mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
c3331eb7b1
Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
95 lines
2.5 KiB
NASM
95 lines
2.5 KiB
NASM
object_const_def
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const BATTLETOWERHALLWAY_RECEPTIONIST
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BattleTowerHallway_MapScripts:
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def_scene_scripts
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scene_script BattleTowerHallwayEnterScene, SCENE_BATTLETOWERHALLWAY_ENTER
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scene_script BattleTowerHallwayNoopScene, SCENE_BATTLETOWERHALLWAY_NOOP
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def_callbacks
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BattleTowerHallwayEnterScene:
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sdefer BattleTowerHallwayChooseBattleRoomScript
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setscene SCENE_BATTLETOWERHALLWAY_NOOP
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; fallthrough
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BattleTowerHallwayNoopScene:
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end
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BattleTowerHallwayChooseBattleRoomScript:
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follow BATTLETOWERHALLWAY_RECEPTIONIST, PLAYER
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callasm .asm_load_battle_room
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sjump .WalkToChosenBattleRoom
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.asm_load_battle_room
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ldh a, [rSVBK]
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push af
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ld a, BANK(wBTChoiceOfLvlGroup)
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ldh [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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ldh [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:
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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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sjump .EnterBattleRoom
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.L30L40:
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo3040Room
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sjump .EnterBattleRoom
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.L50L60:
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo5060Room
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sjump .EnterBattleRoom
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.L70L80:
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo7080Room
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sjump .EnterBattleRoom
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.L90L100:
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applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo90100Room
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sjump .EnterBattleRoom
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.EnterBattleRoom:
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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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def_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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def_coord_events
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def_bg_events
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def_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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