pokecrystal/maps/BattleTowerElevator.asm

65 lines
1.4 KiB
NASM

const_value set 2
const BATTLETOWERELEVATOR_RECEPTIONIST
BattleTowerElevator_MapScriptHeader:
.SceneScripts:
db 2
scene_script .Scene0
scene_script .Scene1
.MapCallbacks:
db 0
.Scene0:
priorityjump .RideElevator
setscene $1
.Scene1:
end
.RideElevator:
follow BATTLETOWERELEVATOR_RECEPTIONIST, PLAYER
applymovement BATTLETOWERELEVATOR_RECEPTIONIST, MovementData_BattleTowerElevatorReceptionistWalksIn
applymovement PLAYER, MovementData_BattleTowerElevatorPlayerWalksIn
writebyte BATTLETOWERACTION_0A
special BattleTowerAction
playsound SFX_ELEVATOR
earthquake 60
waitsfx
follow BATTLETOWERELEVATOR_RECEPTIONIST, PLAYER
applymovement BATTLETOWERELEVATOR_RECEPTIONIST, MovementData_BattleTowerElevatorExitElevator
stopfollow
warpsound
disappear BATTLETOWERELEVATOR_RECEPTIONIST
applymovement PLAYER, MovementData_BattleTowerElevatorExitElevator
warpcheck
end
MovementData_BattleTowerElevatorReceptionistWalksIn:
step RIGHT
turn_head DOWN
step_end
MovementData_BattleTowerElevatorPlayerWalksIn:
turn_head DOWN
step_end
BattleTowerElevator_MapEventHeader:
; filler
db 0, 0
.Warps:
db 2
warp_def $3, $1, 1, BATTLE_TOWER_HALLWAY
warp_def $3, $2, 1, BATTLE_TOWER_HALLWAY
.CoordEvents:
db 0
.BGEvents:
db 0
.ObjectEvents:
db 1
object_event SPRITE_RECEPTIONIST, 2, 1, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, MovementData_BattleTowerElevatorReceptionistWalksIn, -1