ref: 55ca2da25acc0598539eede5359f25f08223de2d
dir: /maps/BattleTower1F.asm/
object_const_def const BATTLETOWER1F_RECEPTIONIST const BATTLETOWER1F_YOUNGSTER const BATTLETOWER1F_COOLTRAINER_F const BATTLETOWER1F_BUG_CATCHER const BATTLETOWER1F_GRANNY BattleTower1F_MapScripts: def_scene_scripts scene_script BattleTower1FCheckStateScene, SCENE_BATTLETOWER1F_CHECKSTATE scene_script BattleTower1FNoopScene, SCENE_BATTLETOWER1F_NOOP def_callbacks BattleTower1FCheckStateScene: setval BATTLETOWERACTION_CHECKSAVEFILEISYOURS special BattleTowerAction iffalse .SkipEverything setval BATTLETOWERACTION_GET_CHALLENGE_STATE ; readmem sBattleTowerChallengeState special BattleTowerAction ifequal $0, .SkipEverything ifequal $2, .LeftWithoutSaving ifequal $3, .SkipEverything ifequal $4, .SkipEverything opentext writetext Text_WeveBeenWaitingForYou waitbutton closetext sdefer Script_ResumeBattleTowerChallenge end .LeftWithoutSaving sdefer BattleTower_LeftWithoutSaving setval BATTLETOWERACTION_CHALLENGECANCELED special BattleTowerAction setval BATTLETOWERACTION_06 special BattleTowerAction .SkipEverything: setscene SCENE_BATTLETOWER1F_NOOP ; fallthrough BattleTower1FNoopScene: end BattleTower1FRulesSign: opentext writetext Text_ReadBattleTowerRules yesorno iffalse .skip writetext Text_BattleTowerRules waitbutton .skip: closetext end BattleTower1FReceptionistScript: setval BATTLETOWERACTION_GET_CHALLENGE_STATE ; readmem sBattleTowerChallengeState special BattleTowerAction ifequal $3, Script_BeatenAllTrainers2 ; maps/BattleTowerBattleRoom.asm opentext writetext Text_BattleTowerWelcomesYou promptbutton setval BATTLETOWERACTION_CHECK_EXPLANATION_READ ; if new save file: bit 1, [sBattleTowerSaveFileFlags] special BattleTowerAction ifnotequal $0, Script_Menu_ChallengeExplanationCancel sjump Script_BattleTowerIntroductionYesNo Script_Menu_ChallengeExplanationCancel: writetext Text_WantToGoIntoABattleRoom setval TRUE special Menu_ChallengeExplanationCancel ifequal 1, Script_ChooseChallenge ifequal 2, Script_BattleTowerExplanation sjump Script_BattleTowerHopeToServeYouAgain Script_ChooseChallenge: setval BATTLETOWERACTION_RESETDATA ; ResetBattleTowerTrainerSRAM special BattleTowerAction special CheckForBattleTowerRules ifnotequal FALSE, Script_WaitButton writetext Text_SaveBeforeEnteringBattleRoom yesorno iffalse Script_Menu_ChallengeExplanationCancel setscene SCENE_BATTLETOWER1F_CHECKSTATE special TryQuickSave iffalse Script_Menu_ChallengeExplanationCancel setscene SCENE_BATTLETOWER1F_NOOP setval BATTLETOWERACTION_SET_EXPLANATION_READ ; set 1, [sBattleTowerSaveFileFlags] special BattleTowerAction special BattleTowerRoomMenu ifequal $a, Script_Menu_ChallengeExplanationCancel ifnotequal $0, Script_MobileError setval BATTLETOWERACTION_11 special BattleTowerAction writetext Text_RightThisWayToYourBattleRoom waitbutton closetext setval BATTLETOWERACTION_CHOOSEREWARD special BattleTowerAction sjump Script_WalkToBattleTowerElevator Script_ResumeBattleTowerChallenge: closetext setval BATTLETOWERACTION_LOADLEVELGROUP ; load choice of level group special BattleTowerAction Script_WalkToBattleTowerElevator: musicfadeout MUSIC_NONE, 8 setmapscene BATTLE_TOWER_BATTLE_ROOM, SCENE_BATTLETOWERBATTLEROOM_ENTER setmapscene BATTLE_TOWER_ELEVATOR, SCENE_BATTLETOWERELEVATOR_ENTER setmapscene BATTLE_TOWER_HALLWAY, SCENE_BATTLETOWERHALLWAY_ENTER