pokecrystal-board/maps/BattleTowerBattleRoom.asm
Remy Oukaour c05b7f41dd Renaming: (fix #412)
- MapTriggers / maptrigger → SceneScripts / scene_script
- XYTriggers / xy_trigger → CoordEvents / coord_event
- Signposts / signpost → BGEvents / bg_event
- PersonEvents / person_event → ObjectEvents / object_event
2017-12-24 14:33:17 -05:00

162 lines
4.4 KiB
NASM

const_value set 2
const BATTLETOWERBATTLEROOM_YOUNGSTER
const BATTLETOWERBATTLEROOM_RECEPTIONIST
BattleTowerBattleRoom_MapScriptHeader:
.SceneScripts:
db 2
scene_script .EnterBattleRoom
scene_script .DummyScene
.MapCallbacks:
db 0
.EnterBattleRoom: ; 0x9f419
disappear BATTLETOWERBATTLEROOM_YOUNGSTER
priorityjump Script_BattleRoom
setscene $1
.DummyScene:
end
Script_BattleRoom: ; 0x9f421
applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerWalksIn
; beat all 7 opponents in a row
Script_BattleRoomLoop: ; 0x9f425
writebyte BATTLETOWERBATTLEROOM_YOUNGSTER
special Function_LoadOpponentTrainerAndPokemonsWithOTSprite
appear BATTLETOWERBATTLEROOM_YOUNGSTER
warpsound
waitsfx
applymovement BATTLETOWERBATTLEROOM_YOUNGSTER, MovementData_BattleTowerBattleRoomOpponentWalksIn
opentext
battletowertext 1
buttonsound
closetext
special BattleTowerBattle ; calls predef startbattle
special FadeOutPalettes
reloadmap
if_not_equal $0, Script_FailedBattleTowerChallenge
copybytetovar wNrOfBeatenBattleTowerTrainers ; wcf64
if_equal BATTLETOWER_NROFTRAINERS, Script_BeatenAllTrainers
applymovement BATTLETOWERBATTLEROOM_YOUNGSTER, MovementData_BattleTowerBattleRoomOpponentWalksOut
warpsound
disappear BATTLETOWERBATTLEROOM_YOUNGSTER
applymovement BATTLETOWERBATTLEROOM_RECEPTIONIST, MovementData_BattleTowerBattleRoomReceptionistWalksToPlayer
applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerTurnsToFaceReceptionist
opentext
writetext Text_YourPkmnWillBeHealedToFullHealth
waitbutton
closetext
playmusic MUSIC_HEAL
special FadeOutPalettes
special LoadMapPalettes
pause 60
special FadeInPalettes
special RestartMapMusic
opentext
writetext Text_NextUpOpponentNo
yesorno
iffalse Script_DontBattleNextOpponent
Script_ContinueAndBattleNextOpponent: ; 0x9f477
closetext
applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerTurnsToFaceNextOpponent
applymovement BATTLETOWERBATTLEROOM_RECEPTIONIST, MovementData_BattleTowerBattleRoomReceptionistWalksAway
jump Script_BattleRoomLoop
Script_DontBattleNextOpponent: ; 0x9f483
writetext Text_SaveAndEndTheSession
yesorno
iffalse Script_DontSaveAndEndTheSession
writebyte BATTLETOWERACTION_SAVELEVELGROUP ; save level group
special BattleTowerAction
writebyte BATTLETOWERACTION_SAVEOPTIONS ; choose reward
special BattleTowerAction
writebyte BATTLETOWERACTION_SAVE_AND_QUIT ; quicksave
special BattleTowerAction
playsound SFX_SAVE
waitsfx
special FadeOutPalettes
special Reset
Script_DontSaveAndEndTheSession: ; 0x9f4a3
writetext Text_CancelYourBattleRoomChallenge
yesorno
iffalse Script_ContinueAndBattleNextOpponent
writebyte BATTLETOWERACTION_CHALLENGECANCELED
special BattleTowerAction
writebyte BATTLETOWERACTION_06
special BattleTowerAction
closetext
special FadeOutPalettes
warpfacing UP, BATTLE_TOWER_1F, $7, $7
opentext
jump Script_BattleTowerHopeToServeYouAgain
Script_FailedBattleTowerChallenge:
pause 60
special Special_BattleTowerFade
warpfacing UP, BATTLE_TOWER_1F, $7, $7
writebyte BATTLETOWERACTION_CHALLENGECANCELED
special BattleTowerAction
opentext
writetext Text_ThanksForVisiting
waitbutton
closetext
end
Script_BeatenAllTrainers: ; 0x9f4d9
pause 60
special Special_BattleTowerFade
warpfacing UP, BATTLE_TOWER_1F, $7, $7
Script_BeatenAllTrainers2:
opentext
writetext Text_CongratulationsYouveBeatenAllTheTrainers
jump Script_GivePlayerHisPrize
UnreferencedScript_0x9f4eb:
writebyte BATTLETOWERACTION_CHALLENGECANCELED
special BattleTowerAction
opentext
writetext Text_TooMuchTimeElapsedNoRegister
waitbutton
closetext
end
UnreferencedScript_0x9f4f7:
writebyte BATTLETOWERACTION_CHALLENGECANCELED
special BattleTowerAction
writebyte BATTLETOWERACTION_06
special BattleTowerAction
opentext
writetext Text_ThanksForVisiting
writetext Text_WeHopeToServeYouAgain
waitbutton
closetext
end
Text_ReturnedAfterSave_Mobile:
text "You'll be returned"
line "after you SAVE."
done
BattleTowerBattleRoom_MapEventHeader:
; filler
db 0, 0
.Warps:
db 2
warp_def $7, $3, 4, BATTLE_TOWER_HALLWAY
warp_def $7, $4, 4, BATTLE_TOWER_HALLWAY
.CoordEvents:
db 0
.BGEvents:
db 0
.ObjectEvents:
db 2
object_event SPRITE_YOUNGSTER, 0, 4, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_BATTLE_TOWER_BATTLE_ROOM_YOUNGSTER
object_event SPRITE_RECEPTIONIST, 6, 1, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1