pokefirered/data/maps/SevenIsland_House_Room2/scripts.inc

78 lines
2.0 KiB
PHP

SevenIsland_House_Room2_MapScripts:: @ 8170A7E
map_script MAP_SCRIPT_ON_TRANSITION, SevenIsland_House_Room2_OnTransition
map_script MAP_SCRIPT_ON_FRAME_TABLE, SevenIsland_House_Room2_OnFrame
.byte 0
SevenIsland_House_Room2_OnTransition:: @ 8170A89
special SetEReaderTrainerGfxId
end
SevenIsland_House_Room2_OnFrame:: @ 8170A8D
map_script_2 VAR_TEMP_1, 0, SevenIsland_House_Room2_EventScript_BattleVisitingTrainer
.2byte 0
SevenIsland_House_Room2_EventScript_BattleVisitingTrainer:: @ 8170A97
lockall
applymovement OBJ_EVENT_ID_PLAYER, SevenIsland_House_Room2_Movement_PlayerEnterRoom
waitmovement 0
special BufferEReaderTrainerGreeting
msgbox gStringVar4
closemessage
setvar VAR_0x8004, 2
setvar VAR_0x8005, 0
special StartSpecialBattle
waitstate
compare VAR_RESULT, 3
call_if_eq SevenIsland_House_Room2_EventScript_BattleTie
compare VAR_RESULT, 1
call_if_eq SevenIsland_House_Room2_EventScript_BattleWon
compare VAR_RESULT, 2
call_if_eq SevenIsland_House_Room2_EventScript_BattleLost
closemessage
special HealPlayerParty
applymovement OBJ_EVENT_ID_PLAYER, SevenIsland_House_Room2_Movement_PlayerExitRoom
waitmovement 0
special LoadPlayerParty
setvar VAR_TEMP_1, 1
warp MAP_SEVEN_ISLAND_HOUSE_ROOM1, 255, 4, 1
waitstate
releaseall
end
SevenIsland_House_Room2_EventScript_BattleTie:: @ 8170AFE
setvar VAR_MAP_SCENE_SEVEN_ISLAND_HOUSE_ROOM1, 3
msgbox SevenIsland_House_Room2_Text_MatchEndedUpDraw
return
SevenIsland_House_Room2_EventScript_BattleWon:: @ 8170B0C
setvar VAR_MAP_SCENE_SEVEN_ISLAND_HOUSE_ROOM1, 1
special ShowFieldMessageStringVar4
waitmessage
waitbuttonpress
return
SevenIsland_House_Room2_EventScript_BattleLost:: @ 8170B17
setvar VAR_MAP_SCENE_SEVEN_ISLAND_HOUSE_ROOM1, 2
special ShowFieldMessageStringVar4
waitmessage
waitbuttonpress
return
SevenIsland_House_Room2_Movement_PlayerEnterRoom:: @ 8170B22
walk_down
walk_down
walk_down
walk_right
walk_right
step_end
SevenIsland_House_Room2_Movement_PlayerExitRoom:: @ 8170B28
walk_left
walk_left
walk_up
walk_up
walk_up
walk_up
delay_8
step_end