follow BATTLETOWER1F_RECEPTIONIST, PLAYER applymovement BATTLETOWER1F_RECEPTIONIST, MovementData_BattleTower1FWalkToElevator setval BATTLETOWERACTION_0A special BattleTowerAction warpsound disappear BATTLETOWER1F_RECEPTIONIST stopfollow applymovement PLAYER, MovementData_BattleTowerHallwayPlayerEntersBattleRoom warpcheck end Script_GivePlayerHisPrize: setval BATTLETOWERACTION_1C special BattleTowerAction setval BATTLETOWERACTION_GIVEREWARD special BattleTowerAction ifequal POTION, Script_YourPackIsStuffedFull getitemname STRING_BUFFER_4, USE_SCRIPT_VAR giveitem ITEM_FROM_MEM, 5 writetext Text_PlayerGotFive setval BATTLETOWERACTION_1D special BattleTowerAction closetext end Script_YourPackIsStuffedFull: writetext Text_YourPackIsStuffedFull waitbutton closetext end Script_BattleTowerIntroductionYesNo: writetext Text_WouldYouLikeToHearAboutTheBattleTower yesorno iffalse Script_BattleTowerSkipExplanation Script_BattleTowerExplanation: writetext Text_BattleTowerIntroduction_2 Script_BattleTowerSkipExplanation: setval BATTLETOWERACTION_SET_EXPLANATION_READ special BattleTowerAction sjump Script_Menu_ChallengeExplanationCancel Script_BattleTowerHopeToServeYouAgain: writetext Text_WeHopeToServeYouAgain waitbutton closetext end Script_MobileError2: ; unreferenced special BattleTowerMobileError closetext end Script_WaitButton: waitbutton closetext end Script_ChooseChallenge2: ; unreferenced writetext Text_SaveBeforeEnteringBattleRoom yesorno iffalse Script_Menu_ChallengeExplanationCancel special TryQuickSave iffalse Script_Menu_ChallengeExplanationCancel setval BATTLETOWERACTION_SET_EXPLANATION_READ special BattleTowerAction special Function1700ba ifequal $a, Script_Menu_ChallengeExplanationCancel ifnotequal $0, Script_MobileError writetext Text_ReceivedAListOfLeadersOnTheHonorRoll turnobject BATTLETOWER1F_RECEPTIONIST, LEFT writetext Text_PleaseConfirmOnThisMonitor waitbutton turnobject BATTLETOWER1F_RECEPTIONIST, DOWN closetext end Script_StartChallenge: ; unreferenced setval BATTLETOWERACTION_LEVEL_CHECK special BattleTowerAction ifnotequal $0, Script_AMonLevelExceeds setval BATTLETOWERACTION_UBERS_CHECK special BattleTowerAction ifnotequal $0, Script_MayNotEnterABattleRoomUnderL70 special CheckForBattleTowerRules ifnotequal FALSE, Script_WaitButton setval BATTLETOWERACTION_05 special BattleTowerAction ifequal $0, .zero writetext Text_CantBeRegistered_PreviousRecordDeleted sjump .continue .zero writetext Text_CantBeRegistered .continue yesorno iffalse Script_Menu_ChallengeExplanationCancel writetext Text_SaveBeforeReentry yesorno iffalse Script_Menu_ChallengeExplanationCancel setscene SCENE_BATTLETOWER1F_CHECKSTATE special TryQuickSave iffalse Script_Menu_ChallengeExplanationCancel setscene SCENE_BATTLETOWER1F_NOOP setval BATTLETOWERACTION_06 special BattleTowerAction setval BATTLETOWERACTION_12 special BattleTowerAction writetext Text_RightThisWayToYourBattleRoom waitbutton sjump Script_ResumeBattleTowerChallenge Script_ReachedBattleLimit: ; unreferenced writetext Text_FiveDayBattleLimit_Mobile waitbutton sjump Script_BattleTowerHopeToServeYouAgain Script_AMonLevelExceeds: writetext Text_AMonLevelExceeds waitbutton sjump Script_Menu_ChallengeExplanationCancel Script_MayNotEnterABattleRoomUnderL70: writetext Text_MayNotEnterABattleRoomUnderL70 waitbutton sjump