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https://github.com/pret/pokeheartgold.git
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96 lines
3.6 KiB
ArmAsm
96 lines
3.6 KiB
ArmAsm
.include "macros/btlcmd.inc"
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.data
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_000:
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TryRestoreStatusOnSwitch BATTLER_CATEGORY_PLAYER_SLOT_1, _TRY_RESTORE_SLOT_2
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UpdateMonData OPCODE_SET, BATTLER_CATEGORY_PLAYER_SLOT_1, BMON_DATA_STATUS, STATUS_NONE
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_TRY_RESTORE_SLOT_2:
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TryRestoreStatusOnSwitch BATTLER_CATEGORY_PLAYER_SLOT_2, _AFTER_RESTORE
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UpdateMonData OPCODE_SET, BATTLER_CATEGORY_PLAYER_SLOT_2, BMON_DATA_STATUS, STATUS_NONE
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_AFTER_RESTORE:
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CompareVarToValue OPCODE_FLAG_NOT, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_TRAINER, _PAY_DAY_PICKUP
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CompareVarToValue OPCODE_EQU, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_TRAINER|BATTLE_TYPE_DOUBLES|BATTLE_TYPE_LINK|BATTLE_TYPE_MULTI|BATTLE_TYPE_FRONTIER, _PLAY_WIN_MUSIC
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CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_LINK, _LINK_WIN_LOSE
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CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_MULTI, _MULTI_BATTLE_WIN
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CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_TAG, _MULTI_BATTLE_WIN
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// Player defeated {0} {1}!
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PrintMessage msg_0197_00839, TAG_TRCLASS_TRNAME, BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_CATEGORY_ENEMY_SLOT_1
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Wait
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WaitButtonABTime 15
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TrainerSlideIn BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_TYPE_SOLO_ENEMY
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Wait
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CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_DOUBLES, _TRAINER_LOSE_MSG_MULTI
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PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_1, TRAINER_MESSAGE_LOSE
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Wait
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WaitButtonABTime 60
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GoTo _AFTER_LOSE_MSG
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_TRAINER_LOSE_MSG_MULTI:
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PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_1, TRAINER_MESSAGE_LOSE_1
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Wait
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WaitButtonABTime 60
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CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_FRONTIER, _AFTER_LOSE_MSG
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PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_1, TRAINER_MESSAGE_LOSE_2
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Wait
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WaitButtonABTime 60
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GoTo _AFTER_LOSE_MSG
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_PLAY_WIN_MUSIC:
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PlayBGM BATTLER_CATEGORY_PLAYER_SLOT_1, SEQ_GS_WIN1
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_MULTI_BATTLE_WIN:
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// Player beat {0} {1} and {2} {3}!
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PrintMessage msg_0197_00953, TAG_TRCLASS_TRNAME_TRCLASS_TRNAME, BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_CATEGORY_ENEMY_SLOT_2, BATTLER_CATEGORY_ENEMY_SLOT_2
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Wait
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WaitButtonABTime 15
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TrainerSlideIn BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_TYPE_SOLO_ENEMY
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Wait
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PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_1, TRAINER_MESSAGE_LOSE
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Wait
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WaitButtonABTime 30
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TrainerSlideOut BATTLER_CATEGORY_ENEMY_SLOT_1
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Wait
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TrainerSlideIn BATTLER_CATEGORY_ENEMY_SLOT_2, BATTLER_TYPE_SOLO_ENEMY
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Wait
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PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_2, TRAINER_MESSAGE_LOSE
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Wait
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WaitButtonABTime 60
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SetLinkBattleResult
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_AFTER_LOSE_MSG:
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CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_FRONTIER, _FADE_OUT
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PayPrizeMoney
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CompareVarToValue OPCODE_EQU, BSCRIPT_VAR_TEMP_DATA, 1, _PRIZE_MONEY_MOM
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// {0} got ${1} for winning!
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PrintMessage msg_0197_00033, TAG_TRNAME_NUM, BATTLER_CATEGORY_PLAYER, BATTLER_CATEGORY_MSG_TEMP
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GoTo _WAIT_PRIZE_MONEY
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_PRIZE_MONEY_MOM:
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// {0} got ${1} for winning! Sent some to Mom!
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PrintMessage msg_0197_01275, TAG_TRNAME_NUM, BATTLER_CATEGORY_PLAYER, BATTLER_CATEGORY_MSG_TEMP
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_WAIT_PRIZE_MONEY:
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Wait
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WaitButtonABTime 60
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_PAY_DAY_PICKUP:
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GenerateEndOfBattleItem
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AddPayDayMoney
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CompareVarToValue OPCODE_EQU, BSCRIPT_VAR_MESSAGE, 0, _FADE_OUT
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// {0} picked up ${1}!
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PrintMessage msg_0197_00341, TAG_TRNAME_NUM, BATTLER_CATEGORY_PLAYER, BATTLER_CATEGORY_MSG_TEMP
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Wait
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WaitButtonABTime 60
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_FADE_OUT:
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FadeOutBattle
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Wait
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End
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_LINK_WIN_LOSE:
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Call BATTLE_SUBSCRIPT_LINK_WIN_LOSE
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End
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