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