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const_value set 2
const BATTLETOWERHALLWAY_RECEPTIONIST
BattleTowerHallway_MapScriptHeader:
.SceneScripts:
db 2
scene_script .Scene0
scene_script .Scene1
.MapCallbacks:
db 0
.Scene0:
priorityjump .ChooseBattleRoom
setscene 1
.Scene1:
end
.ChooseBattleRoom:
follow BATTLETOWERHALLWAY_RECEPTIONIST, PLAYER
callasm .asm_load_battle_room
jump .WalkToChosenBattleRoom
.asm_load_battle_room
ld a, [rSVBK]
push af
ld a, BANK(wBTChoiceOfLvlGroup)
ld [rSVBK], a
ld a, [wBTChoiceOfLvlGroup]
ld [ScriptVar], a
pop af
ld [rSVBK], a
ret
; enter different rooms for different levels to battle against
; at least it should look like that
; because all warps lead to the same room
.WalkToChosenBattleRoom: ; 0x9f5dc
if_equal 3, .L30L40
if_equal 4, .L30L40
if_equal 5, .L50L60
if_equal 6, .L50L60
if_equal 7, .L70L80
if_equal 8, .L70L80
if_equal 9, .L90L100
if_equal 10, .L90L100
applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo1020Room
jump .EnterBattleRoom
.L30L40: ; 0x9f603
applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo3040Room
jump .EnterBattleRoom
.L50L60: ; 0x9f60a
applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo5060Room
jump .EnterBattleRoom
.L70L80: ; 0x9f611
applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo7080Room
jump .EnterBattleRoom
.L90L100: ; 0x9f618
applymovement BATTLETOWERHALLWAY_RECEPTIONIST, MovementData_BattleTowerHallwayWalkTo90100Room
jump .EnterBattleRoom
.EnterBattleRoom: ; 0x9f61f
faceobject PLAYER, BATTLETOWERHALLWAY_RECEPTIONIST
opentext
writetext Text_PleaseStepThisWay
waitbutton
closetext
stopfollow
applymovement PLAYER, MovementData_BattleTowerHallwayPlayerEntersBattleRoom
warpcheck
end
BattleTowerHallway_MapEventHeader:
; filler
db 0, 0
.Warps:
db 6
warp_def 11, 1, 1, BATTLE_TOWER_ELEVATOR
warp_def 5, 0, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def 7, 0, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def 9, 0, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def 13, 0, 1, BATTLE_TOWER_BATTLE_ROOM
warp_def 15, 0, 1, BATTLE_TOWER_BATTLE_ROOM
.CoordEvents:
db 0
.BGEvents:
db 0
.ObjectEvents:
db 1
object_event 11, 2, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BattleTowerHallway_MapEventHeader, -1
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