFishingGuruTryFishingText",
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"SUPER_ROD", "EVENT_GOT_SUPER_ROD"),
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},
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}
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M.ROUTE_12_SUPER_ROD_HOUSE.talk.TEXT_ROUTE12SUPERRODHOUSE_FISHING_GURU[9] =
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{ "show_text", "_Route12SuperRodHouseFishingGuruTryFishingText" }
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-- -------------------------------------------------------------------
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-- The ghost Marowak (scripts/PokemonTower6F.asm): blocks the stairs at
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-- (10,16) until defeated.
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--
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-- PokemonTower6FDefaultScript starts the RESTLESS SOUL battle with NO
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-- Silph Scope check at the trigger -- the scope only decides whether the
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-- battle is disguised (IsGhostBattle -> makeGhost: "too scared to move",
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-- balls dodged). An earlier version of this port turned the player back
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-- without the scope and never opened the battle, which made 6F
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-- impassable on any route that skips Rocket Hideout; vanilla lets the
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-- battle open and a POKE_DOLL end it (see wBattleResult below).
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-- -------------------------------------------------------------------
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M.POKEMON_TOWER_6F = {
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onStep = function(game, ow, x, y)
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if game.save.flags.EVENT_BEAT_GHOST_MAROWAK then return false end
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if x ~= 10 or y ~= 16 then return false end
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local TextBox = require("src.render.TextBox")
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local t = game.data.text
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game.stack:push(TextBox.new(game,
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t._PokemonTower6FBeGoneText or "Be gone...\nIntruders...", function()
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local BattleState = require("src.battle.BattleState")
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local battle = BattleState.newWild(game, "MAROWAK", 30)
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if not game.save.inventory.SILPH_SCOPE then
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battle:makeGhost()
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end
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battle.onFinish = function(result)
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-- wBattleResult parity (PokemonTower6FMarowakBattleScript's
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-- "and a / jr nz"): losing writes $1 and running writes $2, but
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-- ItemUsePokeDoll ends the battle WITHOUT touching it, so the
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-- script reads 0 -- defeated. That is the famous Poke Doll
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-- trick, and the speedrun route this bot follows depends on it.
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if result == "win" or battle.pokeDollEscape then
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game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
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game.stack:push(TextBox.new(game,
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t._PokemonTower6FSoulWasCalmedText
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or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
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elseif result ~= "lose" then
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-- .did_not_defeat: one simulated step right, off the trigger,
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-- so fleeing does not leave you standing on a cell that
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-- immediately re-fires.
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ow:scriptMove(ow.player, "right", 1)
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end
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ow:afterBattle(result)
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end
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game.stack:push(battle)
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end))
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return true
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end,
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}
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-- -------------------------------------------------------------------
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-- Elevators (scripts/SilphCoElevator.asm etc.): a floor menu built from
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-- the maps whose warps lead to the elevator (fully data-driven).
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--
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-- engine/events/elevator.asm DisplayElevatorFloorMenu: prints the floor
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-- list (SPECIALLISTMENU -- a plain text list, constants/list_constants
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-- .asm:7, not a graphical panel) built from each elevator's fixed
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-- FLOOR_* table (e.g. scripts/SilphCoElevator.asm SilphCoElevatorFloors,
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-- ascending FLOOR_1F..FLOOR_11F); wCurrentMenuItem is explicitly zeroed
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-- so the cursor always rests on the topmost floor -- there is no
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-- current-floor marker/wWhichFloor symbol anywhere in Gen1. Floor
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-- labels are the short FLOOR_* item-name strings (data/items/names.asm:
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-- 87-100 -- '1F'..'11F', 'B1F', 'B2F', 'B4F'), never the room/map name.
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-- On B (`ret c`) nothing happens -- no warp, the player just stays put.
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-- On A, the map script sees BIT_CUR_MAP_USED_ELEVATOR and runs
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-- engine/overworld/elevator.asm ShakeElevator (src/world/ElevatorShake
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-- .lua): the music stops, the BG scroll bounces -1/+1px for 100
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-- two-frame cycles with SFX_COLLISION each cycle, then
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-- SFX_SAFARI_ZONE_PA plays out and the map theme returns, before the
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-- player is delivered to the chosen floor.
