#include "global.h" #include "data.h" #include "event_scripts.h" #include "follower_helper.h" #include "constants/battle.h" #include "constants/followers.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}开心地\n摇摆着身体。"); static const u8 sCondMsg01[] = _("{STR_VAR_1}优雅地\n摇摆着身体。"); static const u8* const sCelebiTexts[] = {sCondMsg00, sCondMsg01, NULL}; static const u8 sCondMsg02[] = _("{STR_VAR_1}发出火焰并\n大声地吼叫了起来!"); static const u8 sCondMsg03[] = _("{STR_VAR_1}猛地发出了\n火焰!"); static const u8 sCondMsg04[] = _("{STR_VAR_1}突然发出了\n火焰!"); static const u8 sCondMsg05[] = _("{STR_VAR_1}猛地放出了\n火焰!"); static const u8* const sFireTexts[] = {sCondMsg02, sCondMsg03, sCondMsg04, sCondMsg05, NULL}; static const u8 sCondMsg06[] = _("{STR_VAR_1}一直在盯着\n宝可梦联盟。"); static const u8 sCondMsg07[] = _("它一直在\n凝望着山峰。"); static const u8 sCondMsg08[] = _("传来了一股很香的气味。"); static const u8 sCondMsg09[] = _("它正在观察货架。"); static const u8 sCondMsg10[] = _("{STR_VAR_1}正盯着\n货架。"); static const u8* const sShopTexts[] = {sCondMsg09, sCondMsg10, NULL}; static const u8 sCondMsg11[] = _("{STR_VAR_1} 的眼神\n变得坚定了起来! "); static const u8 sCondMsg12[] = _("{STR_VAR_1}很喜欢自行车。"); static const u8 sCondMsg13[] = _("{STR_VAR_1}想摸这个\n机器!"); static const u8 sCondMsg14[] = _("{STR_VAR_1}随着船身摇晃\n 动了起来!"); static const u8 sCondMsg15[] = _("{STR_VAR_1}随着船身摇晃\n摇摆着身体。"); static const u8 sCondMsg16[] = _("{STR_VAR_1}好像还\n不想下船。"); static const u8* const sBoatTexts[] = {sCondMsg14, sCondMsg15, sCondMsg16, NULL}; static const u8 sCondMsg17[] = _("{STR_VAR_1} 用心地听着\n机器的声音!"); static const u8* const sMachineTexts[] = {sCondMsg13, sCondMsg17, NULL}; static const u8 sCondMsg18[] = _("哇!它突然向外泼水!"); static const u8 sCondMsg19[] = _("它在吹着空中的沙子!"); static const u8 sCondMsg20[] = _("{STR_VAR_1}正在盯着地面\n拔草玩。"); static const u8 sCondMsg21[] = _("它正盯着你的脚印。"); static const u8 sCondMsg22[] = _("{STR_VAR_1}看起来好像,\n有点紧张还有点恐惧。"); static const u8 sCondMsg23[] = _("{STR_VAR_1}对这个地方\n正保持着警惕!"); static const u8* const sElevatorTexts[] = {sCondMsg22, sCondMsg23, NULL}; static const u8 sCondMsg24[] = _("它感受到了一股凉\n冰冰的冷气。 "); static const u8 sCondMsg25[] = _("它差点滑倒。"); static const u8 sCondMsg26[] = _("它摸到冰块\n后吓了一跳!"); static const u8* const sColdTexts[] = {sCondMsg24, sCondMsg25, sCondMsg26, NULL}; static const u8 sCondMsg27[] = _("它的脸颊上\n有一片花瓣!"); static const u8 sCondMsg28[] = _("{STR_VAR_1}突然发出了低吼!"); static const u8 sCondMsg29[] = _("{STR_VAR_1}在瑟瑟发抖!"); static const u8 sCondMsg30[] = _("{STR_VAR_1}好像有点不开心了。"); static const u8* const sFearTexts[] = {sCondMsg29, sCondMsg30, NULL}; static const u8 sCondMsg31[] = _("{STR_VAR_1}躲到草丛\n里面避雨。"); static const u8 sCondMsg32[] = _("{STR_VAR_1}感觉很冷,\n向你身上靠了过来!"); static const u8 sCondMsg33[] = _("{STR_VAR_1}开始盯着\n大海。"); static const u8 sCondMsg34[] = _("你的宝可梦正用心\n地盯着大海!"); static const u8 sCondMsg35[] = _("{STR_VAR_1}盯着大海\n发呆。"); static const u8* const sSeaTexts[] = {sCondMsg33, sCondMsg34, sCondMsg35, NULL}; static const u8 sCondMsg36[] = _("{STR_VAR_1}用心的听着\n瀑布的声音。"); static const u8 sCondMsg37[] = _("{STR_VAR_1}因为下雨\n看上去很开心!"); static const u8 sCondMsg38[] = _("{STR_VAR_1}正盯着水中地\n倒影发呆。"); static const u8 sCondMsg39[] = _("{STR_VAR_1}听着落叶\n沙沙作响的声音\l非常放松。"); static const u8 