ref: 8d095cd5b8c8aa120ec4ccb215cd0ee6345a197b
dir: /maps/BattleTowerBattleRoom.asm/
const_value set 2 const BATTLETOWERBATTLEROOM_YOUNGSTER const BATTLETOWERBATTLEROOM_RECEPTIONIST BattleTowerBattleRoom_MapScriptHeader: .SceneScripts: db 2 scene_script .EnterBattleRoom scene_script .DummyScene .MapCallbacks: db 0 .EnterBattleRoom: ; 0x9f419 disappear BATTLETOWERBATTLEROOM_YOUNGSTER priorityjump Script_BattleRoom setscene $1 .DummyScene: end Script_BattleRoom: ; 0x9f421 applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerWalksIn ; beat all 7 opponents in a row Script_BattleRoomLoop: ; 0x9f425 writebyte BATTLETOWERBATTLEROOM_YOUNGSTER special Function_LoadOpponentTrainerAndPokemonsWithOTSprite appear BATTLETOWERBATTLEROOM_YOUNGSTER warpsound waitsfx applymovement BATTLETOWERBATTLEROOM_YOUNGSTER, MovementData_BattleTowerBattleRoomOpponentWalksIn opentext battletowertext 1 buttonsound closetext special BattleTowerBattle ; calls predef startbattle special FadeOutPalettes reloadmap if_not_equal $0, Script_FailedBattleTowerChallenge copybytetovar wNrOfBeatenBattleTowerTrainers ; wcf64 if_equal BATTLETOWER_NROFTRAINERS, Script_BeatenAllTrainers applymovement BATTLETOWERBATTLEROOM_YOUNGSTER, MovementData_BattleTowerBattleRoomOpponentWalksOut warpsound disappear BATTLETOWERBATTLEROOM_YOUNGSTER applymovement BATTLETOWERBATTLEROOM_RECEPTIONIST, MovementData_BattleTowerBattleRoomReceptionistWalksToPlayer applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerTurnsToFaceReceptionist opentext writetext Text_YourPkmnWillBeHealedToFullHealth waitbutton closetext playmusic MUSIC_HEAL special FadeOutPalettes special LoadMapPalettes pause 60 special FadeInPalettes special RestartMapMusic opentext writetext Text_NextUpOpponentNo yesorno iffalse Script_DontBattleNextOpponent Script_ContinueAndBattleNextOpponent: ; 0x9f477 closetext applymovement PLAYER, MovementData_BattleTowerBattleRoomPlayerTurnsToFaceNextOpponent applymovement BATTLETOWERBATTLEROOM_RECEPTIONIST, MovementData_BattleTowerBattleRoomReceptionistWalksAway jump Script_BattleRoomLoop Script_DontBattleNextOpponent: ; 0x9f483 writetext Text_SaveAndEndTheSession yesorno iffalse Script_DontSaveAndEndTheSession writebyte BATTLETOWERACTION_SAVELEVELGROUP ; save level group special BattleTowerAction writebyte BATTLETOWERACTION_SAVEOPTIONS ; choose reward special BattleTowerAction writebyte BATTLETOWERACTION_SAVE_AND_QUIT ; quicksave special BattleTowerAction playsound SFX_SAVE waitsfx special FadeOutPalettes special Reset Script_DontSaveAndEndTheSession: ; 0x9f4a3 writetext Text_CancelYourBattleRoomChallenge yesorno iffalse Script_ContinueAndBattleNextOpponent writebyte BATTLETOWERACTION_CHALLENGECANCELED special BattleTowerAction writebyte BATTLETOWERACTION_06 special BattleTowerAction closetext special FadeOutPalettes warpfacing UP, BATTLE_TOWER_1F, $7, $7 opentext jump Script_BattleTowerHopeToServeYouAgain Script_FailedBattleTowerChallenge: pause 60 special Special_BattleTowerFade warpfacing UP, BATTLE_TOWER_1F, $7, $7 writebyte BATTLETOWERACTION_CHALLENGECANCELED special BattleTowerAction opentext writetext Text_ThanksForVisiting waitbutton closetext end Script_BeatenAllTrainers: ; 0x9f4d9 pause 60 special Special_BattleTowerFade warpfacing UP, BATTLE_TOWER_1F, $7, $7 Script_BeatenAllTrainers2: opentext writetext Text_CongratulationsYouveBeatenAllTheTrainers jump Script_GivePlayerHisPrize UnreferencedScript_0x9f4eb: writebyte BATTLETOWERACTION_CHALLENGECANCELED special BattleTowerAction opentext writetext Text_TooMuchTimeElapsedNoRegister waitbutton closetext end UnreferencedScript_0x9f4f7: writebyte BATTLETOWERACTION_CHALLENGECANCELED special BattleTowerAction writebyte BATTLETOWERACTION_06 special BattleTowerAction opentext writetext Text_ThanksForVisiting writetext Text_WeHopeToServeYouAgain waitbutton closetext end Text_ReturnedAfterSave_Mobile: text "You'll be returned" line "after you SAVE." done BattleTowerBattleRoom_MapEventHeader: ; filler db 0, 0 .Warps: db 2 warp_def 3, 7, 4, BATTLE_TOWER_HALLWAY warp_def 4, 7, 4, BATTLE_TOWER_HALLWAY .CoordEvents: db 0 .BGEvents: db 0 .ObjectEvents: db 2 object_event 4, 0, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_BATTLE_TOWER_BATTLE_ROOM_YOUNGSTER object_event 1, 6, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1