Script_Menu_ChallengeExplanationCancel Script_MobileError: special BattleTowerMobileError closetext end BattleTower_LeftWithoutSaving: opentext writetext Text_BattleTower_LeftWithoutSaving waitbutton sjump Script_BattleTowerHopeToServeYouAgain BattleTower1FYoungsterScript: faceplayer opentext writetext Text_BattleTowerYoungster waitbutton closetext turnobject BATTLETOWER1F_YOUNGSTER, RIGHT end BattleTower1FCooltrainerFScript: jumptextfaceplayer Text_BattleTowerCooltrainerF BattleTower1FBugCatcherScript: jumptextfaceplayer Text_BattleTowerBugCatcher BattleTower1FGrannyScript: jumptextfaceplayer Text_BattleTowerGranny MovementData_BattleTower1FWalkToElevator: step UP step UP step UP step UP step UP MovementData_BattleTowerHallwayPlayerEntersBattleRoom: step UP step_end MovementData_BattleTowerElevatorExitElevator: step DOWN step_end MovementData_BattleTowerHallwayWalkTo1020Room: step RIGHT step RIGHT MovementData_BattleTowerHallwayWalkTo3040Room: step RIGHT step RIGHT step UP step RIGHT turn_head LEFT step_end MovementData_BattleTowerHallwayWalkTo90100Room: step LEFT step LEFT MovementData_BattleTowerHallwayWalkTo7080Room: step LEFT step LEFT MovementData_BattleTowerHallwayWalkTo5060Room: step LEFT step LEFT step UP step LEFT turn_head RIGHT step_end MovementData_BattleTowerBattleRoomPlayerWalksIn: step UP step UP step UP step UP turn_head RIGHT step_end MovementData_BattleTowerBattleRoomOpponentWalksIn: slow_step DOWN slow_step DOWN slow_step DOWN turn_head LEFT step_end MovementData_BattleTowerBattleRoomOpponentWalksOut: turn_head UP slow_step UP slow_step UP slow_step UP step_end MovementData_BattleTowerBattleRoomReceptionistWalksToPlayer: slow_step RIGHT slow_step RIGHT slow_step UP slow_step UP step_end MovementData_BattleTowerBattleRoomReceptionistWalksAway: slow_step DOWN slow_step DOWN slow_step LEFT slow_step LEFT turn_head RIGHT step_end MovementData_BattleTowerBattleRoomPlayerTurnsToFaceReceptionist: turn_head DOWN step_end MovementData_BattleTowerBattleRoomPlayerTurnsToFaceNextOpponent: turn_head RIGHT step_end Text_BattleTowerWelcomesYou: text "BATTLE TOWER" line "welcomes you!" para "I could show you" line "to a BATTLE ROOM." done Text_WantToGoIntoABattleRoom: text "Want to go into a" line "BATTLE ROOM?" done Text_RightThisWayToYourBattleRoom: text "Right this way to" line "your BATTLE ROOM." done Text_BattleTowerIntroduction_1: ; unreferenced text "BATTLE TOWER is a" line "facility made for" cont "#MON battles." para "Countless #MON" line "trainers gather" para "from all over to" line "hold battles in" para "specially designed" line "BATTLE ROOMS." para "There are many" line "BATTLE ROOMS in" cont "the BATTLE TOWER." para "Each ROOM holds" line "seven trainers." para "If you defeat the" line "seven in a ROOM," para "and you have a" line "good record, you" para "could become the" line "ROOM's LEADER." para "All LEADERS will" line "be recorded in the" para "HONOR ROLL for" line "posterity." para "You may challenge" line "in up to five" para "BATTLE ROOMS each" line "day." para "However, you may" line "battle only once a" para "day in any given" line "ROOM." para "To interrupt a" line "session, you must" para "SAVE. If not, you" line "won't be able to" para "resume your ROOM" line "challenge." para "" done Text_BattleTowerIntroduction_2: text "BATTLE TOWER is a" line "facility made for" cont "#MON battles." para "Countless #MON" line "trainers gather" para "from all over to" line "hold battles in" para "specially designed" line "BATTLE ROOMS." para "There are many" line "BATTLE ROOMS in" cont "the BATTLE TOWER." para "Each ROOM holds" line "seven trainers." para "Beat them all, and" line "win a prize." para "To interrupt a" line "session, you must" para "SAVE. If not, you" line "won't be able to" para "resume your ROOM" line "challenge." para "" done Text_ReceivedAListOfLeadersOnTheHonorRoll: text "Received a list of" line "LEADERS on the" cont "HONOR ROLL." para "" done Text_PleaseConfirmOnThisMonitor: text "Please confirm on" line "this monitor." done Text_ThankYou: ; unreferenced text "Thank you!" para "" done Text_ThanksForVisiting: text "Thanks for" line "visiting!" done Text_BeatenAllTheTrainers_Mobile: ; unreferenced text "Congratulations!" para "You've beaten all" line "the trainers!" para "Your feat may be" line "worth registering," para "<PLAYER>. With your" line "results, you may" para "be chosen as a" line "ROOM LEADER." para "" done Text_CongratulationsYouveBeatenAllTheTrainers: text "Congratulations!" para "You've beaten all" line "the trainers!" para "For that, you get" line "this great prize!" para "" done Text_AskRegisterRecord_Mobile: ; unreferenced text "Would you like to" line "register your" para "record with the" line "CENTER?" done Text_PlayerGotFive: text "<PLAYER> got five" line "@" text_ram wStringBuffer4 text "!@" sound_item text_promptbutton text_end Text_YourPackIsStuffedFull: text "Oops, your PACK is" line "stuffed full." para "Please make room" line "and come back." done Text_YourRegistrationIsComplete: ; unreferenced text "Your registration" line "is complete." para "Please come again!" done Text_WeHopeToServeYouAgain: text "We hope to serve" line "you again." done Text_PleaseStepThisWay: text "Please step this" line "way." done Text_WouldYouLikeToHearAboutTheBattleTower: text "Would you like to" line "hear about the" cont "BATTLE TOWER?" done Text_CantBeRegistered: text "Your record from" line "the previous" para "BATTLE ROOM can't" line "be registered. OK?" done Text_CantBeRegistered_PreviousRecordDeleted: text "Your record from" line "the previous" para "BATTLE ROOM can't" line "be registered." para "Also, the existing" line "record will be" cont "deleted. OK?" done Text_CheckTheLeaderHonorRoll: ; unreferenced text "Check the LEADER" line "HONOR ROLL?" done Text_ReadBattleTowerRules: text "BATTLE TOWER rules" line "are written here." para "Read the rules?" done Text_BattleTowerRules: text "Three #MON may" line "enter battles." para "All three must be" line "different." para "The items they" line "hold must also be" cont "different." para "Certain #MON" line "may also have" para "level restrictions" line "placed on them." done Text_BattleTower_LeftWithoutSaving: text "Excuse me!" line "You didn't SAVE" para "before exiting" line "the BATTLE ROOM." para "I'm awfully sorry," line "but your challenge" para "will be declared" line "invalid." done Text_YourMonWillBeHealedToFullHealth: text "Your #MON will" line "be healed to full" cont "health." done Text_NextUpOpponentNo: text "Next up, opponent" line "no.