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