105 lines
3.8 KiB
PHP
105 lines
3.8 KiB
PHP
@ 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_SLATEPORT_TENT_BATTLE_PLAYER).
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@ The graphics of this fake player object are represented with VAR_OBJ_GFX_ID_1.
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@ The graphics of the opponent are represented with VAR_OBJ_GFX_ID_0, which will ultimately be set by factory_setopponentgfx.
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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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.byte 0
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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::
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checkplayergender
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goto_if_eq VAR_RESULT, MALE, SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfxMale
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goto_if_eq VAR_RESULT, FEMALE, SlateportCity_BattleTentBattleRoom_EventScript_SetPlayerGfxFemale
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return
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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::
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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:
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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::
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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_SLATEPORT_TENT_BATTLE_OPPONENT, MAP_SLATEPORT_CITY_BATTLE_TENT_BATTLE_ROOM
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end
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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::
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applymovement LOCALID_SLATEPORT_TENT_BATTLE_PLAYER, SlateportCity_BattleTentBattleRoom_Movement_PlayerEnter
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waitmovement 0
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factory_setopponentgfx
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setobjectxyperm LOCALID_SLATEPORT_TENT_BATTLE_OPPONENT, 5, 1
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removeobject LOCALID_SLATEPORT_TENT_BATTLE_OPPONENT
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addobject LOCALID_SLATEPORT_TENT_BATTLE_OPPONENT
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applymovement LOCALID_SLATEPORT_TENT_BATTLE_OPPONENT, SlateportCity_BattleTentBattleRoom_Movement_OpponentEnter
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waitmovement 0
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battletent_getopponentintro
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lockall
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msgbox gStringVar4, MSGBOX_DEFAULT
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waitmessage
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closemessage
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special HealPlayerParty
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setvar VAR_0x8004, SPECIAL_BATTLE_FACTORY
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setvar VAR_0x8005, 0
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special DoSpecialTrainerBattle
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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::
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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, 6, 6
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waitstate
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@ forced stop
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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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switch VAR_RESULT
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case 3, SlateportCity_BattleTentBattleRoom_EventScript_WarpToLobbyWon
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setvar VAR_0x8006, 1
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warp MAP_SLATEPORT_CITY_BATTLE_TENT_CORRIDOR, 2, 3
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waitstate
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@ forced stop
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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, 6, 6
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waitstate
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@ forced stop
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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_faster_right
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step_end
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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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walk_down
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walk_in_place_faster_left
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step_end
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