VictoryRoad3F_Script: call VictoryRoad3Script_44996 call EnableAutoTextBoxDrawing ld hl, VictoryRoad3TrainerHeader0 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: db $05,$03 db $0F,$17 db $FF .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 VictoryRoad3TrainerHeader0: dbEventFlagBit EVENT_BEAT_VICTORY_ROAD_3_TRAINER_0 db ($1 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_VICTORY_ROAD_3_TRAINER_0 dw VictoryRoad3BattleText2 ; TextBeforeBattle dw VictoryRoad3AfterBattleText2 ; TextAfterBattle dw VictoryRoad3EndBattleText2 ; TextEndBattle dw VictoryRoad3EndBattleText2 ; TextEndBattle VictoryRoad3TrainerHeader1: dbEventFlagBit EVENT_BEAT_VICTORY_ROAD_3_TRAINER_1 db ($4 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_VICTORY_ROAD_3_TRAINER_1 dw VictoryRoad3BattleText3 ; TextBeforeBattle dw VictoryRoad3AfterBattleText3 ; TextAfterBattle dw VictoryRoad3EndBattleText3 ; TextEndBattle dw VictoryRoad3EndBattleText3 ; TextEndBattle VictoryRoad3TrainerHeader2: dbEventFlagBit EVENT_BEAT_VICTORY_ROAD_3_TRAINER_2 db ($4 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_VICTORY_ROAD_3_TRAINER_2 dw VictoryRoad3BattleText4 ; TextBeforeBattle dw VictoryRoad3AfterBattleText4 ; TextAfterBattle dw VictoryRoad3EndBattleText4 ; TextEndBattle dw VictoryRoad3EndBattleText4 ; TextEndBattle VictoryRoad3TrainerHeader3: dbEventFlagBit EVENT_BEAT_VICTORY_ROAD_3_TRAINER_3 db ($4 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_VICTORY_ROAD_3_TRAINER_3 dw VictoryRoad3BattleText5 ; TextBeforeBattle dw VictoryRoad3AfterBattleText5 ; TextAfterBattle dw VictoryRoad3EndBattleText5 ; TextEndBattle dw VictoryRoad3EndBattleText5 ; TextEndBattle db $ff 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