VictoryRoad2F_Script: ld hl, wCurrentMapScriptFlags bit 6, [hl] res 6, [hl] call nz, VictoryRoad2Script_517c4 ld hl, wCurrentMapScriptFlags bit 5, [hl] res 5, [hl] call nz, VictoryRoad2Script_517c9 call EnableAutoTextBoxDrawing ld hl, VictoryRoad2TrainerHeaders ld de, VictoryRoad2F_ScriptPointers ld a, [wVictoryRoad2FCurScript] call ExecuteCurMapScriptInTable ld [wVictoryRoad2FCurScript], a ret VictoryRoad2Script_517c4: ResetEvent EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH VictoryRoad2Script_517c9: CheckEvent EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 jr z, .asm_517da push af ld a, $15 lb bc, 4, 3 call VictoryRoad2Script_517e2 pop af .asm_517da bit 7, a ret z ld a, $1d lb bc, 7, 11 VictoryRoad2Script_517e2: ld [wNewTileBlockID], a predef ReplaceTileBlock ret VictoryRoad2F_ScriptPointers: dw VictoryRoad2Script0 dw DisplayEnemyTrainerTextAndStartBattle dw EndTrainerBattle VictoryRoad2Script0: ld hl, CoordsData_51816 call CheckBoulderCoords jp nc, CheckFightingMapTrainers EventFlagAddress hl, EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 ld a, [wCoordIndex] cp $2 jr z, .asm_5180b CheckEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 SetEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 ret nz jr .asm_51810 .asm_5180b CheckEventAfterBranchReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2, EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 SetEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 ret nz .asm_51810 ld hl, wCurrentMapScriptFlags set 5, [hl] ret CoordsData_51816: dbmapcoord 1, 16 dbmapcoord 9, 16 db -1 ; end VictoryRoad2F_TextPointers: dw VictoryRoad2Text1 dw VictoryRoad2Text2 dw VictoryRoad2Text3 dw VictoryRoad2Text4 dw VictoryRoad2Text5 dw MoltresText dw PickUpItemText dw PickUpItemText dw PickUpItemText dw PickUpItemText dw BoulderText dw BoulderText dw BoulderText VictoryRoad2TrainerHeaders: def_trainers VictoryRoad2TrainerHeader0: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_0, 4, VictoryRoad2BattleText1, VictoryRoad2EndBattleText1, VictoryRoad2AfterBattleText1 VictoryRoad2TrainerHeader1: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_1, 3, VictoryRoad2BattleText2, VictoryRoad2EndBattleText2, VictoryRoad2AfterBattleText2 VictoryRoad2TrainerHeader2: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_2, 3, VictoryRoad2BattleText3, VictoryRoad2EndBattleText3, VictoryRoad2AfterBattleText3 VictoryRoad2TrainerHeader3: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_3, 1, VictoryRoad2BattleText4, VictoryRoad2EndBattleText4, VictoryRoad2AfterBattleText4 VictoryRoad2TrainerHeader4: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_4, 3, VictoryRoad2BattleText5, VictoryRoad2EndBattleText5, VictoryRoad2AfterBattleText5 MoltresTrainerHeader: trainer EVENT_BEAT_MOLTRES, 0, MoltresBattleText, MoltresBattleText, MoltresBattleText db -1 ; end VictoryRoad2Text1: text_asm ld hl, VictoryRoad2TrainerHeader0 call TalkToTrainer jp TextScriptEnd VictoryRoad2Text2: text_asm ld hl, VictoryRoad2TrainerHeader1 call TalkToTrainer jp TextScriptEnd VictoryRoad2Text3: text_asm ld hl, VictoryRoad2TrainerHeader2 call TalkToTrainer jp TextScriptEnd VictoryRoad2Text4: text_asm ld hl, VictoryRoad2TrainerHeader3 call TalkToTrainer jp TextScriptEnd VictoryRoad2Text5: text_asm ld hl, VictoryRoad2TrainerHeader4 call TalkToTrainer jp TextScriptEnd MoltresText: text_asm ld hl, MoltresTrainerHeader call TalkToTrainer jp TextScriptEnd MoltresBattleText: text_far _MoltresBattleText text_asm ld a, MOLTRES call PlayCry call WaitForSoundToFinish jp TextScriptEnd VictoryRoad2BattleText1: text_far _VictoryRoad2BattleText1 text_end VictoryRoad2EndBattleText1: text_far _VictoryRoad2EndBattleText1 text_end VictoryRoad2AfterBattleText1: text_far _VictoryRoad2AfterBattleText1 text_end VictoryRoad2BattleText2: text_far _VictoryRoad2BattleText2 text_end VictoryRoad2EndBattleText2: text_far _VictoryRoad2EndBattleText2 text_end VictoryRoad2AfterBattleText2: text_far _VictoryRoad2AfterBattleText2 text_end VictoryRoad2BattleText3: text_far _VictoryRoad2BattleText3 text_end VictoryRoad2EndBattleText3: text_far _VictoryRoad2EndBattleText3 text_end VictoryRoad2AfterBattleText3: text_far _VictoryRoad2AfterBattleText3 text_end VictoryRoad2BattleText4: text_far _VictoryRoad2BattleText4 text_end VictoryRoad2EndBattleText4: text_far _VictoryRoad2EndBattleText4 text_end VictoryRoad2AfterBattleText4: text_far _VictoryRoad2AfterBattleText4 text_end VictoryRoad2BattleText5: text_far _VictoryRoad2BattleText5 text_end VictoryRoad2EndBattleText5: text_far _VictoryRoad2EndBattleText5 text_end VictoryRoad2AfterBattleText5: text_far _VictoryRoad2AfterBattleText5 text_end