.set LOCALID_ATTENDANT, 1 BattleFrontier_BattleTowerCorridor_MapScripts:: map_script MAP_SCRIPT_ON_LOAD, BattleFrontier_BattleTowerCorridor_OnLoad map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattleTowerCorridor_OnFrame .byte 0 BattleFrontier_BattleTowerCorridor_OnLoad: compare VAR_0x8006, 1 goto_if_eq BattleFrontier_BattleTowerCorridor_EventScript_OpenFarDoor setmetatile 12, 0, METATILE_BattleFrontier_CorridorOpenDoor_Top, 0 setmetatile 12, 1, METATILE_BattleFrontier_CorridorOpenDoor_Bottom, 0 end BattleFrontier_BattleTowerCorridor_EventScript_OpenFarDoor:: setmetatile 15, 0, METATILE_BattleFrontier_CorridorOpenDoor_Top, 0 setmetatile 15, 1, METATILE_BattleFrontier_CorridorOpenDoor_Bottom, 0 end BattleFrontier_BattleTowerCorridor_OnFrame: map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattleTowerCorridor_EventScript_EnterCorridor .2byte 0 BattleFrontier_BattleTowerCorridor_EventScript_EnterCorridor:: setvar VAR_TEMP_0, 1 compare VAR_0x8006, 1 goto_if_eq BattleFrontier_BattleTowerCorridor_EventScript_WalkToFarDoor applymovement LOCALID_ATTENDANT, BattleFrontier_BattleTowerCorridor_Movement_AttendantWalkToDoor applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattleTowerCorridor_Movement_PlayerWalkToDoor waitmovement 0 goto BattleFrontier_BattleTowerCorridor_EventScript_WarpToBattleRoom BattleFrontier_BattleTowerCorridor_EventScript_WalkToFarDoor:: applymovement LOCALID_ATTENDANT, BattleFrontier_BattleTowerCorridor_Movement_AttendantWalkToFarDoor applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattleTowerCorridor_Movement_PlayerWalkToFarDoor waitmovement 0 BattleFrontier_BattleTowerCorridor_EventScript_WarpToBattleRoom:: setvar VAR_TEMP_0, 0 warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_BATTLE_ROOM, 255, 4, 8 waitstate end BattleFrontier_BattleTowerCorridor_Movement_PlayerWalkToFarDoor: walk_right BattleFrontier_BattleTowerCorridor_Movement_AttendantWalkToFarDoor: walk_right walk_right BattleFrontier_BattleTowerCorridor_Movement_PlayerWalkToDoor: walk_right BattleFrontier_BattleTowerCorridor_Movement_AttendantWalkToDoor: walk_right walk_right walk_right walk_up set_invisible step_end