pokeemerald/data/maps/BattleFrontier_BattlePalaceCorridor/scripts.inc

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.set LOCALID_ATTENDANT, 1
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BattleFrontier_BattlePalaceCorridor_MapScripts::
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map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattlePalaceCorridor_OnFrame
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.byte 0
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BattleFrontier_BattlePalaceCorridor_OnFrame:
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map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattlePalaceCorridor_EventScript_WalkThroughCorridor
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.2byte 0
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BattleFrontier_BattlePalaceCorridor_EventScript_WalkThroughCorridor::
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delay 16
applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_EnterCorridor
applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_EnterCorridor
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waitmovement 0
lockall
palace_getcomment
compare VAR_RESULT, 0
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call_if_eq BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment1
compare VAR_RESULT, 1
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call_if_eq BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment2
compare VAR_RESULT, 2
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call_if_eq BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment3
compare VAR_RESULT, 3
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call_if_eq BattleFrontier_BattlePalaceCorridor_EventScript_StreakComment
compare VAR_RESULT, 4
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call_if_eq BattleFrontier_BattlePalaceCorridor_EventScript_LongStreakComment
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closemessage
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frontier_get FRONTIER_DATA_LVL_MODE
compare VAR_RESULT, FRONTIER_LVL_OPEN
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goto_if_eq BattleFrontier_BattlePalaceCorridor_EventScript_WalkToOpenBattleRoom
applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkTo50BattleRoom
applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkTo50BattleRoom
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waitmovement 0
opendoor 6, 3
waitdooranim
applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantEnterBattleRoom
applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerEnterBattleRoom
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waitmovement 0
closedoor 6, 3
waitdooranim
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goto BattleFrontier_BattlePalaceCorridor_EventScript_WarpToBattleRoom
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BattleFrontier_BattlePalaceCorridor_EventScript_WalkToOpenBattleRoom::
applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkToOpenBattleRoom
applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkToOpenBattleRoom
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waitmovement 0
opendoor 10, 3
waitdooranim
applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantEnterBattleRoom
applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerEnterBattleRoom
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waitmovement 0
closedoor 10, 3
waitdooranim
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BattleFrontier_BattlePalaceCorridor_EventScript_WarpToBattleRoom::
warp MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM, 7, 4
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waitstate
end
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BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment1::
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msgbox BattleFrontier_BattlePalaceCorridor_Text_PeopleAndMonAreSame, MSGBOX_DEFAULT
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return
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BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment2::
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msgbox BattleFrontier_BattlePalaceCorridor_Text_LetMonDoWhatItLikes, MSGBOX_DEFAULT
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return
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BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment3::
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msgbox BattleFrontier_BattlePalaceCorridor_Text_MonDifferentWhenCornered, MSGBOX_DEFAULT
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return
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BattleFrontier_BattlePalaceCorridor_EventScript_StreakComment::
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msgbox BattleFrontier_BattlePalaceCorridor_Text_BeginningToUnderstandNature, MSGBOX_DEFAULT
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return
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BattleFrontier_BattlePalaceCorridor_EventScript_LongStreakComment::
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msgbox BattleFrontier_BattlePalaceCorridor_Text_HeartfeltBondBetweenYouAndMons, MSGBOX_DEFAULT
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return
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BattleFrontier_BattlePalaceCorridor_Movement_EnterCorridor:
walk_up
walk_up
walk_up
walk_up
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step_end
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BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkTo50BattleRoom:
walk_up
walk_up
walk_left
walk_left
walk_up
walk_up
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step_end
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BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkTo50BattleRoom:
walk_up
walk_up
walk_up
walk_left
walk_left
walk_up
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step_end
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BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkToOpenBattleRoom:
walk_up
walk_right
walk_right
walk_up
walk_up
walk_up
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step_end
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BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkToOpenBattleRoom:
walk_up
walk_up
walk_right
walk_right
walk_up
walk_up
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step_end
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BattleFrontier_BattlePalaceCorridor_Movement_PlayerEnterBattleRoom:
walk_up
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BattleFrontier_BattlePalaceCorridor_Movement_AttendantEnterBattleRoom:
walk_up
set_invisible
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step_end
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BattleFrontier_BattlePalaceCorridor_Text_PeopleAndMonAreSame:
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.string "People and POKéMON, they are but\n"
.string "the same…\p"
.string "Their individual nature makes them\n"
.string "good at certain things, and not good\l"
.string "at others.$"
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BattleFrontier_BattlePalaceCorridor_Text_LetMonDoWhatItLikes:
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.string "Rather than trying to make a POKéMON\n"
.string "do what it dislikes, try to let it do\l"
.string "what it likes and is good at doing.\p"
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.string "Put yourself in the POKéMON's position\n"
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.string "and consider what moves it would like.$"
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BattleFrontier_BattlePalaceCorridor_Text_MonDifferentWhenCornered:
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.string "A POKéMON's nature is a remarkable\n"
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.string "thing…\p"
.string "Some POKéMON behave in a completely\n"
.string "different way when they are cornered.$"
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BattleFrontier_BattlePalaceCorridor_Text_BeginningToUnderstandNature:
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.string "Are you beginning to understand how\n"
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.string "a POKéMON's nature makes it behave?$"
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BattleFrontier_BattlePalaceCorridor_Text_HeartfeltBondBetweenYouAndMons:
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.string "Ah… I see a strong, heartfelt bond\n"
.string "between you and your POKéMON…$"