pokered/scripts/PokemonMansion3F.asm

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PokemonMansion3F_Script:
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call Mansion3Script_52204
call EnableAutoTextBoxDrawing
ld hl, Mansion3TrainerHeaders
ld de, PokemonMansion3F_ScriptPointers
ld a, [wPokemonMansion3FCurScript]
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call ExecuteCurMapScriptInTable
ld [wPokemonMansion3FCurScript], a
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ret
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Mansion3Script_52204:
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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_52224
ld a, $e
lb bc, 2, 7
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call Mansion2Script_5202f
ld a, $5f
lb bc, 5, 7
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call Mansion2Script_5202f
ret
.asm_52224
ld a, $5f
lb bc, 2, 7
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call Mansion2Script_5202f
ld a, $e
lb bc, 5, 7
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call Mansion2Script_5202f
ret
PokemonMansion3F_ScriptPointers:
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dw Mansion3Script0
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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Mansion3Script0:
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ld hl, CoordsData_52254
call Mansion3Script_5225b
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ld a, [wWhichDungeonWarp]
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and a
jp z, CheckFightingMapTrainers
cp $3
ld a, POKEMON_MANSION_1F
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jr nz, .asm_52250
ld a, POKEMON_MANSION_2F
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.asm_52250
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ld [wDungeonWarpDestinationMap], a
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ret
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CoordsData_52254:
dbmapcoord 16, 14
dbmapcoord 17, 14
dbmapcoord 19, 14
db -1 ; end
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Mansion3Script_5225b:
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xor a
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ld [wWhichDungeonWarp], a
ld a, [wd72d]
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bit 4, a
ret nz
call ArePlayerCoordsInArray
ret nc
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ld a, [wCoordIndex]
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ld [wWhichDungeonWarp], a
ld hl, wd72d
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set 4, [hl]
ld hl, wd732
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set 4, [hl]
ret
Mansion3Script_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, $6
ldh [hSpriteIndexOrTextID], a
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jp DisplayTextID
PokemonMansion3F_TextPointers:
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dw Mansion3Text1
dw Mansion3Text2
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dw PickUpItemText
dw PickUpItemText
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dw Mansion3Text5
dw Mansion3Text6
Mansion3TrainerHeaders:
def_trainers
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Mansion3TrainerHeader0:
trainer EVENT_BEAT_MANSION_3_TRAINER_0, 0, Mansion3BattleText1, Mansion3EndBattleText1, Mansion3AfterBattleText1
Mansion3TrainerHeader1:
trainer EVENT_BEAT_MANSION_3_TRAINER_1, 2, Mansion3BattleText2, Mansion3EndBattleText2, Mansion3AfterBattleText2
db -1 ; end
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Mansion3Text1:
text_asm
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ld hl, Mansion3TrainerHeader0
call TalkToTrainer
jp TextScriptEnd
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Mansion3Text2:
text_asm
ld hl, Mansion3TrainerHeader1
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call TalkToTrainer
jp TextScriptEnd
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Mansion3BattleText1:
text_far _Mansion3BattleText1
text_end
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Mansion3EndBattleText1:
text_far _Mansion3EndBattleText1
text_end
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Mansion3AfterBattleText1:
text_far _Mansion3AfterBattleText1
text_end
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Mansion3BattleText2:
text_far _Mansion3BattleText2
text_end
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Mansion3EndBattleText2:
text_far _Mansion3EndBattleText2
text_end
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Mansion3AfterBattleText2:
text_far _Mansion3AfterBattleText2
text_end
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Mansion3Text5:
text_far _Mansion3Text5
text_end