@" text_ram wStringBuffer3 text ". Ready?" done Text_SaveBeforeConnecting_Mobile: ; unreferenced text "Your session will" line "be SAVED before" para "connecting with" line "the CENTER." done Text_SaveBeforeEnteringBattleRoom: text "Before entering" line "the BATTLE ROOM," para "your progress will" line "be saved." done Text_SaveAndEndTheSession: text "SAVE and end the" line "session?" done Text_SaveBeforeReentry: text "Your record will" line "be SAVED before" para "you go back into" line "the previous ROOM." done Text_CancelYourBattleRoomChallenge: text "Cancel your BATTLE" line "ROOM challenge?" done Text_RegisterRecordOnFile_Mobile: ; unreferenced text "We have your" line "previous record on" para "file. Would you" line "like to register" cont "it at the CENTER?" done Text_WeveBeenWaitingForYou: text "We've been waiting" line "for you. This way" para "to a BATTLE ROOM," line "please." done Text_FiveDayBattleLimit_Mobile: text "You may enter only" line "five BATTLE ROOMS" cont "each day." para "Please come back" line "tomorrow." done Text_TooMuchTimeElapsedNoRegister: text "Sorry, but it's" line "not possible to" para "register your" line "current record at" para "the CENTER because" line "too much time has" para "elapsed since the" line "start of your" cont "challenge." done Text_RegisterRecordTimedOut_Mobile: ; unreferenced ; duplicate of Text_TooMuchTimeElapsedNoRegister text "Sorry, but it's" line "not possible to" para "register your most" line "recent record at" para "the CENTER because" line "too much time has" para "elapsed since the" line "start of your" cont "challenge." done Text_AMonLevelExceeds: text "One or more of" line "your #MON's" cont "levels exceeds @" text_decimal wScriptVar, 1, 3 text "." done Text_MayNotEnterABattleRoomUnderL70: text_ram wcd49 text " may not" line "enter a BATTLE" cont "ROOM under L70." para "This BATTLE ROOM" line "is for L@" text_decimal wScriptVar, 1, 3 text "." done Text_BattleTowerYoungster: text "Destroyed by the" line "first opponent in" para "no time at all…" line "I'm no good…" done Text_BattleTowerCooltrainerF: text "There are lots of" line "BATTLE ROOMS, but" para "I'm going to win" line "them all!" done Text_BattleTowerGranny: text "It's a grueling" line "task, not being" para "able to use items" line "in battle." para "Making your" line "#MON hold items" para "is the key to" line "winning battles." done Text_BattleTowerBugCatcher: text "I'm trying to see" line "how far I can go" para "using just bug" line "#MON." para "Don't let there be" line "any fire #MON…" done BattleTower1F_MapEvents: db 0, 0 ; filler def_warp_events warp_event 7, 9, BATTLE_TOWER_OUTSIDE, 3 warp_event 8, 9, BATTLE_TOWER_OUTSIDE, 4 warp_event 7, 0, BATTLE_TOWER_ELEVATOR, 1 def_coord_events def_bg_events bg_event 6, 6, BGEVENT_READ, BattleTower1FRulesSign def_object_events object_event 7, 6, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BattleTower1FReceptionistScript, -1 object_event 14, 9, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, BattleTower1FYoungsterScript, -1 object_event 4, 9, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, BattleTower1FCooltrainerFScript, -1 object_event 1, 3, SPRITE_BUG_CATCHER, SPRITEMOVEDATA_WANDER, 1, 1, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, BattleTower1FBugCatcherScript, -1 object_event 14, 3, SPRITE_GRANNY, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BattleTower1FGrannyScript, -1