Finish adding local IDs to map.json files
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@@ -15,6 +15,7 @@
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"connections": null,
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"object_events": [
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{
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"local_id": "LOCALID_TOWER_MULTI_CORRIDOR_PLAYER",
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"graphics_id": "OBJ_EVENT_GFX_VAR_F",
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"x": 1,
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"y": 1,
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@@ -28,6 +29,7 @@
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"flag": "0"
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},
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{
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"local_id": "LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_1",
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"graphics_id": "OBJ_EVENT_GFX_TEALA",
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"x": 14,
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"y": 3,
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@@ -41,6 +43,7 @@
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"flag": "0"
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},
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{
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"local_id": "LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_2",
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"graphics_id": "OBJ_EVENT_GFX_TEALA",
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"x": 1,
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"y": 3,
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@@ -54,6 +57,7 @@
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"flag": "0"
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},
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{
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"local_id": "LOCALID_TOWER_MULTI_CORRIDOR_PARTNER",
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"graphics_id": "OBJ_EVENT_GFX_VAR_E",
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"x": 14,
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"y": 1,
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@@ -1,7 +1,7 @@
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.set LOCALID_PLAYER, 1
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.set LOCALID_ATTENDANT_1, 2
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.set LOCALID_ATTENDANT_2, 3
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.set LOCALID_PARTNER, 4
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@ On this map the player will automatically walk into the room, but the camera is supposed to remain still.
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@ To do this GF sets the player (OBJ_EVENT_ID_PLAYER) invisible and creates a fake player object (LOCALID_TOWER_MULTI_CORRIDOR_PLAYER).
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@ The graphics of this fake player object are represented with VAR_OBJ_GFX_ID_F.
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@ The graphics of the partner are represented with VAR_OBJ_GFX_ID_E, which will ultimately be set by tower_setpartnergfx.
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BattleFrontier_BattleTowerMultiCorridor_MapScripts::
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map_script MAP_SCRIPT_ON_TRANSITION, BattleFrontier_BattleTowerMultiCorridor_OnTransition
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@@ -9,10 +9,6 @@ BattleFrontier_BattleTowerMultiCorridor_MapScripts::
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map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattleTowerMultiCorridor_OnFrame
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.byte 0
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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, and has the gfx id VAR_OBJ_GFX_ID_F
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@ The multi partner is represented by LOCALID_PARTNER, and has the gfx id VAR_OBJ_GFX_ID_E
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BattleFrontier_BattleTowerMultiCorridor_OnTransition:
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call_if_eq VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_MULTIS, BattleFrontier_BattleTowerMultiCorridor_EventScript_SetObjGfx
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call_if_eq VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_LINK_MULTIS, BattleFrontier_BattleTowerMultiCorridor_EventScript_SetLinkPlayerGfx
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@@ -39,8 +35,8 @@ BattleFrontier_BattleTowerMultiCorridor_OnWarp:
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BattleFrontier_BattleTowerMultiCorridor_EventScript_SetUpObjects::
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hideobjectat OBJ_EVENT_ID_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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hideobjectat LOCALID_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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hideobjectat LOCALID_PARTNER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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hideobjectat LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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hideobjectat LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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special OffsetCameraForBattle
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end
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@@ -56,10 +52,10 @@ BattleFrontier_BattleTowerMultiCorridor_EventScript_EnterCorridor::
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opendoor 1, 1
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waitdooranim
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clearflag FLAG_ENABLE_MULTI_CORRIDOR_DOOR
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showobjectat LOCALID_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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showobjectat LOCALID_PARTNER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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applymovement LOCALID_PLAYER, BattleFrontier_BattleTowerMultiCorridor_Movement_ExitElevator
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applymovement LOCALID_PARTNER, BattleFrontier_BattleTowerMultiCorridor_Movement_ExitElevator
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showobjectat LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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showobjectat LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, BattleFrontier_BattleTowerMultiCorridor_Movement_ExitElevator
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, BattleFrontier_BattleTowerMultiCorridor_Movement_ExitElevator
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waitmovement 0
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setflag FLAG_ENABLE_MULTI_CORRIDOR_DOOR
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setvar VAR_0x8004, 14 @ x coord of far door, used by DrawDoor
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@@ -67,21 +63,21 @@ BattleFrontier_BattleTowerMultiCorridor_EventScript_EnterCorridor::
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closedoor 1, 1
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waitdooranim
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clearflag FLAG_ENABLE_MULTI_CORRIDOR_DOOR
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applymovement LOCALID_PLAYER, BattleFrontier_BattleTowerMultiCorridor_Movement_PlayerWalkToDoor
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applymovement LOCALID_PARTNER, BattleFrontier_BattleTowerMultiCorridor_Movement_PartnerWalkToDoor
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applymovement LOCALID_ATTENDANT_2, BattleFrontier_BattleTowerMultiCorridor_Movement_PlayerAttendantWalkToDoor
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applymovement LOCALID_ATTENDANT_1, BattleFrontier_BattleTowerMultiCorridor_Movement_PartnerAttendantWalkToDoor
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, BattleFrontier_BattleTowerMultiCorridor_Movement_PlayerWalkToDoor
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, BattleFrontier_BattleTowerMultiCorridor_Movement_PartnerWalkToDoor
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_2, BattleFrontier_BattleTowerMultiCorridor_Movement_PlayerAttendantWalkToDoor
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_1, BattleFrontier_BattleTowerMultiCorridor_Movement_PartnerAttendantWalkToDoor
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waitmovement 0
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delay 40
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applymovement LOCALID_ATTENDANT_2, Common_Movement_WalkInPlaceFasterUp
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applymovement LOCALID_ATTENDANT_1, Common_Movement_WalkInPlaceFasterUp
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_2, Common_Movement_WalkInPlaceFasterUp
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_1, Common_Movement_WalkInPlaceFasterUp
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waitmovement 0
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opendoor 7, 1
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waitdooranim
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applymovement LOCALID_ATTENDANT_2, BattleFrontier_BattleTowerMultiCorridor_Movement_AttendantEnterDoor
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applymovement LOCALID_ATTENDANT_1, BattleFrontier_BattleTowerMultiCorridor_Movement_AttendantEnterDoor
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applymovement LOCALID_PLAYER, BattleFrontier_BattleTowerMultiCorridor_Movement_TrainerEnterDoor
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applymovement LOCALID_PARTNER, BattleFrontier_BattleTowerMultiCorridor_Movement_TrainerEnterDoor
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_2, BattleFrontier_BattleTowerMultiCorridor_Movement_AttendantEnterDoor
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_1, BattleFrontier_BattleTowerMultiCorridor_Movement_AttendantEnterDoor
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, BattleFrontier_BattleTowerMultiCorridor_Movement_TrainerEnterDoor
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applymovement LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, BattleFrontier_BattleTowerMultiCorridor_Movement_TrainerEnterDoor
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waitmovement 0
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closedoor 7, 1
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waitdooranim
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