pokecrystal/maps/IcePathB1F.asm

100 lines
2.8 KiB
NASM

const_value set 2
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
.SetUpStoneTable:
writecmdqueue .CommandQueue
return
.CommandQueue:
cmdqueue CMDQUEUE_STONETABLE, .StoneTable ; check if any stones are sitting on a warp
.StoneTable:
stonetable 3, ICEPATHB1F_BOULDER1, .Boulder1
stonetable 4, ICEPATHB1F_BOULDER2, .Boulder2
stonetable 5, ICEPATHB1F_BOULDER3, .Boulder3
stonetable 6, ICEPATHB1F_BOULDER4, .Boulder4
db -1 ; end
.Boulder1:
disappear ICEPATHB1F_BOULDER1
clearevent EVENT_BOULDER_IN_ICE_PATH_1A
jump .FinishBoulder
.Boulder2:
disappear ICEPATHB1F_BOULDER2
clearevent EVENT_BOULDER_IN_ICE_PATH_2A
jump .FinishBoulder
.Boulder3:
disappear ICEPATHB1F_BOULDER3
clearevent EVENT_BOULDER_IN_ICE_PATH_3A
jump .FinishBoulder
.Boulder4:
disappear ICEPATHB1F_BOULDER4
clearevent EVENT_BOULDER_IN_ICE_PATH_4A
jump .FinishBoulder
.FinishBoulder:
pause 30
scall .BoulderFallsThrough
opentext
writetext IcePathBoulderFellThroughText
waitbutton
closetext
end
.BoulderFallsThrough:
playsound SFX_STRENGTH
earthquake 80
end
IcePathB1FBoulder:
jumpstd strengthboulder
IcePathB1FIron:
itemball IRON
IcePathB1FHiddenMaxPotion:
hiddenitem MAX_POTION, EVENT_ICE_PATH_B1F_HIDDEN_MAX_POTION
IcePathBoulderFellThroughText:
text "The boulder fell"
line "through."
done
IcePathB1F_MapEvents:
db 0, 0 ; filler
db 8 ; warp events
warp_event 3, 15, 3, ICE_PATH_1F
warp_event 17, 3, 1, ICE_PATH_B2F_MAHOGANY_SIDE
warp_event 11, 2, 3, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
warp_event 4, 7, 4, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
warp_event 5, 12, 5, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
warp_event 12, 13, 6, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
warp_event 5, 25, 4, ICE_PATH_1F
warp_event 11, 27, 1, ICE_PATH_B2F_BLACKTHORN_SIDE
db 0 ; coord events
db 1 ; bg events
bg_event 17, 30, BGEVENT_ITEM, IcePathB1FHiddenMaxPotion
db 5 ; object events
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