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-- keyGate: the Rocket Hideout panel refuses without the LIFT KEY
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-- (scripts/RocketHideoutElevator.asm RocketHideoutElevatorText:
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-- "It appears to need a key." and no floor menu)
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-- preFrames: the shake's lead-in delays -- ShakeElevator's own Delay3s
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-- come to 9 frames; Silph/Rocket's ...ShakeScript prefixes another
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-- Delay3 (12) while CeladonMartElevatorShakeScript farjps straight in
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-- After the ride the original does NOT jump-cut to the floor: choosing a
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-- floor in engine/events/elevator.asm DisplayElevatorFloorMenu rewrites
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-- the elevator car's own warp entries (wWarpEntries, via .UpdateWarp) to
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-- the chosen floor's exit warp, then the player walks out of the car onto
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-- that warp themselves (scripts/SilphCoElevator.asm etc.). Reproduce
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-- that here: rewrite the car's exit warps, then drive a short scripted
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-- walk-out onto an exit tile and take the (now rewritten) warp, reusing
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-- ow:scriptMove / ow:takeWarp (the Oak-escort primitives).
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local WALK_DIRVEC = { up = { 0, -1 }, down = { 0, 1 }, left = { -1, 0 }, right = { 1, 0 } }
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local WALK_OPP = { up = "down", down = "up", left = "right", right = "left" }
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local WALK_ORDER = { "up", "down", "left", "right" }
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local function elevatorWalkOut(ow, floor)
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local m, p = ow.map, ow.player
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-- .UpdateWarp is run twice, so BOTH car warp entries get the same
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-- (warp id, map id): point every exit warp at the picked floor's
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-- elevator-door warp (the reciprocal warp found while building the
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-- menu). The car map's def is shared generated data, but its own
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-- warps are only ever read from inside the car, and this rewrite runs
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-- on every ride before the walk-out fires, so it is self-correcting.
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for _, w in ipairs(m.def.warps) do
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w.destMap = floor.map
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w.destWarp = floor.warpIdx
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end
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-- leave by the exit tile under the player (they warped in onto one),
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-- else the nearest
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local door
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for _, w in ipairs(m.def.warps) do
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if w.x == p.cellX and w.y == p.cellY then door = w break end
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end
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if not door then
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local best
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for _, w in ipairs(m.def.warps) do
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local d = math.abs(w.x - p.cellX) + math.abs(w.y - p.cellY)
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if not best or d < best then best, door = d, w end
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end
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end
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-- the car interior sits on the door's walkable side; "out" is the
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-- doorway direction (the map edge for Silph/Celadon, the top doorway
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-- for the Rocket car). Fixed direction order keeps the step
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-- deterministic when a door tile has several walkable neighbours
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-- (Silph/Celadon step up into the car, the Rocket car steps down).
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local into
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for _, dir in ipairs(WALK_ORDER) do
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local v = WALK_DIRVEC[dir]
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local nx, ny = door.x + v[1], door.y + v[2]
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if m:inBounds(nx, ny) and m:isWalkableCell(nx, ny) then into = dir break end
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end
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into = into or "up"
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local out = WALK_OPP[into]
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local function leave()
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ow:takeWarp(door) -- door SFX + warp to the rewritten floor target
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end
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-- step one tile into the car, then walk back through the doorway onto
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-- the exit tile and take the warp: a visible walk-out on valid tiles
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-- for either door orientation, instead of a jump cut
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ow:scriptMove(p, into, 1, function()
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ow:scriptMove(p, out, 1, leave)
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end)
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end
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local function elevator(elevatorMapId, keyGate, preFrames)
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return {
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onEnter = function(game, ow)
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if keyGate and not game.save.inventory[keyGate.item] then
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local TextBox = require("src.render.TextBox")
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game.stack:push(TextBox.new(game,
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game.data.text[keyGate.text] or "It appears to\nneed a key."))
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return
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end
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local floors = {}
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for mapId, def in pairs(game.data.maps) do
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for i, w in ipairs(def.warps) do
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if w.destMap == elevatorMapId then
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-- short floor token pokered actually prints, e.g.
