pokecrystal-board/maps/BattleTowerHallway.asm

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const_def 2 ; object constants
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const BATTLETOWERHALLWAY_RECEPTIONIST
BattleTowerHallway_MapScripts:
db 2 ; scene scripts
scene_script .Scene0 ; SCENE_DEFAULT
scene_script .Scene1 ; SCENE_FINISHED
db 0 ; callbacks
.Scene0:
prioritysjump .ChooseBattleRoom
setscene SCENE_FINISHED
.Scene1:
end
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.ChooseBattleRoom:
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follow BATTLETOWERHALLWAY_RECEPTIONIST, PLAYER
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callasm .asm_load_battle_room
sjump .WalkToChosenBattleRoom
.asm_load_battle_room
ldh a, [rSVBK]
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push af
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ld a, BANK(wBTChoiceOfLvlGroup)
ldh [rSVBK], a
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ld a, [wBTChoiceOfLvlGroup]
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ld [wScriptVar], a
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pop af
ldh [rSVBK], a
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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
.WalkToChosenBattleRoom:
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ifequal 3, .L30L40
ifequal 4, .L30L40
ifequal 5, .L50L60
ifequal 6, .L50L60
ifequal 7, .L70L80
ifequal 8, .L70L80
ifequal 9, .L90L100
ifequal 10, .L90L100
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo1020Room
sjump .EnterBattleRoom
.L30L40:
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo3040Room
sjump .EnterBattleRoom
.L50L60:
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo5060Room
sjump .EnterBattleRoom
.L70L80:
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo7080Room
sjump .EnterBattleRoom
.L90L100:
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo90100Room
sjump .EnterBattleRoom
.EnterBattleRoom:
faceobject PLAYER, BATTLETOWERHALLWAY_RECEPTIONIST
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opentext
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writetext Text_PleaseStepThisWay
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waitbutton
closetext
stopfollow
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applymovement PLAYER, MovementData_BattleTowerHallwayPlayerEntersBattleRoom
warpcheck
end
BattleTowerHallway_MapEvents:
db 0, 0 ; filler
db 6 ; warp events
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warp_event 11, 1, BATTLE_TOWER_ELEVATOR, 1
warp_event 5, 0, BATTLE_TOWER_BATTLE_ROOM, 1
warp_event 7, 0, BATTLE_TOWER_BATTLE_ROOM, 1
warp_event 9, 0, BATTLE_TOWER_BATTLE_ROOM, 1
warp_event 13, 0, BATTLE_TOWER_BATTLE_ROOM, 1
warp_event 15, 0, BATTLE_TOWER_BATTLE_ROOM, 1
db 0 ; coord events
db 0 ; bg events
db 1 ; object events
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object_event 11, 2, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BattleTowerHallway_MapEvents, -1