@ On this map the player will automatically walk into the room, but the camera is supposed to remain still. @ To do this GF sets the player (LOCALID_PLAYER) invisible and creates a fake player object (LOCALID_TOWER_MULTI_CORRIDOR_PLAYER). @ The graphics of this fake player object are represented with VAR_OBJ_GFX_ID_F. @ The graphics of the partner are represented with VAR_OBJ_GFX_ID_E, which will ultimately be set by tower_setpartnergfx. BattleFrontier_BattleTowerMultiCorridor_MapScripts:: map_script MAP_SCRIPT_ON_TRANSITION, BattleFrontier_BattleTowerMultiCorridor_OnTransition map_script MAP_SCRIPT_ON_WARP_INTO_MAP_TABLE, BattleFrontier_BattleTowerMultiCorridor_OnWarp map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattleTowerMultiCorridor_OnFrame .byte 0 BattleFrontier_BattleTowerMultiCorridor_OnTransition: call_if_eq VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_MULTIS, BattleFrontier_BattleTowerMultiCorridor_EventScript_SetObjGfx call_if_eq VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_LINK_MULTIS, BattleFrontier_BattleTowerMultiCorridor_EventScript_SetLinkPlayerGfx end BattleFrontier_BattleTowerMultiCorridor_EventScript_SetObjGfx:: tower_setpartnergfx checkplayergender goto_if_eq VAR_RESULT, FEMALE, BattleFrontier_BattleTowerMultiCorridor_EventScript_SetPlayerGfxFemale setvar VAR_OBJ_GFX_ID_F, OBJ_EVENT_GFX_BRENDAN_NORMAL return BattleFrontier_BattleTowerMultiCorridor_EventScript_SetPlayerGfxFemale:: setvar VAR_OBJ_GFX_ID_F, OBJ_EVENT_GFX_MAY_NORMAL return BattleFrontier_BattleTowerMultiCorridor_EventScript_SetLinkPlayerGfx:: special SetBattleTowerLinkPlayerGfx return BattleFrontier_BattleTowerMultiCorridor_OnWarp: map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattleTowerMultiCorridor_EventScript_SetUpObjects .2byte 0 BattleFrontier_BattleTowerMultiCorridor_EventScript_SetUpObjects:: hideobjectat LOCALID_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR hideobjectat LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR hideobjectat LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR special OffsetCameraForBattle end BattleFrontier_BattleTowerMultiCorridor_OnFrame: map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattleTowerMultiCorridor_EventScript_EnterCorridor .2byte 0 BattleFrontier_BattleTowerMultiCorridor_EventScript_EnterCorridor:: lockall setflag FLAG_ENABLE_MULTI_CORRIDOR_DOOR setvar VAR_0x8004, 14 @ x coord of far door, used by DrawDoor setvar VAR_0x8005, 1 @ y coord of far door, used by DrawDoor opendoor 1, 1 waitdooranim clearflag FLAG_ENABLE_MULTI_CORRIDOR_DOOR showobjectat LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR showobjectat LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR applymovement LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, BattleFrontier_BattleTowerMultiCorridor_Movement_ExitElevator applymovement LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, BattleFrontier_BattleTowerMultiCorridor_Movement_ExitElevator waitmovement 0 setflag FLAG_ENABLE_MULTI_CORRIDOR_DOOR setvar VAR_0x8004, 14 @ x coord of far door, used by DrawDoor setvar VAR_0x8005, 1 @ y coord of far door, used by DrawDoor closedoor 1, 1 waitdooranim clearflag FLAG_ENABLE_MULTI_CORRIDOR_DOOR applymovement LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, BattleFrontier_BattleTowerMultiCorridor_Movement_PlayerWalkToDoor applymovement LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, BattleFrontier_BattleTowerMultiCorridor_Movement_PartnerWalkToDoor applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_2, BattleFrontier_BattleTowerMultiCorridor_Movement_PlayerAttendantWalkToDoor applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_1, BattleFrontier_BattleTowerMultiCorridor_Movement_PartnerAttendantWalkToDoor waitmovement 0 delay 40 applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_2, Common_Movement_WalkInPlaceFasterUp applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_1, Common_Movement_WalkInPlaceFasterUp waitmovement 0 opendoor 7, 1 waitdooranim applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_2, BattleFrontier_BattleTowerMultiCorridor_Movement_AttendantEnterDoor applymovement LOCALID_TOWER_MULTI_CORRIDOR_ATTENDANT_1, BattleFrontier_BattleTowerMultiCorridor_Movement_AttendantEnterDoor applymovement LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, BattleFrontier_BattleTowerMultiCorridor_Movement_TrainerEnterDoor applymovement LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, BattleFrontier_BattleTowerMultiCorridor_Movement_TrainerEnterDoor waitmovement 0 closedoor 7, 1 waitdooranim delay 30 setvar VAR_TEMP_1, 1 call BattleFrontier_BattleTowerMultiCorridor_EventScript_WarpToBattleRoom releaseall end BattleFrontier_BattleTowerMultiCorridor_EventScript_WarpToBattleRoom:: call_if_eq VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_SINGLES, BattleFrontier_BattleTowerMultiCorridor_EventScript_WarpToNormalBattleRoom call_if_eq VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_DOUBLES, BattleFrontier_BattleTowerMultiCorridor_EventScript_WarpToNormalBattleRoom call_if_eq VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_MULTIS, BattleFrontier_BattleTowerMultiCorridor_EventScript_WarpToMultiBattleRoom call_if_eq VAR_FRONTIER_BATTLE_MODE, FRONTIER_MODE_LINK_MULTIS, BattleFrontier_BattleTowerMultiCorridor_EventScript_WarpToLinkMultiBattleRoom return BattleFrontier_BattleTowerMultiCorridor_EventScript_WarpToNormalBattleRoom:: warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_BATTLE_ROOM, 4, 8 waitstate return BattleFrontier_BattleTowerMultiCorridor_EventScript_WarpToMultiBattleRoom:: warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_BATTLE_ROOM, 4, 5 waitstate return @ Unnecessary duplicate of the above BattleFrontier_BattleTowerMultiCorridor_EventScript_WarpToLinkMultiBattleRoom:: warp MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_BATTLE_ROOM, 4, 5 waitstate return BattleFrontier_BattleTowerMultiCorridor_Movement_PlayerWalkToDoor: walk_down walk_right walk_right walk_right walk_right walk_right walk_right step_end BattleFrontier_BattleTowerMultiCorridor_Movement_PartnerWalkToDoor: walk_down walk_left walk_left walk_left walk_left walk_left walk_left step_end BattleFrontier_BattleTowerMultiCorridor_Movement_PlayerAttendantWalkToDoor: walk_right walk_right walk_right walk_right walk_right walk_right walk_up walk_in_place_faster_right step_end BattleFrontier_BattleTowerMultiCorridor_Movement_PartnerAttendantWalkToDoor: walk_left walk_left walk_left walk_left walk_left walk_left walk_up walk_in_place_faster_left step_end BattleFrontier_BattleTowerMultiCorridor_Movement_TrainerEnterDoor: delay_16 walk_up walk_up set_invisible step_end BattleFrontier_BattleTowerMultiCorridor_Movement_AttendantEnterDoor: walk_up set_invisible step_end BattleFrontier_BattleTowerMultiCorridor_Movement_ExitElevator: walk_down step_end