LoreleiScript: call LoreleiShowOrHideExitBlock call EnableAutoTextBoxDrawing ld hl, LoreleiTrainerHeader0 ld de, LoreleiScriptPointers ld a, [wLoreleiCurScript] call ExecuteCurMapScriptInTable ld [wLoreleiCurScript], a ret LoreleiShowOrHideExitBlock: ; Blocks or clears the exit to the next room. ld hl, wCurrentMapScriptFlags bit 5, [hl] res 5, [hl] ret z ld hl, wBeatLorelei set 1, [hl] CheckEvent EVENT_BEAT_LORELEIS_ROOM_TRAINER_0 jr z, .blockExitToNextRoom ld a, $5 jr .setExitBlock .blockExitToNextRoom ld a, $24 .setExitBlock ld [wNewTileBlockID], a lb bc, 0, 2 predef_jump ReplaceTileBlock ResetLoreleiScript: xor a ld [wLoreleiCurScript], a ret LoreleiScriptPointers: dw LoreleiScript0 dw DisplayEnemyTrainerTextAndStartBattle dw LoreleiScript2 dw LoreleiScript3 dw LoreleiScript4 LoreleiScript4: ret LoreleiScriptWalkIntoRoom: ; Walk six steps upward. ld hl, wSimulatedJoypadStatesEnd ld a, D_UP ld [hli], a ld [hli], a ld [hli], a ld [hli], a ld [hli], a ld [hl], a ld a, $6 ld [wSimulatedJoypadStatesIndex], a call StartSimulatingJoypadStates ld a, $3 ld [wLoreleiCurScript], a ld [wCurMapScript], a ret LoreleiScript0: ld hl, LoreleiEntranceCoords call ArePlayerCoordsInArray jp nc, CheckFightingMapTrainers xor a ld [hJoyPressed], a ld [hJoyHeld], a ld [wSimulatedJoypadStatesEnd], a ld [wSimulatedJoypadStatesIndex], a ld a, [wCoordIndex] cp $3 ; Is player standing one tile above the exit? jr c, .stopPlayerFromLeaving CheckAndSetEvent EVENT_AUTOWALKED_INTO_LORELEIS_ROOM jr z, LoreleiScriptWalkIntoRoom .stopPlayerFromLeaving ld a, $2 ld [hSpriteIndexOrTextID], a call DisplayTextID ; "Don't run away!" ld a, D_UP ld [wSimulatedJoypadStatesEnd], a ld a, $1 ld [wSimulatedJoypadStatesIndex], a call StartSimulatingJoypadStates ld a, $3 ld [wLoreleiCurScript], a ld [wCurMapScript], a ret LoreleiEntranceCoords: db $0A,$04 db $0A,$05 db $0B,$04 db $0B,$05 db $FF LoreleiScript3: ld a, [wSimulatedJoypadStatesIndex] and a ret nz call Delay3 xor a ld [wJoyIgnore], a ld [wLoreleiCurScript], a ld [wCurMapScript], a ret LoreleiScript2: call EndTrainerBattle ld a, [wIsInBattle] cp $ff jp z, ResetLoreleiScript ld a, $1 ld [hSpriteIndexOrTextID], a jp DisplayTextID LoreleiTextPointers: dw LoreleiText1 dw LoreleiDontRunAwayText LoreleiTrainerHeader0: dbEventFlagBit EVENT_BEAT_LORELEIS_ROOM_TRAINER_0 db ($0 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_LORELEIS_ROOM_TRAINER_0 dw LoreleiBeforeBattleText ; TextBeforeBattle dw LoreleiAfterBattleText ; TextAfterBattle dw LoreleiEndBattleText ; TextEndBattle dw LoreleiEndBattleText ; TextEndBattle db $ff LoreleiText1: TX_ASM ld hl, LoreleiTrainerHeader0 call TalkToTrainer jp TextScriptEnd LoreleiBeforeBattleText: TX_FAR _LoreleiBeforeBattleText db "@" LoreleiEndBattleText: TX_FAR _LoreleiEndBattleText db "@" LoreleiAfterBattleText: TX_FAR _LoreleiAfterBattleText db "@" LoreleiDontRunAwayText: TX_FAR _LoreleiDontRunAwayText db "@"