pokeemerald/data/maps/BattleFrontier_BattleTowerElevator/scripts.inc

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.set LOCALID_ATTENDANT, 1
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BattleFrontier_BattleTowerElevator_MapScripts::
map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattleTowerElevator_OnFrame
map_script MAP_SCRIPT_ON_WARP_INTO_MAP_TABLE, BattleFrontier_BattleTowerElevator_OnWarp
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.byte 0
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BattleFrontier_BattleTowerElevator_OnFrame:
map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattleTowerElevator_EventScript_EnterElevator
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.2byte 0
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BattleFrontier_BattleTowerElevator_EventScript_EnterElevator::
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setvar VAR_TEMP_0, 1
applymovement LOCALID_ATTENDANT, BattleFrontier_BattleTowerElevator_Movement_AttendantEnter
applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattleTowerElevator_Movement_PlayerEnter
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waitmovement 0
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special BufferBattleTowerElevatorFloors
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waitse
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special MoveElevator
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waitstate
delay 48
applymovement LOCALID_ATTENDANT, BattleFrontier_BattleTowerElevator_Movement_AttendantExit
applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattleTowerElevator_Movement_PlayerExit
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waitmovement 0
call BattleFrontier_BattleTowerElevator_EventScript_WarpToNextRoom
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end
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BattleFrontier_BattleTowerElevator_EventScript_WarpToNextRoom::
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compare VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_SINGLES
call_if_eq BattleFrontier_BattleTowerElevator_EventScript_WarpToCorridor
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compare VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_DOUBLES
call_if_eq BattleFrontier_BattleTowerElevator_EventScript_WarpToCorridor
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compare VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_MULTIS
call_if_eq BattleFrontier_BattleTowerElevator_EventScript_WarpToNextRoomMulti
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compare VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_LINK_MULTIS
call_if_eq BattleFrontier_BattleTowerElevator_EventScript_WarpToCorridorMulti
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return
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BattleFrontier_BattleTowerElevator_EventScript_WarpToCorridor::
warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_CORRIDOR, 255, 8, 1
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waitstate
return
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BattleFrontier_BattleTowerElevator_EventScript_WarpToNextRoomMulti::
goto_if_unset FLAG_CHOSEN_MULTI_BATTLE_NPC_PARTNER, BattleFrontier_BattleTowerElevator_EventScript_WarpToPartnerRoom
warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR, 255, 7, 2
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waitstate
return
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BattleFrontier_BattleTowerElevator_EventScript_WarpToCorridorMulti::
warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR, 255, 7, 2
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waitstate
return
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BattleFrontier_BattleTowerElevator_EventScript_WarpToPartnerRoom::
warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_PARTNER_ROOM, 255, 10, 1
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waitstate
return
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BattleFrontier_BattleTowerElevator_Movement_AttendantEnter:
walk_up
walk_right
face_down
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step_end
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BattleFrontier_BattleTowerElevator_Movement_PlayerEnter:
walk_up
walk_up
face_down
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step_end
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BattleFrontier_BattleTowerElevator_Movement_AttendantExit:
walk_down
walk_down
set_invisible
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step_end
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BattleFrontier_BattleTowerElevator_Movement_PlayerExit:
walk_right
walk_down
walk_down
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step_end
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BattleFrontier_BattleTowerElevator_OnWarp:
map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattleTowerElevator_EventScript_TurnPlayerNorth
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.2byte 0
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BattleFrontier_BattleTowerElevator_EventScript_TurnPlayerNorth::
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setvar VAR_TEMP_1, 1
turnobject OBJ_EVENT_ID_PLAYER, DIR_NORTH
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end