shithub: pokecrystal

ref: 48f4f2366e84483f58ad190db649ea2361ed2e01
dir: /maps/TrainerHouseB1F.asm/

View raw version
	const_def 2 ; object constants
	const TRAINERHOUSEB1F_RECEPTIONIST
	const TRAINERHOUSEB1F_CHRIS

TrainerHouseB1F_MapScripts:
	db 1 ; scene scripts
	scene_script .DummyScene ; SCENE_DEFAULT

	db 0 ; callbacks

.DummyScene:
	end

TrainerHouseReceptionistScript:
	spriteface PLAYER, UP
	opentext
	checkflag ENGINE_FOUGHT_IN_TRAINER_HALL_TODAY
	iftrue .FoughtTooManyTimes
	writetext TrainerHouseB1FIntroText
	buttonsound
	special TrainerHouse
	iffalse .GetCal3Name
	trainertotext CAL, CAL2, MEM_BUFFER_0
	jump .GotName

.GetCal3Name:
	trainertotext CAL, CAL3, MEM_BUFFER_0
.GotName:
	writetext TrainerHouseB1FYourOpponentIsText
	buttonsound
	writetext TrainerHouseB1FAskWantToBattleText
	yesorno
	iffalse .Declined
	setflag ENGINE_FOUGHT_IN_TRAINER_HALL_TODAY
	writetext TrainerHouseB1FGoRightInText
	waitbutton
	closetext
	applymovement PLAYER, Movement_EnterTrainerHouseBattleRoom
	opentext
	writetext TrainerHouseB1FCalBeforeText
	waitbutton
	closetext
	special TrainerHouse
	iffalse .NoSpecialBattle
	winlosstext TrainerHouseB1FCalBeatenText, 0
	setlasttalked TRAINERHOUSEB1F_CHRIS
	loadtrainer CAL, CAL2
	startbattle
	reloadmapafterbattle
	iffalse .End
.NoSpecialBattle:
	winlosstext TrainerHouseB1FCalBeatenText, 0
	setlasttalked TRAINERHOUSEB1F_CHRIS
	loadtrainer CAL, CAL3
	startbattle
	reloadmapafterbattle
.End:
	applymovement PLAYER, Movement_ExitTrainerHouseBattleRoom
	end

.Declined:
	writetext TrainerHouseB1FPleaseComeAgainText
	waitbutton
	closetext
	applymovement PLAYER, Movement_TrainerHouseTurnBack
	end

.FoughtTooManyTimes:
	writetext TrainerHouseB1FSecondChallengeDeniedText
	waitbutton
	closetext
	applymovement PLAYER, Movement_TrainerHouseTurnBack
	end

Movement_EnterTrainerHouseBattleRoom:
	step LEFT
	step LEFT
	step LEFT
	step DOWN
	step DOWN
	step DOWN
	step DOWN
	step DOWN
	step DOWN
	step DOWN
	step DOWN
	step LEFT
	turn_head RIGHT
	step_end

Movement_ExitTrainerHouseBattleRoom:
	step UP
	step UP
	step UP
	step RIGHT
	step UP
	step UP
	step UP
	step UP
	step UP
	step RIGHT
	step RIGHT
	step RIGHT
	step RIGHT
	step_end

Movement_TrainerHouseTurnBack:
	step RIGHT
	turn_head LEFT
	step_end

TrainerHouseB1FIntroText:
	text "Hi. Welcome to our"
	line "TRAINING HALL."

	para "You may battle a"
	line "trainer once per"
	cont "day."
	done

TrainerHouseB1FYourOpponentIsText:
	text_from_ram StringBuffer3
	text " is your"
	line "opponent today."
	done

TrainerHouseB1FAskWantToBattleText:
	text "Would you like to"
	line "battle?"
	done

TrainerHouseB1FGoRightInText:
	text "Please go right"
	line "through."

	para "You may begin"
	line "right away."
	done

TrainerHouseB1FPleaseComeAgainText:
	text "Sorry. Only those"
	line "trainers who will"

	para "be battling are"
	line "allowed to go in."
	done

TrainerHouseB1FSecondChallengeDeniedText:
	text "I'm sorry."
	line "This would be your"

	para "second time today."
	line "You're permitted"

	para "to enter just once"
	line "a day."
	done

TrainerHouseB1FCalBeatenText:
	text "I lost…"
	line "Darn…"
	done

TrainerHouseB1FCalBeforeText:
	text "I traveled out"
	line "here just so I"
	cont "could battle you."
	done

TrainerHouseB1F_MapEvents:
	db 0, 0 ; filler

	db 1 ; warp events
	warp_event  9,  4, TRAINER_HOUSE_1F, 3

	db 1 ; coord events
	coord_event  7,  3, SCENE_DEFAULT, TrainerHouseReceptionistScript

	db 0 ; bg events

	db 2 ; object events
	object_event  7,  1, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1
	object_event  6, 11, SPRITE_CHRIS, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1