VictoryRoad3F_Script: call VictoryRoad3Script_44996 call EnableAutoTextBoxDrawing ld hl, VictoryRoad3TrainerHeaders ld de, VictoryRoad3F_ScriptPointers ld a, [wVictoryRoad3FCurScript] call ExecuteCurMapScriptInTable ld [wVictoryRoad3FCurScript], a ret VictoryRoad3Script_44996: ld hl, wCurrentMapScriptFlags bit 5, [hl] res 5, [hl] ret z CheckEventHL EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 ret z ld a, $1d ld [wNewTileBlockID], a lb bc, 5, 3 predef_jump ReplaceTileBlock VictoryRoad3F_ScriptPointers: dw VictoryRoad3Script0 dw DisplayEnemyTrainerTextAndStartBattle dw EndTrainerBattle VictoryRoad3Script0: ld hl, wFlags_0xcd60 bit 7, [hl] res 7, [hl] jp z, .asm_449fe ld hl, .coordsData_449f9 call CheckBoulderCoords jp nc, .asm_449fe ld a, [wCoordIndex] cp $1 jr nz, .asm_449dc ld hl, wCurrentMapScriptFlags set 5, [hl] SetEvent EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 ret .asm_449dc CheckAndSetEvent EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 jr nz, .asm_449fe ld a, HS_VICTORY_ROAD_3F_BOULDER ld [wMissableObjectIndex], a predef HideObject ld a, HS_VICTORY_ROAD_2F_BOULDER ld [wMissableObjectIndex], a predef_jump ShowObject .coordsData_449f9: dbmapcoord 3, 5 dbmapcoord 23, 15 db -1 ; end .asm_449fe ld a, VICTORY_ROAD_2F ld [wDungeonWarpDestinationMap], a ld hl, .coordsData_449f9 call IsPlayerOnDungeonWarp ld a, [wCoordIndex] cp $1 jr nz, .asm_44a1b ld hl, wd72d res 4, [hl] ld hl, wd732 res 4, [hl] ret .asm_44a1b ld a, [wd72d] bit 4, a jp z, CheckFightingMapTrainers ret VictoryRoad3F_TextPointers: dw VictoryRoad3Text1 dw VictoryRoad3Text2 dw VictoryRoad3Text3 dw VictoryRoad3Text4 dw PickUpItemText dw PickUpItemText dw BoulderText dw BoulderText dw BoulderText dw BoulderText VictoryRoad3TrainerHeaders: def_trainers VictoryRoad3TrainerHeader0: trainer EVENT_BEAT_VICTORY_ROAD_3_TRAINER_0, 1, VictoryRoad3BattleText2, VictoryRoad3EndBattleText2, VictoryRoad3AfterBattleText2 VictoryRoad3TrainerHeader1: trainer EVENT_BEAT_VICTORY_ROAD_3_TRAINER_1, 4, VictoryRoad3BattleText3, VictoryRoad3EndBattleText3, VictoryRoad3AfterBattleText3 VictoryRoad3TrainerHeader2: trainer EVENT_BEAT_VICTORY_ROAD_3_TRAINER_2, 4, VictoryRoad3BattleText4, VictoryRoad3EndBattleText4, VictoryRoad3AfterBattleText4 VictoryRoad3TrainerHeader3: trainer EVENT_BEAT_VICTORY_ROAD_3_TRAINER_3, 4, VictoryRoad3BattleText5, VictoryRoad3EndBattleText5, VictoryRoad3AfterBattleText5 db -1 ; end VictoryRoad3Text1: text_asm ld hl, VictoryRoad3TrainerHeader0 call TalkToTrainer jp TextScriptEnd VictoryRoad3Text2: text_asm ld hl, VictoryRoad3TrainerHeader1 call TalkToTrainer jp TextScriptEnd VictoryRoad3Text3: text_asm ld hl, VictoryRoad3TrainerHeader2 call TalkToTrainer jp TextScriptEnd VictoryRoad3Text4: text_asm ld hl, VictoryRoad3TrainerHeader3 call TalkToTrainer jp TextScriptEnd VictoryRoad3BattleText2: text_far _VictoryRoad3BattleText2 text_end VictoryRoad3EndBattleText2: text_far _VictoryRoad3EndBattleText2 text_end VictoryRoad3AfterBattleText2: text_far _VictoryRoad3AfterBattleText2 text_end VictoryRoad3BattleText3: text_far _VictoryRoad3BattleText3 text_end VictoryRoad3EndBattleText3: text_far _VictoryRoad3EndBattleText3 text_end VictoryRoad3AfterBattleText3: text_far _VictoryRoad3AfterBattleText3 text_end VictoryRoad3BattleText4: text_far _VictoryRoad3BattleText4 text_end VictoryRoad3EndBattleText4: text_far _VictoryRoad3EndBattleText4 text_end VictoryRoad3AfterBattleText4: text_far _VictoryRoad3AfterBattleText4 text_end VictoryRoad3BattleText5: text_far _VictoryRoad3BattleText5 text_end VictoryRoad3EndBattleText5: text_far _VictoryRoad3EndBattleText5 text_end VictoryRoad3AfterBattleText5: text_far _VictoryRoad3AfterBattleText5 text_end