pokecrystal-board/maps/BattleTowerHallway.asm

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2.3 KiB
NASM
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BattleTowerHallway_MapScriptHeader:
.MapTriggers:
db 2
; triggers
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dw UnknownScript_0x9f5bb, 0
dw UnknownScript_0x9f5c0, 0
.MapCallbacks:
db 0
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UnknownScript_0x9f5bb:
priorityjump UnknownScript_0x9f5c1
dotrigger $1
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UnknownScript_0x9f5c0:
end
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UnknownScript_0x9f5c1:
follow $2, PLAYER
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callasm Function_0x9f5cb
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jump Script_WalkToChosenBattleRoom
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Function_0x9f5cb:
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ld a, [rSVBK]
push af
ld a, 3
ld [rSVBK], a
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ld a, [wBTChoiceOfLvlGroup]
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ld [ScriptVar], a
pop af
ld [rSVBK], a
ret
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; enter different rooms for different levels to battle against
; at least it should look like that
; because all warps lead to the same room
Script_WalkToChosenBattleRoom: ; 0x9f5dc
if_equal 3, Script_WalkToBattleRoomL30L40
if_equal 4, Script_WalkToBattleRoomL30L40
if_equal 5, Script_WalkToBattleRoomL50L60
if_equal 6, Script_WalkToBattleRoomL50L60
if_equal 7, Script_WalkToBattleRoomL70L80
if_equal 8, Script_WalkToBattleRoomL70L80
if_equal 9, Script_WalkToBattleRoomL90L100
if_equal 10, Script_WalkToBattleRoomL90L100
applymovement $2, MovementData_0x9e57a
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jump Script_PlayerEntersBattleRoom
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Script_WalkToBattleRoomL30L40: ; 0x9f603
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applymovement $2, MovementData_0x9e57c
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jump Script_PlayerEntersBattleRoom
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Script_WalkToBattleRoomL50L60: ; 0x9f60a
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applymovement $2, MovementData_0x9e586
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jump Script_PlayerEntersBattleRoom
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Script_WalkToBattleRoomL70L80: ; 0x9f611
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applymovement $2, MovementData_0x9e584
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jump Script_PlayerEntersBattleRoom
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Script_WalkToBattleRoomL90L100: ; 0x9f618
applymovement $2, MovementData_0x9e582
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jump Script_PlayerEntersBattleRoom
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Script_PlayerEntersBattleRoom: ; 0x9f61f
faceperson PLAYER, $2
loadfont
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writetext Text_PleaseStepThisWay
closetext
loadmovesprites
stopfollow
applymovement PLAYER, MovementData_0x9e576
warpcheck
end
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BattleTowerHallway_MapEventHeader:
; filler
db 0, 0
.Warps:
db 6
warp_def $1, $b, 1, BATTLE_TOWER_ELEVATOR
warp_def $0, $5, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def $0, $7, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def $0, $9, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def $0, $d, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def $0, $f, 1, BATTLE_TOWER_BATTLE_ROOM
.XYTriggers:
db 0
.Signposts:
db 0
.PersonEvents:
db 1
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person_event SPRITE_RECEPTIONIST, 2, 11, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, 0, 0, BattleTowerHallway_MapEventHeader, -1