BrunoScript: call BrunoShowOrHideExitBlock call EnableAutoTextBoxDrawing ld hl, BrunoTrainerHeader0 ld de, BrunoScriptPointers ld a, [wBrunoCurScript] call ExecuteCurMapScriptInTable ld [wBrunoCurScript], a ret BrunoShowOrHideExitBlock: ; Blocks or clears the exit to the next room. ld hl, wCurrentMapScriptFlags bit 5, [hl] res 5, [hl] ret z CheckEvent EVENT_BEAT_BRUNOS_ROOM_TRAINER_0 jr z, .blockExitToNextRoom ld a, $5 jp .setExitBlock .blockExitToNextRoom ld a, $24 .setExitBlock ld [wNewTileBlockID], a lb bc, 0, 2 predef_jump ReplaceTileBlock ResetBrunoScript: xor a ld [wBrunoCurScript], a ret BrunoScriptPointers: dw BrunoScript0 dw DisplayEnemyTrainerTextAndStartBattle dw BrunoScript2 dw BrunoScript3 dw BrunoScript4 BrunoScript4: ret BrunoScriptWalkIntoRoom: ; 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 [wBrunoCurScript], a ld [wCurMapScript], a ret BrunoScript0: ld hl, BrunoEntranceCoords 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_BRUNOS_ROOM jr z, BrunoScriptWalkIntoRoom .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 [wBrunoCurScript], a ld [wCurMapScript], a ret BrunoEntranceCoords: db $0A,$04 db $0A,$05 db $0B,$04 db $0B,$05 db $FF BrunoScript3: ld a, [wSimulatedJoypadStatesIndex] and a ret nz call Delay3 xor a ld [wJoyIgnore], a ld [wBrunoCurScript], a ld [wCurMapScript], a ret BrunoScript2: call EndTrainerBattle ld a, [wIsInBattle] cp $ff jp z, ResetBrunoScript ld a, $1 ld [hSpriteIndexOrTextID], a jp DisplayTextID BrunoTextPointers: dw BrunoText1 dw BrunoDontRunAwayText BrunoTrainerHeader0: dbEventFlagBit EVENT_BEAT_BRUNOS_ROOM_TRAINER_0 db ($0 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_BRUNOS_ROOM_TRAINER_0 dw BrunoBeforeBattleText ; TextBeforeBattle dw BrunoAfterBattleText ; TextAfterBattle dw BrunoEndBattleText ; TextEndBattle dw BrunoEndBattleText ; TextEndBattle db $ff BrunoText1: TX_ASM ld hl, BrunoTrainerHeader0 call TalkToTrainer jp TextScriptEnd BrunoBeforeBattleText: TX_FAR _BrunoBeforeBattleText db "@" BrunoEndBattleText: TX_FAR _BrunoEndBattleText db "@" BrunoAfterBattleText: TX_FAR _BrunoAfterBattleText db "@" BrunoDontRunAwayText: TX_FAR _BrunoDontRunAwayText db "@"