#include "global.h" #include "data.h" #include "event_scripts.h" #include "follower_helper.h" #include "constants/battle.h" #include "constants/metatile_behaviors.h" #include "constants/pokemon.h" #include "constants/region_map_sections.h" #include "constants/songs.h" #include "constants/weather.h" #define TYPE_NOT_TYPE1 NUMBER_OF_MON_TYPES // difficult conditional messages follow static const u8 sCondMsg00[] = _("{STR_VAR_1} danced happily."); static const u8 sCondMsg01[] = _("{STR_VAR_1} danced beautifully."); static const u8* const sCelebiTexts[] = {sCondMsg00, sCondMsg01, NULL}; static const u8 sCondMsg02[] = _("{STR_VAR_1} emitted fire and shouted."); static const u8 sCondMsg03[] = _("{STR_VAR_1} is vigorously producing\nfire!"); static const u8 sCondMsg04[] = _("{STR_VAR_1} spat fire!"); static const u8 sCondMsg05[] = _("{STR_VAR_1} is vigorously breathing\nfire!"); static const u8* const sFireTexts[] = {sCondMsg02, sCondMsg03, sCondMsg04, sCondMsg05, NULL}; static const u8 sCondMsg06[] = _("{STR_VAR_1} is staring straight at\nthe POKéMON LEAGUE."); static const u8 sCondMsg07[] = _("Your POKéMON is staring intently at\nthe mountain peak."); static const u8 sCondMsg08[] = _("Sniff sniff, something smells good!"); static const u8 sCondMsg09[] = _("Your POKéMON is surveying the\nshelves restlessly."); static const u8 sCondMsg10[] = _("{STR_VAR_1} is staring intently at\nthe shelves."); static const u8* const sShopTexts[] = {sCondMsg09, sCondMsg10, NULL}; static const u8 sCondMsg11[] = _("{STR_VAR_1} focused with a sharp\ngaze!"); static const u8 sCondMsg12[] = _("{STR_VAR_1} seems very interested in\nthe bicycles."); static const u8 sCondMsg13[] = _("{STR_VAR_1} seems to want to touch\nthe machines!"); static const u8 sCondMsg14[] = _("{STR_VAR_1} is swaying with the\nboat!"); static const u8 sCondMsg15[] = _("{STR_VAR_1} is dancing along with\nthe rolling of the ship."); static const u8 sCondMsg16[] = _("{STR_VAR_1} doesn't want to get off\nthe boat yet!"); static const u8* const sBoatTexts[] = {sCondMsg14, sCondMsg15, sCondMsg16, NULL}; static const u8 sCondMsg17[] = _("{STR_VAR_1} is listening to the\nsound of the machines."); static const u8* const sMachineTexts[] = {sCondMsg13, sCondMsg17, NULL}; static const u8 sCondMsg18[] = _("Waah! your POKéMON suddenly splashed\nwater!"); static const u8 sCondMsg19[] = _("Your POKéMON is blowing sand in the\nair!"); static const u8 sCondMsg20[] = _("{STR_VAR_1} is playing around,\nplucking bits of grass."); static const u8 sCondMsg21[] = _("Your POKéMON is happily looking at\nyour footprints!"); static const u8 sCondMsg22[] = _("{STR_VAR_1} is feeling nervous and a\ntouch claustrophobic."); static const u8 sCondMsg23[] = _("{STR_VAR_1} is cautious about the\nconfined area!"); static const u8* const sElevatorTexts[] = {sCondMsg22, sCondMsg23, NULL}; static const u8 sCondMsg24[] = _("A cold wind suddenly blew by!"); static const u8 sCondMsg25[] = _("Your POKéMON almost slipped and fell\nover!"); static const u8 sCondMsg26[] = _("Your POKéMON seems surprised to\ntouch ice."); static const u8* const sColdTexts[] = {sCondMsg24, sCondMsg25, sCondMsg26, NULL}; static const u8 sCondMsg27[] = _("Your POKéMON has a flower petal on\nits face!"); static const u8 sCondMsg28[] = _("{STR_VAR_1} is growling softly."); static const u8 sCondMsg29[] = _("{STR_VAR_1} is trembling with fear."); static const u8 sCondMsg30[] = _("{STR_VAR_1} seems somehow sad…"); static const u8* const sFearTexts[] = {sCondMsg29, sCondMsg30, NULL}; static const u8 sCondMsg31[] = _("{STR_VAR_1} is taking shelter in the\ngrass from the rain."); static const u8 