BattleTowerHallway_MapScriptHeader: .MapTriggers: db 2 ; triggers dw .Trigger0, 0 dw .Trigger1, 0 .MapCallbacks: db 0 .Trigger0: priorityjump .ChooseBattleRoom dotrigger $1 .Trigger1: end .ChooseBattleRoom: follow $2, 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 [ScriptVar], 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: ; 0x9f5dc if_equal 3, .L30L40 if_equal 4, .L30L40 if_equal 5, .L50L60 if_equal 6, .L50L60 if_equal 7, .L70L80 if_equal 8, .L70L80 if_equal 9, .L90L100 if_equal 10, .L90L100 applymovement $2, MovementData_0x9e57a jump .EnterBattleRoom .L30L40: ; 0x9f603 applymovement $2, MovementData_0x9e57c jump .EnterBattleRoom .L50L60: ; 0x9f60a applymovement $2, MovementData_0x9e586 jump .EnterBattleRoom .L70L80: ; 0x9f611 applymovement $2, MovementData_0x9e584 jump .EnterBattleRoom .L90L100: ; 0x9f618 applymovement $2, MovementData_0x9e582 jump .EnterBattleRoom .EnterBattleRoom: ; 0x9f61f faceperson PLAYER, $2 loadfont writetext Text_PleaseStepThisWay closetext loadmovesprites stopfollow applymovement PLAYER, MovementData_0x9e576 warpcheck end 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 person_event SPRITE_RECEPTIONIST, 2, 11, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, 0, 0, BattleTowerHallway_MapEventHeader, -1