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PalletTown_Script:
CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
jr z, .next
SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS
.next
call EnableAutoTextBoxDrawing
ld hl, PalletTown_ScriptPointers
ld a, [wPalletTownCurScript]
jp CallFunctionInTable
PalletTown_ScriptPointers:
def_script_pointers
dw_const PalletTownDefaultScript, SCRIPT_PALLETTOWN_DEFAULT
dw_const PalletTownOakHeyWaitScript, SCRIPT_PALLETTOWN_OAK_HEY_WAIT
dw_const PalletTownOakWalksToPlayerScript, SCRIPT_PALLETTOWN_OAK_WALKS_TO_PLAYER
dw_const PalletTownOakGreetsPlayerScript, SCRIPT_PALLETTOWN_OAK_GREETS_PLAYER
dw_const PalletTownPikachuBattleScript, SCRIPT_PALLETTOWN_PIKACHU_BATTLE
dw_const PalletTownAfterPikachuBattleScript, SCRIPT_PALLETTOWN_AFTER_PIKACHU_BATTLE
dw_const PalletTownOakNotSafeComeWithMeScript, SCRIPT_PALLETTOWN_OAK_NOT_SAFE_COME_WITH_ME
dw_const PalletTownPlayerFollowsOakScript, SCRIPT_PALLETTOWN_PLAYER_FOLLOWS_OAK
dw_const PalletTownDaisyScript, SCRIPT_PALLETTOWN_DAISY
dw_const PalletTownNoopScript, SCRIPT_PALLETTOWN_NOOP
PalletTownDefaultScript:
CheckEvent EVENT_FOLLOWED_OAK_INTO_LAB
ret nz
ld a, [wYCoord]
cp 0 ; is player at north exit?
ret nz
ResetEvent EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN
ld a, [wXCoord]
cp 10
jr z, .asm_18e40
SetEventReuseHL EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN
.asm_18e40
xor a
ldh [hJoyHeld], a
ld a, PAD_BUTTONS | PAD_CTRL_PAD
ld [wJoyIgnore], a
ld a, PLAYER_DIR_UP
ld [wPlayerMovingDirection], a
call StopAllMusic
ld a, BANK(Music_MeetProfOak)
ld c, a
ld a, MUSIC_MEET_PROF_OAK ; "oak appears" music
call PlayMusic
SetEvent EVENT_OAK_APPEARED_IN_PALLET
; trigger the next script
ld a, SCRIPT_PALLETTOWN_OAK_HEY_WAIT
ld [wPalletTownCurScript], a
ret
PalletTownOakHeyWaitScript:
ld a, PAD_SELECT | PAD_START | PAD_CTRL_PAD
ld [wJoyIgnore], a
xor a
ld [wOakWalkedToPlayer], a
ld a, TEXT_PALLETTOWN_OAK
ldh [hTextID], a
call DisplayTextID
ld a, PAD_BUTTONS | PAD_CTRL_PAD
ld [wJoyIgnore], a
ld hl, wSprite01StateData2MapY
ld a, 8
ld [hli], a ; SPRITESTATEDATA2_MAPY
ld a, 14
ld [hl], a ; SPRITESTATEDATA2_MAPX
ld a, TOGGLE_PALLET_TOWN_OAK
ld [wToggleableObjectIndex], a
predef ShowObject
ld a, $2
ld [wSprite01StateData1MovementStatus], a
ld a, SPRITE_FACING_UP
ld [wSprite01StateData1FacingDirection], a
; trigger the next script
ld a, SCRIPT_PALLETTOWN_OAK_WALKS_TO_PLAYER
ld [wPalletTownCurScript], a
ret
PalletTownOakWalksToPlayerScript:
call Delay3
ld a, 0
ld [wYCoord], a
ld a, 1
ldh [hNPCPlayerRelativePosPerspective], a
ld a, 1
swap a
ldh [hNPCSpriteOffset], a
predef CalcPositionOfPlayerRelativeToNPC
ld hl, hNPCPlayerYDistance
dec [hl]
predef FindPathToPlayer ; load Oak's movement into wNPCMovementDirections2
ld de, wNPCMovementDirections2
ld a, PALLETTOWN_OAK
ldh [hSpriteIndex], a
call MoveSprite
; trigger the next script
ld a, SCRIPT_PALLETTOWN_OAK_GREETS_PLAYER
ld [wPalletTownCurScript], a
ret
PalletTownOakGreetsPlayerScript:
ld a, [wStatusFlags5]
bit BIT_SCRIPTED_NPC_MOVEMENT, a
ret nz
ld a, PAD_SELECT | PAD_START | PAD_CTRL_PAD
ld [wJoyIgnore], a
ld a, 1
ld [wOakWalkedToPlayer], a
ld a, $2
ld [wSprite01StateData1MovementStatus], a
ld a, SPRITE_FACING_UP
ld [wSprite01StateData1FacingDirection], a
ld a, TEXT_PALLETTOWN_OAK
ldh [hTextID], a
call DisplayTextID
; oak faces the horizontally adjacent patch of grass to face pikachu
ld a, PAD_BUTTONS | PAD_CTRL_PAD
ld [wJoyIgnore], a
ld a, $2
ld [wSprite01StateData1MovementStatus], a
CheckEvent EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN
ld a, SPRITE_FACING_RIGHT
jr z, .asm_18f01
ld a, SPRITE_FACING_LEFT
.asm_18f01
ld [wSprite01StateData1FacingDirection], a
; trigger the next script
ld a, SCRIPT_PALLETTOWN_PIKACHU_BATTLE
ld [wPalletTownCurScript], a
ret
PalletTownPikachuBattleScript:
; start the pikachu battle
