CLOSES #2649, CLOSES #2650, CLOSES #2652, CLOSES #2653, CLOSES #2654, CLOSES #2657, CLOSES #2658, CLOSES #2659, CLOSES #2660, CLOSES #2662, CLOSES #2664, CLOSES #2665, CLOSES #2666, CLOSES #2669, CLOSES #2671, CLOSES #2672, CLOSES #2674, CLOSES #2676, CLOSES #2682, CLOSES #2683, CLOSES #2684, CLOSES #2685, CLOSES #2686, CLOSES #2687, CLOSES #2688, CLOSES #2689

CLOSES #2649, CLOSES #2650, CLOSES #2652, CLOSES #2653, CLOSES #2654, CLOSES #2657, CLOSES #2658, CLOSES #2659, CLOSES #2660, CLOSES #2662, CLOSES #2664, CLOSES #2665, CLOSES #2666, CLOSES #2669, CLOSES #2671, CLOSES #2672, CLOSES #2674, CLOSES #2676, CLOSES #2682, CLOSES #2683, CLOSES #2684, CLOSES #2685, CLOSES #2686, CLOSES #2687, CLOSES #2688, CLOSES #2689
This commit is contained in:
bryanthaboi
2026-10-05 11:06:01 -04:00
parent 160895c6bb
commit 72f2294d8d
110 changed files with 8042 additions and 694 deletions
+7 -5
View File
@@ -1061,7 +1061,8 @@ M.VICTORY_ROAD_3F = {
-- pokered forces the fight on map entry: Agatha's victory arms
-- SCRIPT_CHAMPIONSROOM_PLAYER_ENTERS (scripts/AgathasRoom.asm), and
-- ChampionsRoomPlayerEntersScript then runs RivalEntrance_RLEMovement
-- (up 1, right 1, up 3) before ChampionsRoomRivalReadyToBattleScript.
-- (played back to front: up 3, right 1, up 1) before
-- ChampionsRoomRivalReadyToBattleScript.
-- The rival object has no trainer header / sight range, so without that
-- entrance script the player can walk past (issue #99). We arm on the
-- run flag instead of Agatha's victory bit: same observable effect for
@@ -1090,6 +1091,7 @@ local championsRoomRivalScript = {
-- playBattle("final") then no-ops on the same song, so the theme stays
-- continuous into the fight
{ "play_music", "Music_FinalBattle" }, -- 5
{ "save_end_battle_text", "_RivalDefeatedText" }, -- scripts/ChampionsRoom.asm:65
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 6
-- losing halts here; the numeric target this replaced pointed at the
-- closing warp, which inducted a player who had just lost the fight (#704)
@@ -1098,8 +1100,7 @@ local championsRoomRivalScript = {
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 9
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
-- _ChampionsRoomRivalAfterBattleText.
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
@@ -1153,10 +1154,11 @@ M.CHAMPIONS_ROOM = {
end
-- RivalEntrance_RLEMovement, then the battle/Oak script (queued
-- separately so talk-script jump indices stay 1-based as written).
-- home/overworld.asm:1844
ow:queueScript({
{ "move_player", "up", 1 },
{ "move_player", "right", 1 },
{ "move_player", "up", 3 },
{ "move_player", "right", 1 },
{ "move_player", "up", 1 },
})
ow:queueScript(championsRoomRivalScript, { npc = rival })
end,