const_def 2 ; object constants const BATTLETOWERELEVATOR_RECEPTIONIST BattleTowerElevator_MapScripts: db 2 ; scene scripts scene_script .Scene0 ; SCENE_DEFAULT scene_script .Scene1 ; SCENE_FINISHED db 0 ; callbacks .Scene0: prioritysjump .RideElevator setscene SCENE_FINISHED .Scene1: end .RideElevator: follow BATTLETOWERELEVATOR_RECEPTIONIST, PLAYER applymovement BATTLETOWERELEVATOR_RECEPTIONIST, MovementData_BattleTowerElevatorReceptionistWalksIn applymovement PLAYER, MovementData_BattleTowerElevatorPlayerWalksIn setval BATTLETOWERACTION_0A special BattleTowerAction playsound SFX_ELEVATOR earthquake 60 waitsfx follow BATTLETOWERELEVATOR_RECEPTIONIST, PLAYER applymovement BATTLETOWERELEVATOR_RECEPTIONIST, MovementData_BattleTowerElevatorExitElevator stopfollow warpsound disappear BATTLETOWERELEVATOR_RECEPTIONIST applymovement PLAYER, MovementData_BattleTowerElevatorExitElevator warpcheck end MovementData_BattleTowerElevatorReceptionistWalksIn: step RIGHT turn_head DOWN step_end MovementData_BattleTowerElevatorPlayerWalksIn: turn_head DOWN step_end BattleTowerElevator_MapEvents: db 0, 0 ; filler db 2 ; warp events warp_event 1, 3, BATTLE_TOWER_HALLWAY, 1 warp_event 2, 3, BATTLE_TOWER_HALLWAY, 1 db 0 ; coord events db 0 ; bg events db 1 ; object events object_event 1, 2, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, MovementData_BattleTowerElevatorReceptionistWalksIn, -1