ld a, PAD_SELECT | PAD_START | PAD_CTRL_PAD
ld [wJoyIgnore], a
xor a
ld [wListScrollOffset], a
ld a, BATTLE_TYPE_PIKACHU
ld [wBattleType], a
ld a, STARTER_PIKACHU
ld [wCurOpponent], a
ld a, 5
ld [wCurEnemyLevel], a
; trigger the next script
ld a, SCRIPT_PALLETTOWN_AFTER_PIKACHU_BATTLE
ld [wPalletTownCurScript], a
ret
PalletTownAfterPikachuBattleScript:
ld a, 2
ld [wOakWalkedToPlayer], a
ld a, TEXT_PALLETTOWN_OAK
ldh [hTextID], a
call DisplayTextID
ld a, $2
ld [wSprite01StateData1MovementStatus], a
ld a, SPRITE_FACING_UP
ld [wSprite01StateData1FacingDirection], a
ld a, TEXT_PALLETTOWN_OAK_COME_WITH_ME
ldh [hTextID], a
call DisplayTextID
ld a, PAD_BUTTONS | PAD_CTRL_PAD
ld [wJoyIgnore], a
; trigger the next script
ld a, SCRIPT_PALLETTOWN_OAK_NOT_SAFE_COME_WITH_ME
ld [wPalletTownCurScript], a
ret
PalletTownOakNotSafeComeWithMeScript:
xor a
ld [wSpritePlayerStateData1FacingDirection], a
ld a, PALLETTOWN_OAK
ld [wSpriteIndex], a
xor a
ld [wNPCMovementScriptFunctionNum], a
ld a, 1
ld [wNPCMovementScriptPointerTableNum], a
ldh a, [hLoadedROMBank]
ld [wNPCMovementScriptBank], a
; trigger the next script
ld a, SCRIPT_PALLETTOWN_PLAYER_FOLLOWS_OAK
ld [wPalletTownCurScript], a
ret
PalletTownPlayerFollowsOakScript:
ld a, [wNPCMovementScriptPointerTableNum]
and a ; is the movement script over?
ret nz
; trigger the next script
ld a, SCRIPT_PALLETTOWN_DAISY
ld [wPalletTownCurScript], a
ret
PalletTownDaisyScript:
CheckEvent EVENT_DAISY_WALKING
jr nz, .next
CheckBothEventsSet EVENT_GOT_TOWN_MAP, EVENT_ENTERED_BLUES_HOUSE, 1
jr nz, .next
SetEvent EVENT_DAISY_WALKING
ld a, TOGGLE_DAISY_SITTING
ld [wToggleableObjectIndex], a
predef HideObject
ld a, TOGGLE_DAISY_WALKING
ld [wToggleableObjectIndex], a
predef_jump ShowObject
.next
CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
ret z
SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS_2
PalletTownNoopScript:
ret
PalletTown_TextPointers:
def_text_pointers
dw_const PalletTownOakText, TEXT_PALLETTOWN_OAK
dw_const PalletTownGirlText, TEXT_PALLETTOWN_GIRL
dw_const PalletTownFisherText, TEXT_PALLETTOWN_FISHER
dw_const PalletTownOaksLabSignText, TEXT_PALLETTOWN_OAKSLAB_SIGN
dw_const PalletTownSignText, TEXT_PALLETTOWN_SIGN
dw_const PalletTownPlayersHouseSignText, TEXT_PALLETTOWN_PLAYERSHOUSE_SIGN
dw_const PalletTownRivalsHouseSignText, TEXT_PALLETTOWN_RIVALSHOUSE_SIGN
dw_const PalletTownOakComeWithMe, TEXT_PALLETTOWN_OAK_COME_WITH_ME
PalletTownOakText:
text_asm
ld a, [wOakWalkedToPlayer]
and a
jr nz, .next
ld a, 1
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
ld hl, .HeyWaitDontGoOutText
jr .done
.next
dec a
jr nz, .whew
ld hl, .ThatWasCloseText
jr .done
.whew
ld hl, .WhewText
.done
call PrintText
jp TextScriptEnd
.HeyWaitDontGoOutText:
text_far _PalletTownOakHeyWaitDontGoOutText
text_asm
ld c, 10
call DelayFrames
ld a, PLAYER_DIR_DOWN
ld [wPlayerMovingDirection], a
ld a, 0
ld [wEmotionBubbleSpriteIndex], a ; player's sprite
ld a, EXCLAMATION_BUBBLE
ld [wWhichEmotionBubble], a
predef EmotionBubble
jp TextScriptEnd
.ThatWasCloseText:
text_far _PalletTownOakThatWasCloseText
text_end
.WhewText:
text_far _PalletTownOakWhewText
text_end
PalletTownOakComeWithMe:
text_far _PalletTownOakComeWithMe
text_end
PalletTownGirlText:
text_far _PalletTownGirlText
text_end
PalletTownFisherText:
text_far _PalletTownFisherText
text_end
PalletTownOaksLabSignText:
text_far _PalletTownOaksLabSignText
text_end
PalletTownSignText:
IF DEF(_DEBUG)
text_asm
ld a, 239
inc a
ld [wWhichPewterGuy], a
ld hl, .Text
call PrintText
jp TextScriptEnd
.Text:
text_decimal wWhichPewterGuy, 1, 3
text "bit"
done
ELSE
text_far _PalletTownSignText
text_end
ENDC
PalletTownPlayersHouseSignText:
text_far _PalletTownPlayersHouseSignText
text_end
PalletTownRivalsHouseSignText:
text_far _PalletTownRivalsHouseSignText
text_end
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