pokecrystal/maps/BattleTowerHallway.asm

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const_value set 2 ; person constants
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const BATTLETOWERHALLWAY_RECEPTIONIST
BattleTowerHallway_MapScripts:
db 2 ; scene scripts
scene_script .Scene0
scene_script .Scene1
db 0 ; callbacks
.Scene0:
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priorityjump .ChooseBattleRoom
setscene 1
.Scene1:
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
.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
faceobject PLAYER, BATTLETOWERHALLWAY_RECEPTIONIST
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opentext
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writetext Text_PleaseStepThisWay
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waitbutton
closetext
stopfollow
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applymovement PLAYER, MovementData_BattleTowerHallwayPlayerEntersBattleRoom
warpcheck
end
BattleTowerHallway_MapEvents:
db 0, 0 ; filler
db 6 ; warp events
warp_event 11, 1, 1, BATTLE_TOWER_ELEVATOR
warp_event 5, 0, 1, BATTLE_TOWER_BATTLE_ROOM
warp_event 7, 0, 1, BATTLE_TOWER_BATTLE_ROOM
warp_event 9, 0, 1, BATTLE_TOWER_BATTLE_ROOM
warp_event 13, 0, 1, BATTLE_TOWER_BATTLE_ROOM
warp_event 15, 0, 1, BATTLE_TOWER_BATTLE_ROOM
db 0 ; coord events
db 0 ; bg events
db 1 ; object events
object_event 11, 2, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BattleTowerHallway_MapEvents, -1