ref: fbbade2becdbbbaad787ec4ad957b8b5253498c0
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, [wSpritePlayerStateData1FacingDirection] cp SPRITE_FACING_UP ret nz xor a ldh [hJoyHeld], a ld a, $9 ldh [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: trainer EVENT_BEAT_MANSION_4_TRAINER_0, 0, Mansion4BattleText1, Mansion4EndBattleText1, Mansion4AfterBattleText1 Mansion4TrainerHeader1: trainer EVENT_BEAT_MANSION_4_TRAINER_1, 3, Mansion4BattleText2, Mansion4EndBattleText2, Mansion4AfterBattleText2 db -1 ; end 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