pokecrystal/maps/BattleTowerHallway.asm

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const_value set 2
const BATTLETOWERHALLWAY_RECEPTIONIST
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BattleTowerHallway_MapScriptHeader:
.MapTriggers:
db 2
; triggers
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dw .Trigger0, 0
dw .Trigger1, 0
.MapCallbacks:
db 0
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.Trigger0:
priorityjump .ChooseBattleRoom
dotrigger $1
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.Trigger1:
end
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.ChooseBattleRoom:
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follow BATTLETOWERHALLWAY_RECEPTIONIST, PLAYER
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callasm .asm_load_battle_room
jump .WalkToChosenBattleRoom
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.asm_load_battle_room:
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ld a, [rSVBK]
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
pop af
ld [rSVBK], a
ret
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; enter different rooms for different levels to battle against
; at least it should look like that
; because all warps lead to the same room
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.WalkToChosenBattleRoom: ; 0x9f5dc
if_equal 3, .L30L40
if_equal 4, .L30L40
if_equal 5, .L50L60
if_equal 6, .L50L60
if_equal 7, .L70L80
if_equal 8, .L70L80
if_equal 9, .L90L100
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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faceperson PLAYER, BATTLETOWERHALLWAY_RECEPTIONIST
loadfont
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writetext Text_PleaseStepThisWay
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waitbutton
closetext
stopfollow
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applymovement PLAYER, MovementData_BattleTowerHallwayPlayerEntersBattleRoom
warpcheck
end
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BattleTowerHallway_MapEventHeader:
; filler
db 0, 0
.Warps:
db 6
warp_def $1, $b, 1, BATTLE_TOWER_ELEVATOR
warp_def $0, $5, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def $0, $7, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def $0, $9, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def $0, $d, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def $0, $f, 1, BATTLE_TOWER_BATTLE_ROOM
.XYTriggers:
db 0
.Signposts:
db 0
.PersonEvents:
db 1
person_event SPRITE_RECEPTIONIST, 2, 11, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, PERSONTYPE_SCRIPT, 0, BattleTowerHallway_MapEventHeader, -1