sCondMsg40[] = _("{STR_VAR_1}正啃咬冰块。"); static const u8 sCondMsg41[] = _("{STR_VAR_1}正摸着冰块。"); static const u8* const sIceTexts[] = {sCondMsg26, sCondMsg40, sCondMsg41, NULL}; static const u8 sCondMsg42[] = _("{STR_VAR_1}被灼伤了,\n好像很疼!"); // 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, .emotion = FOLLOWER_EMOTION_NEUTRAL, .conditions = { MATCH_SPECIES(SPECIES_CELEBI), }, }, [COND_MSG_FIRE] = { .text = (u8*)sFireTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_NEUTRAL, .conditions = { MATCH_TYPES(TYPE_FIRE, TYPE_FIRE), }, }, [COND_MSG_EVER_GRANDE] = { .text = sCondMsg06, .script = EventScript_FollowerFaceUp, .emotion = FOLLOWER_EMOTION_HAPPY, .conditions = { MATCH_MAP(EVER_GRANDE_CITY), }, }, [COND_MSG_ROUTE_112] = { .text = sCondMsg07, .emotion = FOLLOWER_EMOTION_HAPPY, .conditions = { MATCH_MAP(ROUTE112), }, }, [COND_MSG_DAY_CARE] = { .text = sCondMsg08, .script = EventScript_FollowerNostalgia, .emotion = FOLLOWER_EMOTION_NEUTRAL, .conditions = { MATCH_MAP(ROUTE117_POKEMON_DAY_CARE) }, }, [COND_MSG_MART] = { .text = (u8*)sShopTexts, .textSpread = 1, .script = EventScript_FollowerLookAround, .emotion = FOLLOWER_EMOTION_NEUTRAL, .conditions = { MATCH_MUSIC(MUS_POKE_MART) }, }, [COND_MSG_VICTORY_ROAD] = { .text = sCondMsg11, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = { MATCH_MUSIC(MUS_VICTORY_ROAD) }, }, [COND_MSG_BIKE_SHOP] = { .text = sCondMsg12, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = { MATCH_MAP(MAUVILLE_CITY_BIKE_SHOP) }, }, [COND_MSG_MACHINES] = { .text = (u8*)sMachineTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_MUSIC, .orFlag = 1, // match any of these maps .conditions = { MATCH_MAP(NEW_MAUVILLE_INSIDE), MATCH_MAP(SLATEPORT_CITY_STERNS_SHIPYARD_1F), MATCH_MAP(SLATEPORT_CITY_STERNS_SHIPYARD_2F), }, }, [COND_MSG_SAILING] = { .text = (u8*)sBoatTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_MUSIC, .script = EventScript_FollowerLookAround, .conditions = { MATCH_MUSIC(MUS_SAILING), }, }, [COND_MSG_PUDDLE] = { .text = sCondMsg18, .script = EventScript_FollowerHopping, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = { MATCH_ON_MB(MB_SHALLOW_WATER, MB_PUDDLE), }, }, [COND_MSG_SAND] = { .text = sCondMsg19, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = { MATCH_ON_MB(MB_SAND, MB_DEEP_SAND), }, }, [COND_MSG_GRASS] = { .text = sCondMsg20, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = { MATCH_ON_MB(MB_TALL_GRASS, MB_LONG_GRASS), }, }, [COND_MSG_FOOTPRINTS] = { .text = sCondMsg21, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = { MATCH_ON_MB(MB_SAND, MB_FOOTPRINTS), }, }, [COND_MSG_ELEVATOR] = { .text = (u8*)sElevatorTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_SURPRISE, .conditions = { MATCH_MAP(LILYCOVE_CITY_DEPARTMENT_STORE_ELEVATOR), }, }, [COND_MSG_ICE_ROOM] = { .text = (u8*)sColdTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_SURPRISE, .conditions = { MATCH_MAP(SHOAL_CAVE_LOW_TIDE_ICE_ROOM), }, }, [COND_MSG_ROUTE_117] = { .text = sCondMsg27, .emotion = FOLLOWER_EMOTION_SURPRISE, .conditions = { MATCH_MAP(ROUTE117), }, }, [COND_MSG_DRAGON_GROWL] = { .text = sCondMsg28, .emotion = FOLLOWER_EMOTION_UPSET, .conditions = { MATCH_TYPES(TYPE_DRAGON, TYPE_DRAGON), MATCH_MAPSEC(MAPSEC_SKY_PILLAR), }, }, [COND_MSG_FEAR] = { .text = (u8*)sFearTexts, .textSpread = 1, .emotion = FOLLOWER_EMOTION_UPSET, .conditions = { MATCH_NOT_TYPES(TYPE_GHOST, TYPE_GHOST), MATCH_MAPSEC(MAPSEC_MT_PYRE), MATCH_MUSIC(MUS_MT_PYRE), }, }, [COND_MSG_FIRE_RAIN] = { .text = sCondMsg31, .emotion = FOLLOWER_EMOTION_UPSET, .conditions = { MATCH_TYPES(TYPE_FIRE, TYPE_FIRE), MATCH_WEATHER(WEATHER_RAIN, WEATHER_RAIN_THUNDERSTORM), }, }, [COND_MSG_FROZEN] = { .text = sCondMsg32, .emotion = FOLLOWER_EMOTION_UPSET, .conditions = { MATCH_STATUS(STATUS1_FREEZE), }, }, [COND_MSG_SEASIDE] = { .text = (u8*)sSeaTexts, .textSpread = 1, .script = EventScript_FollowerFaceResult, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = { MATCH_NEAR_MB(MB_OCEAN_WATER, 5), }, }, [COND_MSG_WATERFALL] = { .text = sCondMsg36, .script = EventScript_FollowerFaceResult, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = { MATCH_NEAR_MB(MB_WATERFALL, 5), }, }, [COND_MSG_RAIN] = { .text = sCondMsg37, .emotion = FOLLOWER_EMOTION_MUSIC, .conditions = { MATCH_NOT_TYPES(TYPE_FIRE, TYPE_FIRE), MATCH_WEATHER(WEATHER_RAIN, WEATHER_RAIN_THUNDERSTORM) } }, [COND_MSG_REFLECTION] = { .text = sCondMsg38, .script = EventScript_FollowerFaceResult, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = { MATCH_NEAR_MB(MB_POND_WATER, 1), }, }, [COND_MSG_LEAVES] = { .text = sCondMsg39, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = { MATCH_MAPSEC(MAPSEC_PETALBURG_WOODS), }, }, [COND_MSG_ICE] = { .text = (u8*)sIceTexts, .textSpread = 1, .script = EventScript_FollowerFaceResult, .emotion = FOLLOWER_EMOTION_PENSIVE, .conditions = { MATCH_NEAR_MB(MB_ICE, 1), }, }, [COND_MSG_BURN] = { .text = sCondMsg42, .emotion = FOLLOWER_EMOTION_SAD, .conditions = { MATCH_STATUS(STATUS1_BURN), }, }, }; // Pool of "unconditional" follower messages const struct FollowerMessagePool gFollowerBasicMessages[FOLLOWER_EMOTION_LENGTH] = { [FOLLOWER_EMOTION_HAPPY] = {gFollowerHappyMessages, EventScript_FollowerGeneric, FOLLOWER_HAPPY_MESSAGE_COUNT}, [FOLLOWER_EMOTION_NEUTRAL] = {gFollowerNeutralMessages, EventScript_FollowerGeneric, FOLLOWER_NEUTRAL_MESSAGE_COUNT}, [FOLLOWER_EMOTION_SAD] = {gFollowerSadMessages, EventScript_FollowerGeneric, FOLLOWER_SAD_MESSAGE_COUNT}, [FOLLOWER_EMOTION_UPSET] = {gFollowerUpsetMessages, EventScript_FollowerGeneric, FOLLOWER_UPSET_MESSAGE_COUNT}, [FOLLOWER_EMOTION_ANGRY] = {gFollowerAngryMessages, EventScript_FollowerGeneric, FOLLOWER_ANGRY_MESSAGE_COUNT}, [FOLLOWER_EMOTION_PENSIVE] = {gFollowerPensiveMessages, EventScript_FollowerGeneric, FOLLOWER_PENSIVE_MESSAGE_COUNT}, [FOLLOWER_EMOTION_LOVE] = {gFollowerLoveMessages, EventScript_FollowerGeneric, FOLLOWER_LOVE_MESSAGE_COUNT}, [FOLLOWER_EMOTION_SURPRISE] = {gFollowerSurpriseMessages, EventScript_FollowerGeneric, FOLLOWER_SURPRISE_MESSAGE_COUNT}, [FOLLOWER_EMOTION_CURIOUS] = {gFollowerCuriousMessages, EventScript_FollowerGeneric, FOLLOWER_CURIOUS_MESSAGE_COUNT}, [FOLLOWER_EMOTION_MUSIC] = {gFollowerMusicMessages, EventScript_FollowerGeneric, FOLLOWER_MUSIC_MESSAGE_COUNT}, [FOLLOWER_EMOTION_POISONED] = {gFollowerPoisonedMessages, EventScript_FollowerGeneric, FOLLOWER_POISONED_MESSAGE_COUNT}, };