Remove address comments
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@@ -1,7 +1,7 @@
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.set LOCALID_OPPONENT, 2
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.set LOCALID_PLAYER, 3
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SlateportCity_BattleTentBattleRoom_MapScripts:: @ 8209960
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SlateportCity_BattleTentBattleRoom_MapScripts::
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map_script MAP_SCRIPT_ON_TRANSITION, SlateportCity_BattleTentBattleRoom_OnTransition
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map_script MAP_SCRIPT_ON_WARP_INTO_MAP_TABLE, SlateportCity_BattleTentBattleRoom_OnWarp
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map_script MAP_SCRIPT_ON_FRAME_TABLE, SlateportCity_BattleTentBattleRoom_OnFrame
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@@ -10,11 +10,11 @@ SlateportCity_BattleTentBattleRoom_MapScripts:: @ 8209960
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@ On this map the player (OBJ_EVENT_ID_PLAYER) is hidden
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@ The player is represented instead by LOCALID_PLAYER, which has the gfx id VAR_OBJ_GFX_ID_1
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SlateportCity_BattleTentBattleRoom_OnTransition: @ 8209970
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SlateportCity_BattleTentBattleRoom_OnTransition:
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call SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfx
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end
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SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfx:: @ 8209976
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SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfx::
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checkplayergender
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compare VAR_RESULT, MALE
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goto_if_eq SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfxMale
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@@ -22,29 +22,29 @@ SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfx:: @ 8209976
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goto_if_eq SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfxFemale
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return
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SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfxMale:: @ 820998E
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SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfxMale::
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setvar VAR_OBJ_GFX_ID_1, OBJ_EVENT_GFX_RIVAL_BRENDAN_NORMAL
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return
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SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfxFemale:: @ 8209994
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SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfxFemale::
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setvar VAR_OBJ_GFX_ID_1, OBJ_EVENT_GFX_RIVAL_MAY_NORMAL
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return
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SlateportCity_BattleTentBattleRoom_OnWarp: @ 820999A
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SlateportCity_BattleTentBattleRoom_OnWarp:
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map_script_2 VAR_TEMP_1, 0, SlateportCity_BattleTentBattleRoom_EventScript_SetUpObjects
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.2byte 0
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SlateportCity_BattleTentBattleRoom_EventScript_SetUpObjects:: @ 82099A4
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SlateportCity_BattleTentBattleRoom_EventScript_SetUpObjects::
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setvar VAR_TEMP_1, 1
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hideobjectat OBJ_EVENT_ID_PLAYER, MAP_FALLARBOR_TOWN_BATTLE_TENT_BATTLE_ROOM
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hideobjectat LOCALID_OPPONENT, MAP_SLATEPORT_CITY_BATTLE_TENT_BATTLE_ROOM
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end
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SlateportCity_BattleTentBattleRoom_OnFrame: @ 82099B4
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SlateportCity_BattleTentBattleRoom_OnFrame:
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map_script_2 VAR_TEMP_0, 0, SlateportCity_BattleTentBattleRoom_EventScript_EnterRoom
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.2byte 0
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SlateportCity_BattleTentBattleRoom_EventScript_EnterRoom:: @ 82099BE
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SlateportCity_BattleTentBattleRoom_EventScript_EnterRoom::
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applymovement LOCALID_PLAYER, SlateportCity_BattleTentBattleRoom_Movement_PlayerEnter
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waitmovement 0
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factory_setopponentgfx
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@@ -65,14 +65,14 @@ SlateportCity_BattleTentBattleRoom_EventScript_EnterRoom:: @ 82099BE
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waitstate
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switch VAR_RESULT
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case 1, SlateportCity_BattleTentBattleRoom_EventScript_DefeatedOpponent
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SlateportCity_BattleTent_EventScript_WarpToLobbyLost:: @ 8209A1B
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SlateportCity_BattleTent_EventScript_WarpToLobbyLost::
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frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_LOST
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special LoadPlayerParty
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warp MAP_SLATEPORT_CITY_BATTLE_TENT_LOBBY, 255, 6, 6
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waitstate
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@ forced stop
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SlateportCity_BattleTentBattleRoom_EventScript_DefeatedOpponent:: @ 8209A39
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SlateportCity_BattleTentBattleRoom_EventScript_DefeatedOpponent::
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frontier_get FRONTIER_DATA_BATTLE_NUM
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addvar VAR_RESULT, 1
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frontier_set FRONTIER_DATA_BATTLE_NUM, VAR_RESULT
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@@ -83,21 +83,21 @@ SlateportCity_BattleTentBattleRoom_EventScript_DefeatedOpponent:: @ 8209A39
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waitstate
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@ forced stop
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SlateportCity_BattleTentBattleRoom_EventScript_WarpToLobbyWon:: @ 8209A7B
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SlateportCity_BattleTentBattleRoom_EventScript_WarpToLobbyWon::
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frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_WON
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special LoadPlayerParty
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warp MAP_SLATEPORT_CITY_BATTLE_TENT_LOBBY, 255, 6, 6
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waitstate
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@ forced stop
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SlateportCity_BattleTentBattleRoom_Movement_PlayerEnter: @ 8209A99
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SlateportCity_BattleTentBattleRoom_Movement_PlayerEnter:
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walk_up
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walk_up
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walk_up
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walk_in_place_fastest_right
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step_end
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SlateportCity_BattleTentBattleRoom_Movement_OpponentEnter: @ 8209A9E
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SlateportCity_BattleTentBattleRoom_Movement_OpponentEnter:
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walk_down
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walk_down
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walk_down
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