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-- SILPH_CO_10F -> "10F", ROCKET_HIDEOUT_B2F -> "B2F"
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local token = mapId:match("_([^_]+)$") or mapId
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-- warpIdx: this floor's warp back into the elevator IS the
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-- warp the car's rewritten exit lands on (the reciprocal
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-- pair), matching wElevatorWarpMaps' (warp id, map id)
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table.insert(floors,
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{ map = mapId, x = w.x, y = w.y, token = token, warpIdx = i })
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break
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end
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end
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end
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-- numeric floor order (SilphCoElevatorFloors' FLOOR_1F..FLOOR_11F),
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-- not lexicographic -- otherwise 10F/11F sort before 2F..9F
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table.sort(floors, function(a, b)
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return (tonumber(a.token:match("%d+")) or 0) <
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(tonumber(b.token:match("%d+")) or 0)
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end)
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local items = {}
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for _, f in ipairs(floors) do
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table.insert(items, { label = f.token, value = f })
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end
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local ListMenu = require("src.ui.ListMenu")
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game.stack:push(ListMenu.new(game, "WHICH FLOOR?", items, {
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onChoose = function(item, list)
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list:close()
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-- the map-entry Transition (startWarpTo) calls onEnter from
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-- its OWN midpoint callback, so this menu was pushed on top
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-- of that still-active Transition; only the top state
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-- updates, so it froze mid-fade instead of finishing. Left
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-- alone it would resurface after the ride and play a stray
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-- fade at the wrong time -- pop it now, before it can happen.
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local Transition = require("src.render.Transition")
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if getmetatable(game.stack:top()) == Transition then
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game.stack:pop()
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end
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-- the whole ShakeElevator ride runs in place -- music stop,
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-- 100 collision-thud scroll bounces, the PA chime -- and only
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-- then does the player walk out of the car onto the chosen
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-- floor (elevatorWalkOut rewrites the car's exit warps first)
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local ElevatorShake = require("src.world.ElevatorShake")
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game.stack:push(ElevatorShake.new(game, ow, {
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preFrames = preFrames,
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onDone = function()
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elevatorWalkOut(ow, item.value)
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end,
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}))
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end,
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onCancel = function()
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-- DisplayElevatorFloorMenu: `ret c` on B -- no warp, nothing
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-- happens, the player just stays in the car
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end,
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}))
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end,
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}
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end
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M.SILPH_CO_ELEVATOR = elevator("SILPH_CO_ELEVATOR")
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M.CELADON_MART_ELEVATOR = elevator("CELADON_MART_ELEVATOR", nil, 9)
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M.ROCKET_HIDEOUT_ELEVATOR = elevator("ROCKET_HIDEOUT_ELEVATOR",
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{ item = "LIFT_KEY", text = "_RocketHideoutElevatorAppearsToNeedKeyText" })
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-- -------------------------------------------------------------------
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-- Game Corner coins, prizes, and the rocket-poster switch that reveals
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-- the hideout stairs (scripts/GameCorner.asm, data/events/prizes.asm +
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-- prize_mon_levels.asm)
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-- -------------------------------------------------------------------
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M.GAME_CORNER = {
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-- the hideout stairs hide behind a wall block until the poster
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-- switch is found (the block at (8,2) is $2a while
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-- EVENT_FOUND_ROCKET_HIDEOUT is unset, $43 after)
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onEnter = function(game, ow)
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local poster = game.data.field.gameCornerPoster
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if not poster then return end
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local block = game.save.flags[poster.event] and poster.openBlock
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or poster.closedBlock
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ow:replaceBlock(poster.x, poster.y, block)
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-- pick this visit's lucky slot machine
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-- (wLuckySlotHiddenEventIndex, engine/slots/game_corner_slots2.asm)
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local seats = game.data.field.slotMachines.GAME_CORNER
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ow.luckySlot = love.math.random(1, #seats)
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end,
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talk = {
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-- the poster bg event: pressing A reveals the hidden switch
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TEXT_GAMECORNER_POSTER = function(game, ow, npc, done)
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local TextBox = require("src.render.TextBox")
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local poster = game.data.field.gameCornerPoster
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local t = game.data.text
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local text = t._GameCornerPosterSwitchBehindPosterText
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or "Hey!\fA switch behind\nthe poster!?\nLet's push it!"
