pokecrystal-board/maps/IcePathB1F.asm

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const_value set 2
const ICEPATHB1F_BOULDER1
const ICEPATHB1F_BOULDER2
const ICEPATHB1F_BOULDER3
const ICEPATHB1F_BOULDER4
const ICEPATHB1F_POKE_BALL
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IcePathB1F_MapScriptHeader:
.SceneScripts:
db 0
.MapCallbacks:
db 1
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dbw MAPCALLBACK_CMDQUEUE, .SetUpStoneTable
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.SetUpStoneTable:
writecmdqueue .CommandQueue
return
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.CommandQueue:
dbw CMDQUEUE_STONETABLE, .StoneTable ; check if any stones are sitting on a warp
dw 0 ; filler
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.StoneTable:
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stonetable 3, ICEPATHB1F_BOULDER1, .Boulder1
stonetable 4, ICEPATHB1F_BOULDER2, .Boulder2
stonetable 5, ICEPATHB1F_BOULDER3, .Boulder3
stonetable 6, ICEPATHB1F_BOULDER4, .Boulder4
db -1
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.Boulder1:
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disappear ICEPATHB1F_BOULDER1
clearevent EVENT_BOULDER_IN_ICE_PATH_1A
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jump .FinishBoulder
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.Boulder2:
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disappear ICEPATHB1F_BOULDER2
clearevent EVENT_BOULDER_IN_ICE_PATH_2A
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jump .FinishBoulder
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.Boulder3:
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disappear ICEPATHB1F_BOULDER3
clearevent EVENT_BOULDER_IN_ICE_PATH_3A
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jump .FinishBoulder
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.Boulder4:
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disappear ICEPATHB1F_BOULDER4
clearevent EVENT_BOULDER_IN_ICE_PATH_4A
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jump .FinishBoulder
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.FinishBoulder:
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pause 30
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scall .BoulderFallsThrough
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opentext
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writetext IcePathBoulderFellThroughText
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waitbutton
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closetext
end
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.BoulderFallsThrough:
playsound SFX_STRENGTH
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earthquake 80
end
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IcePathB1FBoulder:
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jumpstd strengthboulder
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IcePathB1FIron:
itemball IRON
IcePathB1FHiddenMaxPotion:
dwb EVENT_ICE_PATH_B1F_HIDDEN_MAX_POTION, MAX_POTION
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IcePathBoulderFellThroughText:
text "The boulder fell"
line "through."
done
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IcePathB1F_MapEventHeader:
; filler
db 0, 0
.Warps:
db 8
warp_def $f, $3, 3, ICE_PATH_1F
warp_def $3, $11, 1, ICE_PATH_B2F_MAHOGANY_SIDE
warp_def $2, $b, 3, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
warp_def $7, $4, 4, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
warp_def $c, $5, 5, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
warp_def $d, $c, 6, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
warp_def $19, $5, 4, ICE_PATH_1F
warp_def $1b, $b, 1, ICE_PATH_B2F_BLACKTHORN_SIDE
.CoordEvents:
db 0
.BGEvents:
db 1
bg_event 30, 17, BGEVENT_ITEM, IcePathB1FHiddenMaxPotion
.ObjectEvents:
db 5
object_event SPRITE_BOULDER, 7, 11, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_1
object_event SPRITE_BOULDER, 8, 7, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_2
object_event SPRITE_BOULDER, 9, 8, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_3
object_event SPRITE_BOULDER, 7, 17, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_4
object_event SPRITE_POKE_BALL, 35, 5, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, IcePathB1FIron, EVENT_ICE_PATH_B1F_IRON