mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-09-09 09:51:34 -07:00
c05b7f41dd
- MapTriggers / maptrigger → SceneScripts / scene_script - XYTriggers / xy_trigger → CoordEvents / coord_event - Signposts / signpost → BGEvents / bg_event - PersonEvents / person_event → ObjectEvents / object_event
103 lines
2.3 KiB
NASM
103 lines
2.3 KiB
NASM
const_value set 2
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const BATTLETOWERHALLWAY_RECEPTIONIST
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BattleTowerHallway_MapScriptHeader:
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.SceneScripts:
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db 2
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scene_script .Scene0
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scene_script .Scene1
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.MapCallbacks:
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db 0
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.Scene0:
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priorityjump .ChooseBattleRoom
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setscene $1
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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 [ScriptVar], 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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if_equal 3, .L30L40
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if_equal 4, .L30L40
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if_equal 5, .L50L60
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if_equal 6, .L50L60
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if_equal 7, .L70L80
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if_equal 8, .L70L80
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if_equal 9, .L90L100
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if_equal 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_MapEventHeader:
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; filler
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db 0, 0
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.Warps:
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db 6
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warp_def $1, $b, 1, BATTLE_TOWER_ELEVATOR
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warp_def $0, $5, 1, BATTLE_TOWER_BATTLE_ROOM
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warp_def $0, $7, 1, BATTLE_TOWER_BATTLE_ROOM
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warp_def $0, $9, 1, BATTLE_TOWER_BATTLE_ROOM
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warp_def $0, $d, 1, BATTLE_TOWER_BATTLE_ROOM
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warp_def $0, $f, 1, BATTLE_TOWER_BATTLE_ROOM
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.CoordEvents:
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db 0
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.BGEvents:
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db 0
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.ObjectEvents:
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db 1
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object_event SPRITE_RECEPTIONIST, 2, 11, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BattleTowerHallway_MapEventHeader, -1
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