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if game.save.flags[poster.event] then
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game.stack:push(TextBox.new(game, text, done))
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return
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end
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-- GameCornerPosterText: the SwitchBehindPosterText plays
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-- SFX_SWITCH as it shows, then SFX_GO_INSIDE opens the stairs
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require("src.core.Sound").play(game.data, "Switch")
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game.stack:push(TextBox.new(game, text, function()
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game.save.flags[poster.event] = true
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require("src.core.Sound").play(game.data, "Go_Inside")
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ow:replaceBlock(poster.x, poster.y, poster.openBlock)
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done()
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end))
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end,
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TEXT_GAMECORNER_CLERK1 = 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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game.stack:push(TextBox.new(game,
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(t._GameCornerClerk1DoYouNeedSomeGameCoinsText
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or "Do you need some\ngame coins?\f¥1000 for 50."), function()
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game.stack:push(ChoiceBox.new(game, function(yes)
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if not yes then
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game.stack:push(TextBox.new(game,
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t._GameCornerClerk1PleaseComePlaySometimeText
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or "No? Please come\nplay sometime!", done))
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return
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end
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-- scripts/GameCorner.asm GameCornerClerk1Text: coins need
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-- the COIN CASE and room for at least 9 coins (Has9990Coins)
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if not game.save.inventory.COIN_CASE then
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game.stack:push(TextBox.new(game,
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t._GameCornerClerk1DontHaveCoinCaseText
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or "You don't have a\nCOIN CASE!", done))
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return
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end
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if (game.save.coins or 0) >= 9990 then
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game.stack:push(TextBox.new(game,
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t._GameCornerClerk1CoinCaseIsFullText
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or "Oops! Your COIN\nCASE is full.", done))
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return
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end
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if game.save.money < 1000 then
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game.stack:push(TextBox.new(game,
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t._GameCornerClerk1CantAffordTheCoinsText
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or "You can't afford\nthe coins!", done))
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return
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end
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game.save.money = game.save.money - 1000
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game.save.coins = math.min(9999, (game.save.coins or 0) + 50)
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game.stack:push(TextBox.new(game,
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(t._GameCornerClerk1ThanksHereAre50CoinsText
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or "Thanks! Here are\nyour 50 coins!")
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.. ("\fCOINS: %d"):format(game.save.coins), done))
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end))
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end))
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end,
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},
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}
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-- Red-version prize lists (data/events/prizes.asm, prize_mon_levels.asm)
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local PRIZES = {
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{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
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{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
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{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
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{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
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{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
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{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
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{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
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{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
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{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
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}
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local function prizeCounter(game, ow, npc, done)
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local ListMenu = require("src.ui.ListMenu")
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local Commands = require("src.script.Commands")
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local items = {}
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for _, p in ipairs(PRIZES) do
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local label
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if p.kind == "mon" then
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label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
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else
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label = game.data.items[p.item].name
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end
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table.insert(items, { label = label, right = tostring(p.cost), value = p })
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end
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local list
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list = ListMenu.new(game, "PRIZES (COINS)", items, {
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footer = ("COINS %d"):format(game.save.coins or 0),
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onChoose = function(item)
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local p = item.value
|
|
if (game.save.coins or 0) < p.cost then
|
|
list.footer = "Not enough coins!"
|
|
return
|
|
end
|
|
game.save.coins = game.save.coins - p.cost
|
|
if p.kind == "mon" then
|
|
Commands.give_pokemon({ save = game.save, game = game },
|
|
p.species, p.level)
|
|
else
|
|
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
|
|
end
|
|
list.footer = ("Got it! COINS %d"):format(game.save.coins)
|
|
end,
|
|
onCancel = done,
|
|
})
|
|
game.stack:push(list)
|
|
end
|
|
|
|
M.GAME_CORNER_PRIZE_ROOM = {
|
|
talk = { -- the three prize counters are bg events
|
|
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter,
|
|
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter,
|
|
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter,
|
|
},
|
|
}
|
|
|
|
-- -------------------------------------------------------------------
|
|
-- SS Anne departure (scripts/VermilionDock.asm): once HM01 is in hand
|
|
-- and the player steps off the dock, the ship sets sail.
|
|
-- -------------------------------------------------------------------
|
|
|
|
M.VERMILION_DOCK = {
|
|
onEnter = function(game, ow)
|
|
if game.save.flags.EVENT_SS_ANNE_LEFT then
|
|
local TextBox = require("src.render.TextBox")
|
|
game.stack:push(TextBox.new(game,
|
|
game.data.text._VermilionCitySailor1ShipSetSailText
|
|
or "The ship set sail.", function()
|
|
ow:startWarpTo("VERMILION_CITY", 19, 30, "up")
|
|
end))
|
|
elseif game.save.flags.EVENT_GOT_HM01 then
|
|
game.save.flags.EVENT_SS_ANNE_LEFT = true
|
|
require("src.core.Sound").play(game.data, "SS_Anne_Horn")
|
|
end
|
|
end,
|
|
}
|
|
|
|
return M
|