pokecrystal/maps/IcePathB1F.asm

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const_def 2 ; object constants
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const ICEPATHB1F_BOULDER1
const ICEPATHB1F_BOULDER2
const ICEPATHB1F_BOULDER3
const ICEPATHB1F_BOULDER4
const ICEPATHB1F_POKE_BALL
IcePathB1F_MapScripts:
db 0 ; scene scripts
db 1 ; callbacks
callback MAPCALLBACK_CMDQUEUE, .SetUpStoneTable
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.SetUpStoneTable:
writecmdqueue .CommandQueue
return
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.CommandQueue:
cmdqueue CMDQUEUE_STONETABLE, .StoneTable ; check if any stones are sitting on a warp
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.StoneTable:
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stonetable 3, ICEPATHB1F_BOULDER1, .Boulder1
stonetable 4, ICEPATHB1F_BOULDER2, .Boulder2
stonetable 5, ICEPATHB1F_BOULDER3, .Boulder3
stonetable 6, ICEPATHB1F_BOULDER4, .Boulder4
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db -1 ; end
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.Boulder1:
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disappear ICEPATHB1F_BOULDER1
clearevent EVENT_BOULDER_IN_ICE_PATH_1A
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jump .FinishBoulder
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.Boulder2:
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disappear ICEPATHB1F_BOULDER2
clearevent EVENT_BOULDER_IN_ICE_PATH_2A
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jump .FinishBoulder
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.Boulder3:
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disappear ICEPATHB1F_BOULDER3
clearevent EVENT_BOULDER_IN_ICE_PATH_3A
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jump .FinishBoulder
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.Boulder4:
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disappear ICEPATHB1F_BOULDER4
clearevent EVENT_BOULDER_IN_ICE_PATH_4A
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jump .FinishBoulder
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.FinishBoulder:
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pause 30
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scall .BoulderFallsThrough
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opentext
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writetext IcePathBoulderFellThroughText
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waitbutton
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closetext
end
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.BoulderFallsThrough:
playsound SFX_STRENGTH
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earthquake 80
end
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IcePathB1FBoulder:
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jumpstd strengthboulder
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IcePathB1FIron:
itemball IRON
IcePathB1FHiddenMaxPotion:
hiddenitem MAX_POTION, EVENT_ICE_PATH_B1F_HIDDEN_MAX_POTION
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IcePathBoulderFellThroughText:
text "The boulder fell"
line "through."
done
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IcePathB1F_MapEvents:
db 0, 0 ; filler
db 8 ; warp events
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warp_event 3, 15, ICE_PATH_1F, 3
warp_event 17, 3, ICE_PATH_B2F_MAHOGANY_SIDE, 1
warp_event 11, 2, ICE_PATH_B2F_MAHOGANY_SIDE, 3 ; hole
warp_event 4, 7, ICE_PATH_B2F_MAHOGANY_SIDE, 4 ; hole
warp_event 5, 12, ICE_PATH_B2F_MAHOGANY_SIDE, 5 ; hole
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warp_event 12, 13, ICE_PATH_B2F_MAHOGANY_SIDE, 6 ; hole
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warp_event 5, 25, ICE_PATH_1F, 4
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warp_event 11, 27, ICE_PATH_B2F_BLACKTHORN_SIDE, 1
db 0 ; coord events
db 1 ; bg events
bg_event 17, 30, BGEVENT_ITEM, IcePathB1FHiddenMaxPotion
db 5 ; object events
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object_event 11, 7, SPRITE_BOULDER, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_1
object_event 7, 8, SPRITE_BOULDER, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_2
object_event 8, 9, SPRITE_BOULDER, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_3
object_event 17, 7, SPRITE_BOULDER, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_4
object_event 5, 35, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, IcePathB1FIron, EVENT_ICE_PATH_B1F_IRON