pokeemerald/data/maps/NewMauville_Entrance/scripts.inc

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NewMauville_Entrance_MapScripts::
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map_script MAP_SCRIPT_ON_LOAD, NewMauville_Entrance_OnLoad
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map_script MAP_SCRIPT_ON_TRANSITION, NewMauville_Entrance_OnTransition
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.byte 0
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NewMauville_Entrance_OnLoad:
call_if_eq VAR_NEW_MAUVILLE_STATE, 0, NewMauville_Entrance_EventScript_CloseDoor
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end
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NewMauville_Entrance_EventScript_CloseDoor::
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setmetatile 3, 0, METATILE_Facility_NewMauvilleDoor_Closed_Tile0, TRUE
setmetatile 4, 0, METATILE_Facility_NewMauvilleDoor_Closed_Tile1, TRUE
setmetatile 5, 0, METATILE_Facility_NewMauvilleDoor_Closed_Tile2, TRUE
setmetatile 3, 1, METATILE_Facility_NewMauvilleDoor_Closed_Tile3, TRUE
setmetatile 4, 1, METATILE_Facility_NewMauvilleDoor_Closed_Tile4, TRUE
setmetatile 5, 1, METATILE_Facility_NewMauvilleDoor_Closed_Tile5, TRUE
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return
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NewMauville_Entrance_OnTransition:
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setflag FLAG_LANDMARK_NEW_MAUVILLE
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end
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NewMauville_Entrance_EventScript_Door::
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lockall
applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_WalkInPlaceFasterUp
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waitmovement 0
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msgbox NewMauville_Entrance_Text_DoorIsLocked, MSGBOX_DEFAULT
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checkitem ITEM_BASEMENT_KEY
goto_if_eq VAR_RESULT, FALSE, NewMauville_Entrance_EventScript_DontOpenDoor
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msgbox NewMauville_Entrance_Text_UseBasementKey, MSGBOX_YESNO
goto_if_eq VAR_RESULT, NO, NewMauville_Entrance_EventScript_DontOpenDoor
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msgbox NewMauville_Entrance_Text_UsedBasementKey, MSGBOX_DEFAULT
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setmetatile 3, 0, METATILE_Facility_NewMauvilleDoor_Open_Tile0, FALSE
setmetatile 4, 0, METATILE_Facility_NewMauvilleDoor_Open_Tile1, FALSE
setmetatile 5, 0, METATILE_Facility_NewMauvilleDoor_Open_Tile2, FALSE
setmetatile 3, 1, METATILE_Facility_NewMauvilleDoor_Open_Tile3, TRUE
setmetatile 4, 1, METATILE_Facility_NewMauvilleDoor_Open_Tile4, FALSE
setmetatile 5, 1, METATILE_Facility_NewMauvilleDoor_Open_Tile5, TRUE
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special DrawWholeMapView
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playse SE_BANG
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setvar VAR_NEW_MAUVILLE_STATE, 1
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releaseall
end
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NewMauville_Entrance_EventScript_DontOpenDoor::
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releaseall
end
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NewMauville_Entrance_Text_DoorIsLocked:
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.string "The door is locked.$"
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NewMauville_Entrance_Text_UseBasementKey:
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.string "Use the BASEMENT KEY?$"
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NewMauville_Entrance_Text_UsedBasementKey:
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.string "{PLAYER} used the BASEMENT KEY.\p"
.string "The door opened!$"