sCondMsg32[] = _("{STR_VAR_1} seems very cold."); static const u8 sCondMsg33[] = _("{STR_VAR_1} is staring at the sea."); static const u8 sCondMsg34[] = _("Your pokemon is staring intently at\nthe sea!"); static const u8 sCondMsg35[] = _("{STR_VAR_1} is looking at the\nsurging sea."); static const u8* const sSeaTexts[] = {sCondMsg33, sCondMsg34, sCondMsg35, NULL}; static const u8 sCondMsg36[] = _("{STR_VAR_1} is listening to the\nsound of the waterfall."); static const u8 sCondMsg37[] = _("{STR_VAR_1} seems to be happy about\nthe rain!"); static const u8 sCondMsg38[] = _("{STR_VAR_1} is staring at its\nreflection in the water."); static const u8 sCondMsg39[] = _("{STR_VAR_1} seems to relax as it\nhears the sound of rustling leaves…"); static const u8 sCondMsg40[] = _("{STR_VAR_1} is gnawing at the ice."); static const u8 sCondMsg41[] = _("{STR_VAR_1} is touching the ice."); static const u8* const sIceTexts[] = {sCondMsg26, sCondMsg40, sCondMsg41, NULL}; static const u8 sCondMsg42[] = _("{STR_VAR_1}'s burn looks painful!"); // See the struct definition in follower_helper.h for more info const struct FollowerMsgInfoExtended gFollowerConditionalMessages[COND_MSG_COUNT] = { [COND_MSG_CELEBI] = { .text = (u8*)sCelebiTexts, .textSpread = 1, .script = EventScript_FollowerDance, .emotion = FOLLOWER_EMOTION_NEUTRAL, .conditions = {MATCH_SPECIES(SPECIES_CELEBI)}, }, [COND_MSG_FIRE] = { .text = (u8*)sFireTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_NEUTRAL, .conditions = {MATCH_TYPES(TYPE_FIRE, TYPE_FIRE)}, }, [COND_MSG_EVER_GRANDE] = { .text = sCondMsg06, .script = EventScript_FollowerFaceUp, .emotion = FOLLOWER_EMOTION_HAPPY, .conditions = {MATCH_MAP(EVER_GRANDE_CITY)}, }, [COND_MSG_ROUTE_112] = { .text = sCondMsg07, .emotion = FOLLOWER_EMOTION_HAPPY, .conditions = {MATCH_MAP(ROUTE112)}, }, [COND_MSG_DAY_CARE] = { .text = sCondMsg08, .script = EventScript_FollowerNostalgia, .emotion = FOLLOWER_EMOTION_NEUTRAL, .conditions = {MATCH_MAP(ROUTE117_POKEMON_DAY_CARE)}, }, [COND_MSG_MART] = { .text = (u8*)sShopTexts, .textSpread = 1, .script = EventScript_FollowerLookAround, .emotion = FOLLOWER_EMOTION_NEUTRAL, .conditions = {MATCH_MUSIC(MUS_POKE_MART)}, }, [COND_MSG_VICTORY_ROAD] = { .text = sCondMsg11, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = {MATCH_MUSIC(MUS_VICTORY_ROAD)}, }, [COND_MSG_BIKE_SHOP] = { .text = sCondMsg12, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = {MATCH_MAP(MAUVILLE_CITY_BIKE_SHOP)}, }, [COND_MSG_MACHINES] = { .text = (u8*)sMachineTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_MUSIC, .orFlag = 1, // match any of these maps .conditions = { MATCH_MAP(NEW_MAUVILLE_INSIDE), MATCH_MAP(SLATEPORT_CITY_STERNS_SHIPYARD_1F), MATCH_MAP(SLATEPORT_CITY_STERNS_SHIPYARD_2F), } }, [COND_MSG_SAILING] = { .text = (u8*)sBoatTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_MUSIC, .script = EventScript_FollowerLookAround, .conditions = {MATCH_MUSIC(MUS_SAILING)}, }, [COND_MSG_PUDDLE] = { .text = sCondMsg18, .script = EventScript_FollowerHopping, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = {MATCH_ON_MB(MB_SHALLOW_WATER, MB_PUDDLE)}, }, [COND_MSG_SAND] = { .text = sCondMsg19, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = {MATCH_ON_MB(MB_SAND, MB_DEEP_SAND)}, }, [COND_MSG_GRASS] = { .text = sCondMsg20, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = {MATCH_ON_MB(MB_TALL_GRASS, MB_LONG_GRASS)}, }, [COND_MSG_FOOTPRINTS] = { .text = sCondMsg21, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = {MATCH_ON_MB(MB_SAND, MB_FOOTPRINTS)}, }, [COND_MSG_ELEVATOR] = { .text = (u8*)sElevatorTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_SURPRISE, .conditions = {MATCH_MAP(LILYCOVE_CITY_DEPARTMENT_STORE_ELEVATOR)}, }, [COND_MSG_ICE_ROOM] = { .text = (u8*)sColdTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_SURPRISE, .conditions = {MATCH_MAP(SHOAL_CAVE_LOW_TIDE_ICE_ROOM)}, }, [COND_MSG_ROUTE_117] = { .text = sCondMsg27, .emotion = FOLLOWER_EMOTION_SURPRISE, .conditions = {MATCH_MAP(ROUTE117)}, }, [COND_MSG_DRAGON_GROWL] = { .text = sCondMsg28, .emotion = FOLLOWER_EMOTION_UPSET, .conditions = { MATCH_TYPES(TYPE_DRAGON, TYPE_DRAGON), MATCH_MAPSEC(MAPSEC_SKY_PILLAR), } }, [COND_MSG_FEAR] = { .text = (u8*)sFearTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_UPSET, .conditions = { MATCH_NOT_TYPES(TYPE_GHOST, TYPE_GHOST), MATCH_MAPSEC(MAPSEC_MT_PYRE), MATCH_MUSIC(MUS_MT_PYRE), } }, [COND_MSG_FIRE_RAIN] = { .text = sCondMsg31, .emotion = FOLLOWER_EMOTION_UPSET, .conditions = { MATCH_TYPES(TYPE_FIRE, TYPE_FIRE), MATCH_WEATHER(WEATHER_RAIN, WEATHER_RAIN_THUNDERSTORM), } }, [COND_MSG_FROZEN] = { .text = sCondMsg32, .emotion = FOLLOWER_EMOTION_UPSET, .conditions = { MATCH_STATUS(STATUS1_FREEZE), } }, [COND_MSG_SEASIDE] = { .text = (u8*)sSeaTexts, .textSpread = 1, .script = EventScript_FollowerFaceResult, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = {MATCH_NEAR_MB(MB_OCEAN_WATER, 5)}, }, [COND_MSG_WATERFALL] = { .text = sCondMsg36, .script = EventScript_FollowerFaceResult, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = {MATCH_NEAR_MB(MB_WATERFALL, 5)}, }, [COND_MSG_RAIN] = { .text = sCondMsg37, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = { MATCH_NOT_TYPES(TYPE_FIRE, TYPE_FIRE), MATCH_WEATHER(WEATHER_RAIN, WEATHER_RAIN_THUNDERSTORM) } }, [COND_MSG_REFLECTION] = { .text = sCondMsg38, .script = EventScript_FollowerFaceResult, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = {MATCH_NEAR_MB(MB_POND_WATER, 1)}, }, [COND_MSG_LEAVES] = { .text = sCondMsg39, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = {MATCH_MAPSEC(MAPSEC_PETALBURG_WOODS)}, }, [COND_MSG_ICE] = { .text = (u8*)sIceTexts, .textSpread = 1, .script = EventScript_FollowerFaceResult, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = {MATCH_NEAR_MB(MB_ICE, 1)}, }, [COND_MSG_BURN] = { .text = sCondMsg42, .emotion = FOLLOWER_EMOTION_SAD, .conditions = {MATCH_STATUS(STATUS1_BURN)}, }, }; // Pool of "unconditional" follower messages const struct FollowerMessagePool gFollowerBasicMessages[FOLLOWER_EMOTION_LENGTH] = { [FOLLOWER_EMOTION_HAPPY] = {gFollowerHappyMessages, EventScript_FollowerGeneric, N_FOLLOWER_HAPPY_MESSAGES}, [FOLLOWER_EMOTION_NEUTRAL] = {gFollowerNeutralMessages, EventScript_FollowerGeneric, N_FOLLOWER_NEUTRAL_MESSAGES}, [FOLLOWER_EMOTION_SAD] = {gFollowerSadMessages, EventScript_FollowerGeneric, N_FOLLOWER_SAD_MESSAGES}, [FOLLOWER_EMOTION_UPSET] = {gFollowerUpsetMessages, EventScript_FollowerGeneric, N_FOLLOWER_UPSET_MESSAGES}, [FOLLOWER_EMOTION_ANGRY] = {gFollowerAngryMessages, EventScript_FollowerGeneric, N_FOLLOWER_ANGRY_MESSAGES}, [FOLLOWER_EMOTION_PENSIVE] = {gFollowerPensiveMessages, EventScript_FollowerGeneric, N_FOLLOWER_PENSIVE_MESSAGES}, [FOLLOWER_EMOTION_LOVE] = {gFollowerLoveMessages, EventScript_FollowerGeneric, N_FOLLOWER_LOVE_MESSAGES}, [FOLLOWER_EMOTION_SURPRISE] = {gFollowerSurpriseMessages, EventScript_FollowerGeneric, N_FOLLOWER_SURPRISE_MESSAGES}, [FOLLOWER_EMOTION_CURIOUS] = {gFollowerCuriousMessages, EventScript_FollowerGeneric, N_FOLLOWER_CURIOUS_MESSAGES}, [FOLLOWER_EMOTION_MUSIC] = {gFollowerMusicMessages, EventScript_FollowerGeneric, N_FOLLOWER_MUSIC_MESSAGES}, [FOLLOWER_EMOTION_POISONED] = {gFollowerPoisonedMessages, EventScript_FollowerGeneric, N_FOLLOWER_POISONED_MESSAGES}, };