ref: a77999f7f151567a47dd69affe9a29378f298ff4
dir: /scripts/PokemonMansionB1F.asm/
PokemonMansionB1F_Script: call Mansion4Script_523cf call EnableAutoTextBoxDrawing ld hl, Mansion4TrainerHeader0 ld de, PokemonMansionB1F_ScriptPointers ld a, [wPokemonMansionB1FCurScript] call ExecuteCurMapScriptInTable ld [wPokemonMansionB1FCurScript], a ret Mansion4Script_523cf: ld hl, wCurrentMapScriptFlags bit 5, [hl] res 5, [hl] ret z CheckEvent EVENT_MANSION_SWITCH_ON jr nz, .asm_523ff ld a, $e ld bc, $80d call Mansion2Script_5202f ld a, $e ld bc, $b06 call Mansion2Script_5202f ld a, $5f ld bc, $304 call Mansion2Script_5202f ld a, $54 ld bc, $808 call Mansion2Script_5202f ret .asm_523ff ld a, $2d ld bc, $80d call Mansion2Script_5202f ld a, $5f ld bc, $b06 call Mansion2Script_5202f ld a, $e ld bc, $304 call Mansion2Script_5202f ld a, $e ld bc, $808 call Mansion2Script_5202f ret Mansion4Script_Switches:: ld a, [wSpriteStateData1 + 9] cp SPRITE_FACING_UP ret nz xor a ld [hJoyHeld], a ld a, $9 ld [hSpriteIndexOrTextID], a jp DisplayTextID PokemonMansionB1F_ScriptPointers: dw CheckFightingMapTrainers dw DisplayEnemyTrainerTextAndStartBattle dw EndTrainerBattle PokemonMansionB1F_TextPointers: dw Mansion4Text1 dw Mansion4Text2 dw PickUpItemText dw PickUpItemText dw PickUpItemText dw PickUpItemText dw Mansion4Text7 dw PickUpItemText dw Mansion3Text6 Mansion4TrainerHeader0: dbEventFlagBit EVENT_BEAT_MANSION_4_TRAINER_0 db ($0 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_MANSION_4_TRAINER_0 dw Mansion4BattleText1 ; TextBeforeBattle dw Mansion4AfterBattleText1 ; TextAfterBattle dw Mansion4EndBattleText1 ; TextEndBattle dw Mansion4EndBattleText1 ; TextEndBattle Mansion4TrainerHeader1: dbEventFlagBit EVENT_BEAT_MANSION_4_TRAINER_1 db ($3 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_MANSION_4_TRAINER_1 dw Mansion4BattleText2 ; TextBeforeBattle dw Mansion4AfterBattleText2 ; TextAfterBattle dw Mansion4EndBattleText2 ; TextEndBattle dw Mansion4EndBattleText2 ; TextEndBattle db $ff Mansion4Text1: text_asm ld hl, Mansion4TrainerHeader0 call TalkToTrainer jp TextScriptEnd Mansion4Text2: text_asm ld hl, Mansion4TrainerHeader1 call TalkToTrainer jp TextScriptEnd Mansion4BattleText1: text_far _Mansion4BattleText1 text_end Mansion4EndBattleText1: text_far _Mansion4EndBattleText1 text_end Mansion4AfterBattleText1: text_far _Mansion4AfterBattleText1 text_end Mansion4BattleText2: text_far _Mansion4BattleText2 text_end Mansion4EndBattleText2: text_far _Mansion4EndBattleText2 text_end Mansion4AfterBattleText2: text_far _Mansion4AfterBattleText2 text_end Mansion4Text7: text_far _Mansion4Text7 text_end