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https://gitlab.com/xCrystal/pokecrystal-board.git
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32ed487a47
# Conflicts: # audio/engine.asm # constants/gfx_constants.asm # constants/map_data_constants.asm # constants/pokemon_data_constants.asm # constants/sprite_constants.asm # constants/wram_constants.asm # data/maps/data.asm # engine/battle/ai/scoring.asm # engine/battle/core.asm # engine/battle/effect_commands.asm # engine/battle/misc.asm # engine/battle_anims/getpokeballwobble.asm # engine/breeding.asm # engine/buy_sell_toss.asm # engine/decorations.asm # engine/events/battle_tower/battle_tower.asm # engine/events/battle_tower/rules.asm # engine/events/buena.asm # engine/events/bug_contest/contest_2.asm # engine/events/daycare.asm # engine/events/dratini.asm # engine/events/halloffame.asm # engine/events/happiness_egg.asm # engine/events/kurt.asm # engine/events/lucky_number.asm # engine/events/magnet_train.asm # engine/events/overworld.asm # engine/events/pokerus/pokerus.asm # engine/events/print_unown.asm # engine/events/print_unown_2.asm # engine/events/unown_walls.asm # engine/item_effects.asm # engine/link.asm # engine/mon_menu.asm # engine/player_object.asm # engine/routines/playslowcry.asm # engine/scripting.asm # engine/search.asm # engine/search2.asm # engine/specials.asm # engine/start_menu.asm # engine/timeset.asm # home/battle_vars.asm # home/map.asm # maps/GoldenrodUndergroundSwitchRoomEntrances.asm # maps/IlexForest.asm # maps/KrissHouse2F.asm # maps/Route39Barn.asm # mobile/mobile_12_2.asm # mobile/mobile_40.asm # mobile/mobile_5f.asm # wram.asm
94 lines
2.4 KiB
NASM
94 lines
2.4 KiB
NASM
const_def 2 ; object constants
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const BATTLETOWERHALLWAY_RECEPTIONIST
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BattleTowerHallway_MapScripts:
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db 2 ; scene scripts
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scene_script .Scene0 ; SCENE_DEFAULT
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scene_script .Scene1 ; SCENE_FINISHED
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db 0 ; callbacks
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.Scene0:
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priorityjump .ChooseBattleRoom
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setscene SCENE_FINISHED
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.Scene1:
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end
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.ChooseBattleRoom:
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follow BATTLETOWERHALLWAY_RECEPTIONIST, PLAYER
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callasm .asm_load_battle_room
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jump .WalkToChosenBattleRoom
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.asm_load_battle_room
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ld a, [rSVBK]
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push af
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ld a, BANK(wBTChoiceOfLvlGroup)
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ld [rSVBK], a
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ld a, [wBTChoiceOfLvlGroup]
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ld [wScriptVar], a
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pop af
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ld [rSVBK], a
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ret
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; enter different rooms for different levels to battle against
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; at least it should look like that
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; because all warps lead to the same room
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.WalkToChosenBattleRoom: ; 0x9f5dc
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ifequal 3, .L30L40
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ifequal 4, .L30L40
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ifequal 5, .L50L60
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ifequal 6, .L50L60
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ifequal 7, .L70L80
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ifequal 8, .L70L80
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ifequal 9, .L90L100
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ifequal 10, .L90L100
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo1020Room
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jump .EnterBattleRoom
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.L30L40: ; 0x9f603
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo3040Room
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jump .EnterBattleRoom
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.L50L60: ; 0x9f60a
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo5060Room
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jump .EnterBattleRoom
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.L70L80: ; 0x9f611
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo7080Room
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jump .EnterBattleRoom
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.L90L100: ; 0x9f618
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo90100Room
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jump .EnterBattleRoom
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.EnterBattleRoom: ; 0x9f61f
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faceobject PLAYER, BATTLETOWERHALLWAY_RECEPTIONIST
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opentext
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writetext Text_PleaseStepThisWay
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waitbutton
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closetext
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stopfollow
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applymovement PLAYER, MovementData_BattleTowerHallwayPlayerEntersBattleRoom
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warpcheck
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end
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BattleTowerHallway_MapEvents:
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db 0, 0 ; filler
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db 6 ; warp events
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warp_event 11, 1, BATTLE_TOWER_ELEVATOR, 1
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warp_event 5, 0, BATTLE_TOWER_BATTLE_ROOM, 1
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warp_event 7, 0, BATTLE_TOWER_BATTLE_ROOM, 1
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warp_event 9, 0, BATTLE_TOWER_BATTLE_ROOM, 1
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warp_event 13, 0, BATTLE_TOWER_BATTLE_ROOM, 1
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warp_event 15, 0, BATTLE_TOWER_BATTLE_ROOM, 1
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db 0 ; coord events
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db 0 ; bg events
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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
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