#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, .st = {.species = SPECIES_CELEBI}, .stFlags = ST_FLAGS_SPECIES, .emotion = FOLLOWER_EMOTION_NEUTRAL, }, [COND_MSG_FIRE] = { .text = (u8*)sFireTexts, .st = {.types = {.type1 = TYPE_FIRE, .type2 = TYPE_FIRE}}, .stFlags = ST_FLAGS_TYPE, .emotion = FOLLOWER_EMOTION_NEUTRAL, .textSpread = 1, }, [COND_MSG_EVER_GRANDE] = { .text = sCondMsg06, .script = EventScript_FollowerFaceUp, .mm = {.map = {.mapNum = MAP_NUM(EVER_GRANDE_CITY), .mapGroup = MAP_GROUP(EVER_GRANDE_CITY)}}, .mmFlags = MM_FLAGS_MAP, .emotion = FOLLOWER_EMOTION_HAPPY, }, [COND_MSG_ROUTE_112] = { .text = sCondMsg07, .mm = {.map = {.mapNum = MAP_NUM(ROUTE112), .mapGroup = MAP_GROUP(ROUTE112)}}, .mmFlags = MM_FLAGS_MAP, .emotion = FOLLOWER_EMOTION_HAPPY, }, [COND_MSG_DAY_CARE] = { .text = sCondMsg08, .script = EventScript_FollowerNostalgia, .mm = {.map = {.mapNum = MAP_NUM(ROUTE117_POKEMON_DAY_CARE), .mapGroup = MAP_GROUP(ROUTE117_POKEMON_DAY_CARE)}}, .mmFlags = MM_FLAGS_MAP, .emotion = FOLLOWER_EMOTION_NEUTRAL, }, [COND_MSG_MART] = { .text = (u8*)sShopTexts, .textSpread = 1, .script = EventScript_FollowerLookAround, .wt = {.song = MUS_POKE_MART}, .wtFlags = WT_FLAGS_MUSIC, .emotion = FOLLOWER_EMOTION_NEUTRAL, }, [COND_MSG_VICTORY_ROAD] = { .text = sCondMsg11, .wt = {.song = MUS_VICTORY_ROAD}, .wtFlags = WT_FLAGS_MUSIC, .emotion = FOLLOWER_EMOTION_PENSIVE, }, [COND_MSG_BIKE_SHOP] = { .text = sCondMsg12, .mm = {.map = {.mapNum = MAP_NUM(MAUVILLE_CITY_BIKE_SHOP), .mapGroup = MAP_GROUP(MAUVILLE_CITY_BIKE_SHOP)}}, .mmFlags = MM_FLAGS_MAP, .emotion = FOLLOWER_EMOTION_PENSIVE, }, [COND_MSG_MACHINES] = { .text = (u8*)sMachineTexts, .mm = {.map = {.mapNum = MAP_NUM(NEW_MAUVILLE_INSIDE), .mapGroup = MAP_GROUP(NEW_MAUVILLE_INSIDE)}}, .mmFlags = MM_FLAGS_MAP, .emotion = FOLLOWER_EMOTION_MUSIC, .textSpread = 1, }, [COND_MSG_SAILING] = { .text = (u8*)sBoatTexts, .script = EventScript_FollowerLookAround, .wt = {.song = MUS_SAILING}, .wtFlags = WT_FLAGS_MUSIC, .emotion = FOLLOWER_EMOTION_MUSIC, .textSpread = 1, }, [COND_MSG_PUDDLE] = { .text = sCondMsg18, .script = EventScript_FollowerHopping, .mm = {.mb = {.behavior1 = MB_SHALLOW_WATER, .behavior2 = MB_PUDDLE}}, .mmFlags = MM_FLAGS_MB, .emotion = FOLLOWER_EMOTION_MUSIC, }, [COND_MSG_SAND] = { .text = sCondMsg19, .mm = {.mb = {.behavior1 = MB_SAND, .behavior2 = MB_DEEP_SAND}}, .mmFlags = MM_FLAGS_MB, .emotion = FOLLOWER_EMOTION_MUSIC, }, [COND_MSG_GRASS] = { .text = sCondMsg20, .mm = {.mb = {.behavior1 = MB_TALL_GRASS, .behavior2 = MB_LONG_GRASS}}, .mmFlags = MM_FLAGS_MB, .emotion = FOLLOWER_EMOTION_MUSIC, }, [COND_MSG_FOOTPRINTS] = { .text = sCondMsg21, .mm = {.mb = {.behavior1 = MB_SAND, .behavior2 = MB_FOOTPRINTS}}, .mmFlags = MM_FLAGS_MB, .emotion = FOLLOWER_EMOTION_MUSIC, }, [COND_MSG_ELEVATOR] = { .text = (u8*)sElevatorTexts, .textSpread = 1, .mm = {.map = {.mapNum = MAP_NUM(LILYCOVE_CITY_DEPARTMENT_STORE_ELEVATOR), .mapGroup = MAP_GROUP(LILYCOVE_CITY_DEPARTMENT_STORE_ELEVATOR)}}, .mmFlags = MM_FLAGS_MAP, .emotion = FOLLOWER_EMOTION_SURPRISE, }, [COND_MSG_ICE_ROOM] = { .text = (u8*)sColdTexts, .textSpread = 1, .mm = {.map = {.mapNum = MAP_NUM(SHOAL_CAVE_LOW_TIDE_ICE_ROOM), .mapGroup = MAP_GROUP(SHOAL_CAVE_LOW_TIDE_ICE_ROOM)}}, .mmFlags = MM_FLAGS_MAP, .emotion = FOLLOWER_EMOTION_SURPRISE, }, [COND_MSG_ROUTE_117] = { .text = sCondMsg27, .mm = {.map = {.mapNum = MAP_NUM(ROUTE117), .mapGroup = MAP_GROUP(ROUTE117)}}, .mmFlags = MM_FLAGS_MAP, .emotion = FOLLOWER_EMOTION_SURPRISE, }, [COND_MSG_DRAGON_GROWL] = { .text = sCondMsg28, .st = {.types = {.type1 = TYPE_DRAGON, .type2 = TYPE_DRAGON}}, .stFlags = ST_FLAGS_TYPE, .mm = {.mapSec = {.mapSec = MAPSEC_SKY_PILLAR}}, .mmFlags = MM_FLAGS_MAPSEC, .emotion = FOLLOWER_EMOTION_UPSET, }, [COND_MSG_FEAR] = { .text = (u8*)sFearTexts, .textSpread = 1, .st = {.types = {.type1 = TYPE_GHOST, .type2 = TYPE_NOT_TYPE1}}, .stFlags = ST_FLAGS_TYPE, .mm = {.mapSec = {.mapSec = MAPSEC_MT_PYRE}}, .mmFlags = MM_FLAGS_MAPSEC, .wt = {.song = MUS_MT_PYRE}, .wtFlags = WT_FLAGS_MUSIC, .emotion = FOLLOWER_EMOTION_UPSET, }, [COND_MSG_FIRE_RAIN] = { .text = sCondMsg31, .st = {.types = {.type1 = TYPE_FIRE, .type2 = TYPE_FIRE}}, .stFlags = ST_FLAGS_TYPE, .wt = {.weather = {.weather1 = WEATHER_RAIN, .weather2 = WEATHER_RAIN_THUNDERSTORM}}, .wtFlags = WT_FLAGS_WEATHER, .emotion = FOLLOWER_EMOTION_UPSET, }, [COND_MSG_FROZEN] = { .text = sCondMsg32, .st = {.status = STATUS1_FREEZE}, .stFlags = ST_FLAGS_STATUS, .emotion = FOLLOWER_EMOTION_UPSET, }, [COND_MSG_SEASIDE] = { .text = (u8*)sSeaTexts, .textSpread = 1, .script = EventScript_FollowerFaceResult, .near = {.mb = {.behavior = MB_OCEAN_WATER, .distance = 5}}, .nearFlags = NEAR_FLAGS_MB, .emotion = FOLLOWER_EMOTION_MUSIC, }, [COND_MSG_WATERFALL] = { .text = sCondMsg36, .script = EventScript_FollowerFaceResult, .near = {.mb = {.behavior = MB_WATERFALL, .distance = 5}}, .nearFlags = NEAR_FLAGS_MB, .emotion = FOLLOWER_EMOTION_MUSIC, }, [COND_MSG_RAIN] = { .text = sCondMsg37, .st = {.types = {.type1 = TYPE_FIRE, .type2 = TYPE_NOT_TYPE1}}, .stFlags = ST_FLAGS_TYPE, .wt = {.weather = {.weather1 = WEATHER_RAIN, .weather2 = WEATHER_RAIN_THUNDERSTORM}}, .wtFlags = WT_FLAGS_WEATHER, .emotion = FOLLOWER_EMOTION_MUSIC, }, [COND_MSG_REFLECTION] = { .text = sCondMsg38, .script = EventScript_FollowerFaceResult, .near = {.mb = {.behavior = MB_POND_WATER, .distance = 1}}, .nearFlags = NEAR_FLAGS_MB, .emotion = FOLLOWER_EMOTION_PENSIVE, }, [COND_MSG_LEAVES] = { .text = sCondMsg39, .mm = {.mapSec = {.mapSec = MAPSEC_PETALBURG_WOODS}}, .mmFlags = MM_FLAGS_MAPSEC, .emotion = FOLLOWER_EMOTION_PENSIVE, }, [COND_MSG_ICE] = { .text = (u8*)sIceTexts, .textSpread = 1, .script = EventScript_FollowerFaceResult, .near = {.mb = {.behavior = MB_ICE, .distance = 1}}, .nearFlags = NEAR_FLAGS_MB, .emotion = FOLLOWER_EMOTION_PENSIVE, }, [COND_MSG_BURN] = { .text = sCondMsg42, .st = {.status STATUS1_BURN}, .stFlags = ST_FLAGS_STATUS, .emotion = FOLLOWER_EMOTION_SAD, }, };