sovereignx/data/scripts/follower.inc
2021-04-18 21:00:27 -04:00

182 lines
4.2 KiB
C++

gText_FollowerLovesYou::
.string "123456789012345678901234567890123\n$"
gText_FollowerLostInThought::
.string "{STR_VAR_1} seems lost in thought.$"
gText_FollowerDefault::
.string "ERROR 404: Script not found.$"
gText_FollowerUnhappyToBeWet::
.string "{STR_VAR_1} looks unhappy to be wet.$"
gText_FollowerSplashesAround::
.string "{STR_VAR_1} splashes around happily!$"
gText_WantsToFly::
.string "{STR_VAR_1} looks up at the\nsky restlessly.\pWould you like to use FLY?$"
gText_FollowerUnhappyFace::
.string "{STR_VAR_1} is making an unhappy face...$"
gText_FollowerHappyRain::
.string "{STR_VAR_1} seems to be happy\nabout the rain!$"
gText_FollowerMetLocation::
.string "{STR_VAR_1} looks around fondly.\nIt seems familiar with this place.$"
gText_FollowerSkeptical::
.string "{STR_VAR_1} looks skeptical...\pWhat could it mean?$"
gText_FollowerAppraising::
.string "{STR_VAR_1} carefully follows behind.$"
gText_FollowerHappyWalk::
.string "{STR_VAR_1} skips happily behind you!$"
gText_FollowerAboutToFall::
.string "{STR_VAR_1} seems to be about\nto fall over!$"
gText_FollowerTryingToKeepUp::
.string "{STR_VAR_1} is trying very hard\nto keep up with you...$"
gText_FollowerIsShivering::
.string "{STR_VAR_1} is shivering.$"
gText_FollowerBurnPainful::
.string "{STR_VAR_1}'s burn looks painful!$'"
.macro playfirstmoncry
callfunc ScrFunc_playfirstmoncry
.endm
.macro bufferlivemonspeciesname out:req
callfunc ScrFunc_bufferlivemonspeciesname
.byte \out
.endm
.macro emote obj:req id:req
callfunc ScrFunc_emote
.byte \obj
.byte \id
.endm
EventScript_Follower::
lock
faceplayer
bufferlivemonspeciesname 0
playfirstmoncry
callfunc ScrFunc_getfolloweraction
checkpartymove MOVE_FLY
compare VAR_RESULT 6
goto_if_eq EventScript_FollowerEnd
bufferlivemonspeciesname 0
msgbox gText_WantsToFly, MSGBOX_YESNO
switch VAR_RESULT
case NO, EventScript_FollowerEnd
case YES, EventScript_FollowerFly
case MULTI_B_PRESSED, EventScript_FollowerEnd
EventScript_FollowerFly::
callfunc ScrFunc_followerfly
EventScript_FollowerEnd::
waitfieldeffect FLDEFF_EMOTE
release
end
EventScript_FollowerHappyWalk::
msgbox gText_FollowerHappyWalk, MSGBOX_DEFAULT
waitmoncry
return
EventScript_FollowerAppraising::
msgbox gText_FollowerAppraising, MSGBOX_DEFAULT
waitmoncry
return
EventScript_FollowerSkeptical::
msgbox gText_FollowerSkeptical, MSGBOX_DEFAULT
waitmoncry
return
EventScript_FollowerMetLocation::
applymovement 0xFE Common_Movement_QuestionMark
waitmoncry
waitmovement 0xFE
msgbox gText_FollowerMetLocation, MSGBOX_DEFAULT
return
EventScript_FollowerUnhappyFace::
msgbox gText_FollowerUnhappyFace, MSGBOX_DEFAULT
waitmoncry
return
EventScript_FollowerHappyRain::
msgbox gText_FollowerHappyRain, MSGBOX_DEFAULT
waitmoncry
return
EventScript_FollowerUnhappyToBeWet::
msgbox gText_FollowerUnhappyToBeWet, MSGBOX_DEFAULT
waitmoncry
return
EventScript_FollowerSplashesAbout::
applymovement 0xFE FollowerSplashMovement
waitmovement 0xFE
msgbox gText_FollowerSplashesAround, MSGBOX_DEFAULT
return
EventScript_FollowerLovesYou::
applymovement 0xFE ContestHall_Movement_Heart
waitmovement 0xFE
waitmoncry
msgbox gText_FollowerLovesYou, MSGBOX_DEFAULT
return
EventScript_FollowerAboutToFall::
msgbox gText_FollowerAboutToFall, MSGBOX_DEFAULT
waitmoncry
return
EventScript_FollowerTryingToKeepUp::
msgbox gText_FollowerTryingToKeepUp, MSGBOX_DEFAULT
waitmoncry
return
EventScript_FollowerIsShivering::
msgbox gText_FollowerIsShivering, MSGBOX_DEFAULT
waitmoncry
return
EventScript_FollowerBurnPainful::
msgbox gText_FollowerBurnPainful, MSGBOX_DEFAULT
waitmoncry
return
@ Message address must be loaded into bank 0
EventScript_FollowerGeneric:: @ similar to Std_MsgboxDefault
waitfieldeffect FLDEFF_EMOTE
message 0x0
waitmessage
waitbuttonpress
return
EventScript_FollowerJump::
applymovement 0xFE FollowerSplashMovement
waitmovement 0xFE
waitfieldeffect FLDEFF_EMOTE
message 0x0
waitmessage
waitbuttonpress
return
EnterPokeballMovement::
.byte 0x9F @ EnterPokeball
step_end
FollowerSplashMovement:: @ defined in movement.inc
jump_in_place_down
delay_4
jump_in_place_down
face_player
step_end