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CeruleanGym_Script:
ld hl, wCurrentMapScriptFlags
bit 6, [hl]
res 6, [hl]
call nz, .LoadNames
call EnableAutoTextBoxDrawing
ld hl, CeruleanGymTrainerHeaders
ld de, CeruleanGym_ScriptPointers
ld a, [wCeruleanGymCurScript]
call ExecuteCurMapScriptInTable
ld [wCeruleanGymCurScript], a
ret
.LoadNames:
ld hl, .CityName
ld de, .LeaderName
jp LoadGymLeaderAndCityName
.CityName:
db "CERULEAN CITY@"
.LeaderName:
db "MISTY@"
CeruleanGymResetScripts:
xor a
ld [wJoyIgnore], a
ld [wCeruleanGymCurScript], a
ld [wCurMapScript], a
ret
CeruleanGym_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
dw CeruleanGymMistyPostBattle
CeruleanGymMistyPostBattle:
ld a, [wIsInBattle]
cp $ff
jp z, CeruleanGymResetScripts
ld a, $f0
ld [wJoyIgnore], a
CeruleanGymReceiveTM11:
ld a, $5
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_BEAT_MISTY
lb bc, TM_BUBBLEBEAM, 1
call GiveItem
jr nc, .BagFull
ld a, $6
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_GOT_TM11
jr .gymVictory
.BagFull
ld a, $7
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
.gymVictory
ld hl, wObtainedBadges
set BIT_CASCADEBADGE, [hl]
ld hl, wBeatGymFlags
set BIT_CASCADEBADGE, [hl]
; deactivate gym trainers
SetEvents EVENT_BEAT_CERULEAN_GYM_TRAINER_0, EVENT_BEAT_CERULEAN_GYM_TRAINER_1
jp CeruleanGymResetScripts
CeruleanGym_TextPointers:
dw MistyText
dw CeruleanGymTrainerText1
dw CeruleanGymTrainerText2
dw CeruleanGymGuideText
dw MistyCascadeBadgeInfoText
dw ReceivedTM11Text
dw TM11NoRoomText
CeruleanGymTrainerHeaders:
def_trainers 2
CeruleanGymTrainerHeader0:
trainer EVENT_BEAT_CERULEAN_GYM_TRAINER_0, 3, CeruleanGymBattleText1, CeruleanGymEndBattleText1, CeruleanGymAfterBattleText1
CeruleanGymTrainerHeader1:
trainer EVENT_BEAT_CERULEAN_GYM_TRAINER_1, 3, CeruleanGymBattleText2, CeruleanGymEndBattleText2, CeruleanGymAfterBattleText2
db -1 ; end
MistyText:
text_asm
CheckEvent EVENT_BEAT_MISTY
jr z, .beforeBeat
CheckEventReuseA EVENT_GOT_TM11
jr nz, .afterBeat
call z, CeruleanGymReceiveTM11
call DisableWaitingAfterTextDisplay
jr .done
.afterBeat
ld hl, TM11ExplanationText
call PrintText
jr .done
.beforeBeat
ld hl, MistyPreBattleText
call PrintText
ld hl, wd72d
set 6, [hl]
set 7, [hl]
ld hl, ReceivedCascadeBadgeText
ld de, ReceivedCascadeBadgeText
call SaveEndBattleTextPointers
ldh a, [hSpriteIndex]
ld [wSpriteIndex], a
call EngageMapTrainer
call InitBattleEnemyParameters
ld a, $2
ld [wGymLeaderNo], a
xor a
ldh [hJoyHeld], a
ld a, $3
ld [wCeruleanGymCurScript], a
.done
jp TextScriptEnd
MistyPreBattleText:
text_far _MistyPreBattleText
text_end
TM11ExplanationText:
text_far _TM11ExplanationText
text_end
MistyCascadeBadgeInfoText:
text_far _MistyCascadeBadgeInfoText
text_end
ReceivedTM11Text:
text_far _ReceivedTM11Text
sound_get_item_1
text_end
TM11NoRoomText:
text_far _TM11NoRoomText
text_end
ReceivedCascadeBadgeText:
text_far _ReceivedCascadeBadgeText
sound_get_key_item ; actually plays the second channel of SFX_BALL_POOF due to the wrong music bank being loaded
text_promptbutton
text_end
CeruleanGymTrainerText1:
text_asm
ld hl, CeruleanGymTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
CeruleanGymBattleText1:
text_far _CeruleanGymBattleText1
text_end
CeruleanGymEndBattleText1:
text_far _CeruleanGymEndBattleText1
text_end
CeruleanGymAfterBattleText1:
text_far _CeruleanGymAfterBattleText1
text_end
CeruleanGymTrainerText2:
text_asm
ld hl, CeruleanGymTrainerHeader1
call TalkToTrainer
jp TextScriptEnd
CeruleanGymBattleText2:
text_far _CeruleanGymBattleText2
text_end
CeruleanGymEndBattleText2:
text_far _CeruleanGymEndBattleText2
text_end
CeruleanGymAfterBattleText2:
text_far _CeruleanGymAfterBattleText2
text_end
CeruleanGymGuideText:
text_asm
CheckEvent EVENT_BEAT_MISTY
jr nz, .afterBeat
ld hl, CeruleanGymGuidePreBattleText
call PrintText
jr .done
.afterBeat
ld hl, CeruleanGymGuidePostBattleText
call PrintText
.done
jp TextScriptEnd
CeruleanGymGuidePreBattleText:
text_far _CeruleanGymGuidePreBattleText
text_end
CeruleanGymGuidePostBattleText:
text_far _CeruleanGymGuidePostBattleText
text_end
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