.include "macros/btlcmd.inc" .data _000: TryRestoreStatusOnSwitch BATTLER_CATEGORY_PLAYER_SLOT_1, _TRY_RESTORE_SLOT_2 UpdateMonData OPCODE_SET, BATTLER_CATEGORY_PLAYER_SLOT_1, BMON_DATA_STATUS, STATUS_NONE _TRY_RESTORE_SLOT_2: TryRestoreStatusOnSwitch BATTLER_CATEGORY_PLAYER_SLOT_2, _AFTER_RESTORE UpdateMonData OPCODE_SET, BATTLER_CATEGORY_PLAYER_SLOT_2, BMON_DATA_STATUS, STATUS_NONE _AFTER_RESTORE: CompareVarToValue OPCODE_FLAG_NOT, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_TRAINER, _PAY_DAY_PICKUP CompareVarToValue OPCODE_EQU, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_TRAINER|BATTLE_TYPE_DOUBLES|BATTLE_TYPE_LINK|BATTLE_TYPE_MULTI|BATTLE_TYPE_FRONTIER, _PLAY_WIN_MUSIC CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_LINK, _LINK_WIN_LOSE CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_MULTI, _MULTI_BATTLE_WIN CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_TAG, _MULTI_BATTLE_WIN // Player defeated {0} {1}! PrintMessage msg_0197_00839, TAG_TRCLASS_TRNAME, BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_CATEGORY_ENEMY_SLOT_1 Wait WaitButtonABTime 15 TrainerSlideIn BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_TYPE_SOLO_ENEMY Wait CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_DOUBLES, _TRAINER_LOSE_MSG_MULTI PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_1, TRAINER_MESSAGE_LOSE Wait WaitButtonABTime 60 GoTo _AFTER_LOSE_MSG _TRAINER_LOSE_MSG_MULTI: PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_1, TRAINER_MESSAGE_LOSE_1 Wait WaitButtonABTime 60 CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_FRONTIER, _AFTER_LOSE_MSG PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_1, TRAINER_MESSAGE_LOSE_2 Wait WaitButtonABTime 60 GoTo _AFTER_LOSE_MSG _PLAY_WIN_MUSIC: PlayBGM BATTLER_CATEGORY_PLAYER_SLOT_1, SEQ_GS_WIN1 _MULTI_BATTLE_WIN: // Player beat {0} {1} and {2} {3}! PrintMessage msg_0197_00953, TAG_TRCLASS_TRNAME_TRCLASS_TRNAME, BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_CATEGORY_ENEMY_SLOT_2, BATTLER_CATEGORY_ENEMY_SLOT_2 Wait WaitButtonABTime 15 TrainerSlideIn BATTLER_CATEGORY_ENEMY_SLOT_1, BATTLER_TYPE_SOLO_ENEMY Wait PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_1, TRAINER_MESSAGE_LOSE Wait WaitButtonABTime 30 TrainerSlideOut BATTLER_CATEGORY_ENEMY_SLOT_1 Wait TrainerSlideIn BATTLER_CATEGORY_ENEMY_SLOT_2, BATTLER_TYPE_SOLO_ENEMY Wait PrintTrainerMessage BATTLER_CATEGORY_ENEMY_SLOT_2, TRAINER_MESSAGE_LOSE Wait WaitButtonABTime 60 SetLinkBattleResult _AFTER_LOSE_MSG: CompareVarToValue OPCODE_FLAG_SET, BSCRIPT_VAR_BATTLE_TYPE, BATTLE_TYPE_FRONTIER, _FADE_OUT PayPrizeMoney CompareVarToValue OPCODE_EQU, BSCRIPT_VAR_TEMP_DATA, 1, _PRIZE_MONEY_MOM // {0} got ${1} for winning! PrintMessage msg_0197_00033, TAG_TRNAME_NUM, BATTLER_CATEGORY_PLAYER, BATTLER_CATEGORY_MSG_TEMP GoTo _WAIT_PRIZE_MONEY _PRIZE_MONEY_MOM: // {0} got ${1} for winning! Sent some to Mom! PrintMessage msg_0197_01275, TAG_TRNAME_NUM, BATTLER_CATEGORY_PLAYER, BATTLER_CATEGORY_MSG_TEMP _WAIT_PRIZE_MONEY: Wait WaitButtonABTime 60 _PAY_DAY_PICKUP: GenerateEndOfBattleItem AddPayDayMoney CompareVarToValue OPCODE_EQU, BSCRIPT_VAR_MESSAGE, 0, _FADE_OUT // {0} picked up ${1}! PrintMessage msg_0197_00341, TAG_TRNAME_NUM, BATTLER_CATEGORY_PLAYER, BATTLER_CATEGORY_MSG_TEMP Wait WaitButtonABTime 60 _FADE_OUT: FadeOutBattle Wait End _LINK_WIN_LOSE: Call BATTLE_SUBSCRIPT_LINK_WIN_LOSE End