pokecrystal-board/maps/BattleTowerBattleRoom.asm
vulcandth c3331eb7b1
Rename scene and callback labels (#981)
Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
2022-08-09 18:04:18 -04:00

154 lines
4.5 KiB
NASM

object_const_def
const BATTLETOWERBATTLEROOM_YOUNGSTER
const BATTLETOWERBATTLEROOM_RECEPTIONIST
BattleTowerBattleRoom_MapScripts:
def_scene_scripts
scene_script BattleTowerBattleRoomEnterScene, SCENE_BATTLETOWERBATTLEROOM_ENTER
scene_script BattleTowerBattleRoomNoopScene, SCENE_BATTLETOWERBATTLEROOM_NOOP
def_callbacks
BattleTowerBattleRoomEnterScene:
disappear BATTLETOWERBATTLEROOM_YOUNGSTER
sdefer Script_BattleRoom
setscene SCENE_BATTLETOWERBATTLEROOM_NOOP
; fallthrough
BattleTowerBattleRoomNoopScene:
end
Script_BattleRoom:
applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerWalksIn
; beat all 7 opponents in a row
Script_BattleRoomLoop:
setval BATTLETOWERBATTLEROOM_YOUNGSTER
special LoadOpponentTrainerAndPokemonWithOTSprite
appear BATTLETOWERBATTLEROOM_YOUNGSTER
warpsound
waitsfx
applymovement BATTLETOWERBATTLEROOM_YOUNGSTER, MovementData_BattleTowerBattleRoomOpponentWalksIn
opentext
battletowertext BATTLETOWERTEXT_INTRO
promptbutton
closetext
special BattleTowerBattle ; predef StartBattle
special FadeOutPalettes
reloadmap
ifnotequal $0, Script_FailedBattleTowerChallenge
readmem wNrOfBeatenBattleTowerTrainers
ifequal BATTLETOWER_STREAK_LENGTH, Script_BeatenAllTrainers
applymovement BATTLETOWERBATTLEROOM_YOUNGSTER, MovementData_BattleTowerBattleRoomOpponentWalksOut
warpsound
disappear BATTLETOWERBATTLEROOM_YOUNGSTER
applymovement BATTLETOWERBATTLEROOM_RECEPTIONIST, MovementData_BattleTowerBattleRoomReceptionistWalksToPlayer
applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerTurnsToFaceReceptionist
opentext
writetext Text_YourMonWillBeHealedToFullHealth
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:
closetext
applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerTurnsToFaceNextOpponent
applymovement BATTLETOWERBATTLEROOM_RECEPTIONIST, MovementData_BattleTowerBattleRoomReceptionistWalksAway
sjump Script_BattleRoomLoop
Script_DontBattleNextOpponent:
writetext Text_SaveAndEndTheSession
yesorno
iffalse Script_DontSaveAndEndTheSession
setval BATTLETOWERACTION_SAVELEVELGROUP ; save level group
special BattleTowerAction
setval BATTLETOWERACTION_SAVEOPTIONS ; choose reward
special BattleTowerAction
setval BATTLETOWERACTION_SAVE_AND_QUIT ; quicksave
special BattleTowerAction
playsound SFX_SAVE
waitsfx
special FadeOutPalettes
special Reset
Script_DontSaveAndEndTheSession:
writetext Text_CancelYourBattleRoomChallenge
yesorno
iffalse Script_ContinueAndBattleNextOpponent
setval BATTLETOWERACTION_CHALLENGECANCELED
special BattleTowerAction
setval BATTLETOWERACTION_06
special BattleTowerAction
closetext
special FadeOutPalettes
warpfacing UP, BATTLE_TOWER_1F, 7, 7
opentext
sjump Script_BattleTowerHopeToServeYouAgain
Script_FailedBattleTowerChallenge:
pause 60
special BattleTowerFade
warpfacing UP, BATTLE_TOWER_1F, 7, 7
setval BATTLETOWERACTION_CHALLENGECANCELED
special BattleTowerAction
opentext
writetext Text_ThanksForVisiting
waitbutton
closetext
end
Script_BeatenAllTrainers:
pause 60
special BattleTowerFade
warpfacing UP, BATTLE_TOWER_1F, 7, 7
Script_BeatenAllTrainers2:
opentext
writetext Text_CongratulationsYouveBeatenAllTheTrainers
sjump Script_GivePlayerHisPrize
Script_TooMuchTimeElapsedNoRegister: ; unreferenced
setval BATTLETOWERACTION_CHALLENGECANCELED
special BattleTowerAction
opentext
writetext Text_TooMuchTimeElapsedNoRegister
waitbutton
closetext
end
Script_ChallengeCanceled: ; unreferenced
setval BATTLETOWERACTION_CHALLENGECANCELED
special BattleTowerAction
setval BATTLETOWERACTION_06
special BattleTowerAction
opentext
writetext Text_ThanksForVisiting
writetext Text_WeHopeToServeYouAgain
waitbutton
closetext
end
Text_ReturnedAfterSave_Mobile: ; unreferenced
text "You'll be returned"
line "after you SAVE."
done
BattleTowerBattleRoom_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 3, 7, BATTLE_TOWER_HALLWAY, 4
warp_event 4, 7, BATTLE_TOWER_HALLWAY, 4
def_coord_events
def_bg_events
def_object_events
object_event 4, 0, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_BATTLE_TOWER_BATTLE_ROOM_YOUNGSTER
object_event 1, 6, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1