pokeemerald/data/maps/BattleFrontier_BattleTowerCorridor2/scripts.inc

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BattleFrontier_BattleTowerCorridor2_MapScripts:: @ 8248D4A
map_script 3, BattleFrontier_BattleTowerCorridor2_MapScript1_248D5A
map_script 4, BattleFrontier_BattleTowerCorridor2_MapScript2_248D95
map_script 2, BattleFrontier_BattleTowerCorridor2_MapScript2_248DB2
.byte 0
BattleFrontier_BattleTowerCorridor2_MapScript1_248D5A: @ 8248D5A
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compare VAR_FRONTIER_BATTLE_MODE, 2
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call_if_eq BattleFrontier_BattleTowerCorridor2_EventScript_248D71
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compare VAR_FRONTIER_BATTLE_MODE, 3
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call_if_eq BattleFrontier_BattleTowerCorridor2_EventScript_248D91
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end
BattleFrontier_BattleTowerCorridor2_EventScript_248D71:: @ 8248D71
setvar VAR_0x8004, 14
special sub_8161F74
checkplayergender
compare VAR_RESULT, 1
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goto_if_eq BattleFrontier_BattleTowerCorridor2_EventScript_248D8B
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setvar VAR_OBJ_GFX_ID_F, EVENT_OBJ_GFX_BRENDAN_NORMAL
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return
BattleFrontier_BattleTowerCorridor2_EventScript_248D8B:: @ 8248D8B
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setvar VAR_OBJ_GFX_ID_F, EVENT_OBJ_GFX_MAY_NORMAL
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return
BattleFrontier_BattleTowerCorridor2_EventScript_248D91:: @ 8248D91
special sub_813A76C
return
BattleFrontier_BattleTowerCorridor2_MapScript2_248D95: @ 8248D95
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map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattleTowerCorridor2_EventScript_248D9F
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.2byte 0
BattleFrontier_BattleTowerCorridor2_EventScript_248D9F:: @ 8248D9F
hideobjectat EVENT_OBJ_ID_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_CORRIDOR2
hideobjectat 1, MAP_BATTLE_FRONTIER_BATTLE_TOWER_CORRIDOR2
hideobjectat 4, MAP_BATTLE_FRONTIER_BATTLE_TOWER_CORRIDOR2
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special sub_8139980
end
BattleFrontier_BattleTowerCorridor2_MapScript2_248DB2: @ 8248DB2
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map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattleTowerCorridor2_EventScript_248DBC
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.2byte 0
BattleFrontier_BattleTowerCorridor2_EventScript_248DBC:: @ 8248DBC
lockall
setflag FLAG_SPECIAL_FLAG_0x4002
setvar VAR_0x8004, 14
setvar VAR_0x8005, 1
opendoor 1, 1
waitdooranim
clearflag FLAG_SPECIAL_FLAG_0x4002
showobjectat 1, MAP_BATTLE_FRONTIER_BATTLE_TOWER_CORRIDOR2
showobjectat 4, MAP_BATTLE_FRONTIER_BATTLE_TOWER_CORRIDOR2
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applymovement 1, BattleFrontier_BattleTowerCorridor2_Movement_248EE6
applymovement 4, BattleFrontier_BattleTowerCorridor2_Movement_248EE6
waitmovement 0
setflag FLAG_SPECIAL_FLAG_0x4002
setvar VAR_0x8004, 14
setvar VAR_0x8005, 1
closedoor 1, 1
waitdooranim
clearflag FLAG_SPECIAL_FLAG_0x4002
applymovement 1, BattleFrontier_BattleTowerCorridor2_Movement_248EBC
applymovement 4, BattleFrontier_BattleTowerCorridor2_Movement_248EC4
applymovement 3, BattleFrontier_BattleTowerCorridor2_Movement_248ECC
applymovement 2, BattleFrontier_BattleTowerCorridor2_Movement_248ED5
waitmovement 0
delay 40
applymovement 3, BattleFrontier_BattleTowerCorridor2_Movement_2725A6
applymovement 2, BattleFrontier_BattleTowerCorridor2_Movement_2725A6
waitmovement 0
opendoor 7, 1
waitdooranim
applymovement 3, BattleFrontier_BattleTowerCorridor2_Movement_248EE3
applymovement 2, BattleFrontier_BattleTowerCorridor2_Movement_248EE3
applymovement 1, BattleFrontier_BattleTowerCorridor2_Movement_248EDE
applymovement 4, BattleFrontier_BattleTowerCorridor2_Movement_248EDE
waitmovement 0
closedoor 7, 1
waitdooranim
delay 30
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setvar VAR_TEMP_1, 1
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call BattleFrontier_BattleTowerCorridor2_EventScript_248E71
releaseall
end
BattleFrontier_BattleTowerCorridor2_EventScript_248E71:: @ 8248E71
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compare VAR_FRONTIER_BATTLE_MODE, 0
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call_if_eq BattleFrontier_BattleTowerCorridor2_EventScript_248E9E
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compare VAR_FRONTIER_BATTLE_MODE, 1
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call_if_eq BattleFrontier_BattleTowerCorridor2_EventScript_248E9E
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compare VAR_FRONTIER_BATTLE_MODE, 2
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call_if_eq BattleFrontier_BattleTowerCorridor2_EventScript_248EA8
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compare VAR_FRONTIER_BATTLE_MODE, 3
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call_if_eq BattleFrontier_BattleTowerCorridor2_EventScript_248EB2
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return
BattleFrontier_BattleTowerCorridor2_EventScript_248E9E:: @ 8248E9E
warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_BATTLE_ROOM, 255, 4, 8
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waitstate
return
BattleFrontier_BattleTowerCorridor2_EventScript_248EA8:: @ 8248EA8
warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_BATTLE_ROOM2, 255, 4, 5
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waitstate
return
BattleFrontier_BattleTowerCorridor2_EventScript_248EB2:: @ 8248EB2
warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_BATTLE_ROOM2, 255, 4, 5
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waitstate
return
BattleFrontier_BattleTowerCorridor2_Movement_248EBC: @ 8248EBC
walk_down
walk_right
walk_right
walk_right
walk_right
walk_right
walk_right
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step_end
BattleFrontier_BattleTowerCorridor2_Movement_248EC4: @ 8248EC4
walk_down
walk_left
walk_left
walk_left
walk_left
walk_left
walk_left
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step_end
BattleFrontier_BattleTowerCorridor2_Movement_248ECC: @ 8248ECC
walk_right
walk_right
walk_right
walk_right
walk_right
walk_right
walk_up
walk_in_place_fastest_right
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step_end
BattleFrontier_BattleTowerCorridor2_Movement_248ED5: @ 8248ED5
walk_left
walk_left
walk_left
walk_left
walk_left
walk_left
walk_up
walk_in_place_fastest_left
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step_end
BattleFrontier_BattleTowerCorridor2_Movement_248EDE: @ 8248EDE
delay_16
walk_up
walk_up
set_invisible
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step_end
BattleFrontier_BattleTowerCorridor2_Movement_248EE3: @ 8248EE3
walk_up
set_invisible
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step_end
BattleFrontier_BattleTowerCorridor2_Movement_248EE6: @ 8248EE6
walk_down
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step_end