ref: 95ec2cf039f0efdc6dadfb6fe766ace231a1b6b1
dir: /scripts/PokemonMansion1F.asm/
PokemonMansion1F_Script: call Mansion1Subscript1 call EnableAutoTextBoxDrawing ld hl, Mansion1TrainerHeader0 ld de, PokemonMansion1F_ScriptPointers ld a, [wPokemonMansion1FCurScript] call ExecuteCurMapScriptInTable ld [wPokemonMansion1FCurScript], a ret Mansion1Subscript1: ld hl, wCurrentMapScriptFlags bit 5, [hl] res 5, [hl] ret z CheckEvent EVENT_MANSION_SWITCH_ON jr nz, .asm_442ec lb bc, 6, 12 call Mansion1Script_4430b lb bc, 3, 8 call Mansion1Script_44304 lb bc, 8, 10 call Mansion1Script_44304 lb bc, 13, 13 jp Mansion1Script_44304 .asm_442ec lb bc, 6, 12 call Mansion1Script_44304 lb bc, 3, 8 call Mansion1Script_4430b lb bc, 8, 10 call Mansion1Script_4430b lb bc, 13, 13 jp Mansion1Script_4430b Mansion1Script_44304: ld a, $2d ld [wNewTileBlockID], a jr Mansion1ReplaceBlock Mansion1Script_4430b: ld a, $e ld [wNewTileBlockID], a Mansion1ReplaceBlock: predef ReplaceTileBlock ret Mansion1Script_Switches:: ld a, [wSpritePlayerStateData1FacingDirection] cp SPRITE_FACING_UP ret nz xor a ldh [hJoyHeld], a ld a, $4 ldh [hSpriteIndexOrTextID], a jp DisplayTextID PokemonMansion1F_ScriptPointers: dw CheckFightingMapTrainers dw DisplayEnemyTrainerTextAndStartBattle dw EndTrainerBattle PokemonMansion1F_TextPointers: dw Mansion1Text1 dw PickUpItemText dw PickUpItemText dw Mansion1Text4 Mansion1TrainerHeader0: trainer EVENT_BEAT_MANSION_1_TRAINER_0, 3, Mansion1BattleText2, Mansion1EndBattleText2, Mansion1AfterBattleText2 db -1 ; end Mansion1Text1: text_asm ld hl, Mansion1TrainerHeader0 call TalkToTrainer jp TextScriptEnd Mansion1BattleText2: text_far _Mansion1BattleText2 text_end Mansion1EndBattleText2: text_far _Mansion1EndBattleText2 text_end Mansion1AfterBattleText2: text_far _Mansion1AfterBattleText2 text_end Mansion1Text4: text_asm ld hl, MansionSwitchText call PrintText call YesNoChoice ld a, [wCurrentMenuItem] and a jr nz, .asm_4438c ld a, $1 ld [wDoNotWaitForButtonPressAfterDisplayingText], a ld hl, wCurrentMapScriptFlags set 5, [hl] ld hl, MansionSwitchPressedText call PrintText ld a, SFX_GO_INSIDE call PlaySound CheckAndSetEvent EVENT_MANSION_SWITCH_ON jr z, .asm_44392 ResetEventReuseHL EVENT_MANSION_SWITCH_ON jr .asm_44392 .asm_4438c ld hl, MansionSwitchNotPressedText call PrintText .asm_44392 jp TextScriptEnd MansionSwitchText: text_far _MansionSwitchText text_end MansionSwitchPressedText: text_far _MansionSwitchPressedText text_end MansionSwitchNotPressedText: text_far _MansionSwitchNotPressedText text_end