mirror of https://github.com/pret/pokecrystal.git
107 lines
2.8 KiB
NASM
107 lines
2.8 KiB
NASM
const_value set 2
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const ICEPATHB1F_BOULDER1
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const ICEPATHB1F_BOULDER2
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const ICEPATHB1F_BOULDER3
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const ICEPATHB1F_BOULDER4
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const ICEPATHB1F_POKE_BALL
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IcePathB1F_MapScripts:
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.SceneScripts:
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db 0
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.MapCallbacks:
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db 1
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callback MAPCALLBACK_CMDQUEUE, .SetUpStoneTable
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.SetUpStoneTable:
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writecmdqueue .CommandQueue
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return
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.CommandQueue:
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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
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stonetable 4, ICEPATHB1F_BOULDER2, .Boulder2
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stonetable 5, ICEPATHB1F_BOULDER3, .Boulder3
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stonetable 6, ICEPATHB1F_BOULDER4, .Boulder4
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db -1 ; end
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.Boulder1:
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disappear ICEPATHB1F_BOULDER1
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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
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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
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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
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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
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end
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.BoulderFallsThrough:
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playsound SFX_STRENGTH
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earthquake 80
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end
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IcePathB1FBoulder:
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jumpstd strengthboulder
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IcePathB1FIron:
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itemball IRON
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IcePathB1FHiddenMaxPotion:
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hiddenitem EVENT_ICE_PATH_B1F_HIDDEN_MAX_POTION, MAX_POTION
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IcePathBoulderFellThroughText:
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text "The boulder fell"
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line "through."
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done
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IcePathB1F_MapEvents:
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; filler
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db 0, 0
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.Warps:
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db 8
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warp_def 3, 15, 3, ICE_PATH_1F
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warp_def 17, 3, 1, ICE_PATH_B2F_MAHOGANY_SIDE
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warp_def 11, 2, 3, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
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warp_def 4, 7, 4, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
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warp_def 5, 12, 5, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
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warp_def 12, 13, 6, ICE_PATH_B2F_MAHOGANY_SIDE ; hole
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warp_def 5, 25, 4, ICE_PATH_1F
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warp_def 11, 27, 1, ICE_PATH_B2F_BLACKTHORN_SIDE
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.CoordEvents:
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db 0
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.BGEvents:
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db 1
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bg_event 17, 30, BGEVENT_ITEM, IcePathB1FHiddenMaxPotion
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.ObjectEvents:
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db 5
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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
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object_event 7, 8, SPRITE_BOULDER, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_2
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object_event 8, 9, SPRITE_BOULDER, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_3
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object_event 17, 7, SPRITE_BOULDER, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, IcePathB1FBoulder, EVENT_BOULDER_IN_ICE_PATH_4
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object_event 5, 35, SPRITE_POKE_BALL, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, IcePathB1FIron, EVENT_ICE_PATH_B1F_IRON
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