pokecrystal-board/maps/TrainerHouseB1F.asm

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const_value set 2
const TRAINERHOUSEB1F_RECEPTIONIST
const TRAINERHOUSEB1F_CHRIS
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TrainerHouseB1F_MapScriptHeader:
.SceneScripts:
db 1
scene_script .DummyScene
.MapCallbacks:
db 0
.DummyScene:
end
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TrainerHouseReceptionistScript:
spriteface PLAYER, UP
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opentext
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checkflag ENGINE_FOUGHT_IN_TRAINER_HALL_TODAY
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iftrue .FoughtTooManyTimes
writetext TrainerHouseB1FIntroText
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buttonsound
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special Special_TrainerHouse
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iffalse .GetCal3Name
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trainertotext CAL, CAL2, MEM_BUFFER_0
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jump .GotName
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.GetCal3Name:
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trainertotext CAL, CAL3, MEM_BUFFER_0
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.GotName:
writetext TrainerHouseB1FYourOpponentIsText
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buttonsound
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writetext TrainerHouseB1FAskWantToBattleText
yesorno
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iffalse .Declined
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setflag ENGINE_FOUGHT_IN_TRAINER_HALL_TODAY
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writetext TrainerHouseB1FGoRightInText
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waitbutton
closetext
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applymovement PLAYER, Movement_EnterTrainerHouseBattleRoom
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opentext
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writetext TrainerHouseB1FCalBeforeText
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waitbutton
closetext
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special Special_TrainerHouse
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iffalse .NoSpecialBattle
winlosstext TrainerHouseB1FCalBeatenText, 0
setlasttalked TRAINERHOUSEB1F_CHRIS
loadtrainer CAL, CAL2
startbattle
reloadmapafterbattle
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iffalse .End
.NoSpecialBattle:
winlosstext TrainerHouseB1FCalBeatenText, 0
setlasttalked TRAINERHOUSEB1F_CHRIS
loadtrainer CAL, CAL3
startbattle
reloadmapafterbattle
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.End:
applymovement PLAYER, Movement_ExitTrainerHouseBattleRoom
end
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.Declined:
writetext TrainerHouseB1FPleaseComeAgainText
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waitbutton
closetext
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applymovement PLAYER, Movement_TrainerHouseTurnBack
end
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.FoughtTooManyTimes:
writetext TrainerHouseB1FSecondChallengeDeniedText
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waitbutton
closetext
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applymovement PLAYER, Movement_TrainerHouseTurnBack
end
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Movement_EnterTrainerHouseBattleRoom:
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step LEFT
step LEFT
step LEFT
step DOWN
step DOWN
step DOWN
step DOWN
step DOWN
step DOWN
step DOWN
step DOWN
step LEFT
turn_head RIGHT
step_end
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Movement_ExitTrainerHouseBattleRoom:
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step UP
step UP
step UP
step RIGHT
step UP
step UP
step UP
step UP
step UP
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step_end
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Movement_TrainerHouseTurnBack:
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step RIGHT
turn_head LEFT
step_end
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TrainerHouseB1FIntroText:
text "Hi. Welcome to our"
line "TRAINING HALL."
para "You may battle a"
line "trainer once per"
cont "day."
done
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TrainerHouseB1FYourOpponentIsText:
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text_from_ram StringBuffer3
text " is your"
line "opponent today."
done
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TrainerHouseB1FAskWantToBattleText:
text "Would you like to"
line "battle?"
done
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TrainerHouseB1FGoRightInText:
text "Please go right"
line "through."
para "You may begin"
line "right away."
done
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TrainerHouseB1FPleaseComeAgainText:
text "Sorry. Only those"
line "trainers who will"
para "be battling are"
line "allowed to go in."
done
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TrainerHouseB1FSecondChallengeDeniedText:
text "I'm sorry."
line "This would be your"
para "second time today."
line "You're permitted"
para "to enter just once"
line "a day."
done
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TrainerHouseB1FCalBeatenText:
text "I lost…"
line "Darn…"
done
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TrainerHouseB1FCalBeforeText:
text "I traveled out"
line "here just so I"
cont "could battle you."
done
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TrainerHouseB1F_MapEventHeader:
; filler
db 0, 0
.Warps:
db 1
warp_def 9, 4, 3, TRAINER_HOUSE_1F
.CoordEvents:
db 1
coord_event 7, 3, 0, TrainerHouseReceptionistScript
.BGEvents:
db 0
.ObjectEvents:
db 2
object_event 7, 1, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1
object_event 6, 11, SPRITE_CHRIS, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1