mirror of https://github.com/pret/pokecrystal.git
102 lines
1.9 KiB
NASM
102 lines
1.9 KiB
NASM
BattleTowerHallway_MapScriptHeader:
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.MapTriggers:
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db 2
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; triggers
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dw .Trigger0, 0
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dw .Trigger1, 0
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.MapCallbacks:
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db 0
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.Trigger0:
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priorityjump .ChooseBattleRoom
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dotrigger $1
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.Trigger1:
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end
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.ChooseBattleRoom:
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follow $2, 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 $2, MovementData_0x9e57a
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jump .EnterBattleRoom
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.L30L40: ; 0x9f603
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applymovement $2, MovementData_0x9e57c
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jump .EnterBattleRoom
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.L50L60: ; 0x9f60a
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applymovement $2, MovementData_0x9e586
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jump .EnterBattleRoom
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.L70L80: ; 0x9f611
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applymovement $2, MovementData_0x9e584
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jump .EnterBattleRoom
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.L90L100: ; 0x9f618
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applymovement $2, MovementData_0x9e582
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jump .EnterBattleRoom
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.EnterBattleRoom: ; 0x9f61f
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faceperson PLAYER, $2
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loadfont
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writetext Text_PleaseStepThisWay
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closetext
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loadmovesprites
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stopfollow
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applymovement PLAYER, MovementData_0x9e576
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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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.XYTriggers:
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db 0
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.Signposts:
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db 0
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.PersonEvents:
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db 1
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person_event SPRITE_RECEPTIONIST, 2, 11, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, 0, 0, BattleTowerHallway_MapEventHeader, -1
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