pokecrystal/maps/BattleTowerHallway.asm

102 lines
1.9 KiB
NASM

BattleTowerHallway_MapScriptHeader:
.MapTriggers:
db 2
; triggers
dw .Trigger0, 0
dw .Trigger1, 0
.MapCallbacks:
db 0
.Trigger0:
priorityjump .ChooseBattleRoom
dotrigger $1
.Trigger1:
end
.ChooseBattleRoom:
follow $2, PLAYER
callasm .asm_load_battle_room
jump .WalkToChosenBattleRoom
.asm_load_battle_room:
ld a, [rSVBK]
push af
ld a, BANK(wBTChoiceOfLvlGroup)
ld [rSVBK], a
ld a, [wBTChoiceOfLvlGroup]
ld [ScriptVar], a
pop af
ld [rSVBK], a
ret
; enter different rooms for different levels to battle against
; at least it should look like that
; because all warps lead to the same room
.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
applymovement $2, MovementData_0x9e57a
jump .EnterBattleRoom
.L30L40: ; 0x9f603
applymovement $2, MovementData_0x9e57c
jump .EnterBattleRoom
.L50L60: ; 0x9f60a
applymovement $2, MovementData_0x9e586
jump .EnterBattleRoom
.L70L80: ; 0x9f611
applymovement $2, MovementData_0x9e584
jump .EnterBattleRoom
.L90L100: ; 0x9f618
applymovement $2, MovementData_0x9e582
jump .EnterBattleRoom
.EnterBattleRoom: ; 0x9f61f
faceperson PLAYER, $2
loadfont
writetext Text_PleaseStepThisWay
closetext
loadmovesprites
stopfollow
applymovement PLAYER, MovementData_0x9e576
warpcheck
end
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, 0, 0, BattleTowerHallway_MapEventHeader, -1