pokered/scripts/PokemonMansionB1F.asm

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2.3 KiB
NASM
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PokemonMansionB1F_Script:
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call Mansion4Script_523cf
call EnableAutoTextBoxDrawing
ld hl, Mansion4TrainerHeaders
ld de, PokemonMansionB1F_ScriptPointers
ld a, [wPokemonMansionB1FCurScript]
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call ExecuteCurMapScriptInTable
ld [wPokemonMansionB1FCurScript], a
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ret
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Mansion4Script_523cf:
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ld hl, wCurrentMapScriptFlags
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bit 5, [hl]
res 5, [hl]
ret z
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CheckEvent EVENT_MANSION_SWITCH_ON
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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
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ret nz
xor a
ldh [hJoyHeld], a
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ld a, $9
ldh [hSpriteIndexOrTextID], a
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jp DisplayTextID
PokemonMansionB1F_ScriptPointers:
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dw CheckFightingMapTrainers
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
PokemonMansionB1F_TextPointers:
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dw Mansion4Text1
dw Mansion4Text2
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dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
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dw Mansion4Text7
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dw PickUpItemText
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dw Mansion3Text6
Mansion4TrainerHeaders:
def_trainers
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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
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Mansion4Text1:
text_asm
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ld hl, Mansion4TrainerHeader0
call TalkToTrainer
jp TextScriptEnd
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Mansion4Text2:
text_asm
ld hl, Mansion4TrainerHeader1
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call TalkToTrainer
jp TextScriptEnd
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Mansion4BattleText1:
text_far _Mansion4BattleText1
text_end
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Mansion4EndBattleText1:
text_far _Mansion4EndBattleText1
text_end
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Mansion4AfterBattleText1:
text_far _Mansion4AfterBattleText1
text_end
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Mansion4BattleText2:
text_far _Mansion4BattleText2
text_end
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Mansion4EndBattleText2:
text_far _Mansion4EndBattleText2
text_end
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Mansion4AfterBattleText2:
text_far _Mansion4AfterBattleText2
text_end
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Mansion4Text7:
text_far _Mansion4Text7
text_end