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path: root/maps/TinTower1F.asm
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const_value set 2
	const TINTOWER1F_SUICUNE
	const TINTOWER1F_RAIKOU
	const TINTOWER1F_ENTEI
	const TINTOWER1F_EUSINE
	const TINTOWER1F_SAGE1
	const TINTOWER1F_SAGE2
	const TINTOWER1F_SAGE3
	const TINTOWER1F_SAGE4
	const TINTOWER1F_SAGE5
	const TINTOWER1F_SAGE6

TinTower1F_MapScriptHeader:
.SceneScripts:
	db 2
	scene_script .FaceSuicune
	scene_script .DummyScene

.MapCallbacks:
	db 2
	dbw MAPCALLBACK_OBJECTS, .NPCsCallback
	dbw MAPCALLBACK_TILES, .StairsCallback

.FaceSuicune:
	priorityjump .SuicuneBattle
	end

.DummyScene:
	end

.NPCsCallback:
	checkevent EVENT_GOT_RAINBOW_WING
	iftrue .GotRainbowWing
	checkevent EVENT_BEAT_ELITE_FOUR
	iffalse .FaceBeasts
	special SpecialBeastsCheck
	iffalse .FaceBeasts
	clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
	setevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
.GotRainbowWing:
	checkevent EVENT_FOUGHT_HO_OH
	iffalse .Done
	appear TINTOWER1F_EUSINE
.Done:
	return

.FaceBeasts:
	checkevent EVENT_FOUGHT_SUICUNE
	iftrue .FoughtSuicune
	appear TINTOWER1F_SUICUNE
	writebyte RAIKOU
	special SpecialMonCheck
	iftrue .NoRaikou
	appear TINTOWER1F_RAIKOU
	jump .CheckEntei

.NoRaikou:
	disappear TINTOWER1F_RAIKOU
.CheckEntei:
	writebyte ENTEI
	special SpecialMonCheck
	iftrue .NoEntei
	appear TINTOWER1F_ENTEI
	jump .BeastsDone

.NoEntei:
	disappear TINTOWER1F_ENTEI
.BeastsDone:
	return

.FoughtSuicune:
	disappear TINTOWER1F_SUICUNE
	disappear TINTOWER1F_RAIKOU
	disappear TINTOWER1F_ENTEI
	clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
	setevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
	return

.StairsCallback:
	checkevent EVENT_GOT_RAINBOW_WING
	iftrue .DontHideStairs
	changeblock 10, 2, $9
.DontHideStairs:
	return

.SuicuneBattle:
	applymovement PLAYER, TinTowerPlayerMovement1
	pause 15
	writebyte RAIKOU
	special SpecialMonCheck
	iftrue .Next1 ; if player caught Raikou, he doesn't appear in Tin Tower
	applymovement TINTOWER1F_RAIKOU, TinTowerRaikouMovement1
	spriteface PLAYER, LEFT
	cry RAIKOU
	pause 10
	playsound SFX_WARP_FROM
	applymovement TINTOWER1F_RAIKOU, TinTowerRaikouMovement2
	disappear TINTOWER1F_RAIKOU
	playsound SFX_EXIT_BUILDING
	waitsfx
.Next1:
	writebyte ENTEI
	special SpecialMonCheck
	iftrue .Next2 ; if player caught Entei, he doesn't appear in Tin Tower
	applymovement TINTOWER1F_ENTEI, TinTowerEnteiMovement1
	spriteface PLAYER, RIGHT
	cry ENTEI
	pause 10
	playsound SFX_WARP_FROM
	applymovement TINTOWER1F_ENTEI, TinTowerEnteiMovement2
	disappear TINTOWER1F_ENTEI
	playsound SFX_EXIT_BUILDING
	waitsfx
.Next2:
	spriteface PLAYER, UP
	pause 10
	applymovement PLAYER, TinTowerPlayerMovement2
	applymovement TINTOWER1F_SUICUNE, TinTowerSuicuneMovement
	cry SUICUNE
	pause 20
	loadwildmon SUICUNE, 40
	writecode VAR_BATTLETYPE, BATTLETYPE_SUICUNE
	startbattle
	dontrestartmapmusic
	disappear TINTOWER1F_SUICUNE
	setevent EVENT_FOUGHT_SUICUNE
	setevent EVENT_SAW_SUICUNE_ON_ROUTE_42
	setmapscene ROUTE_42, 0
	setevent EVENT_SAW_SUICUNE_ON_ROUTE_36
	setmapscene ROUTE_36, 0
	setevent EVENT_SAW_SUICUNE_AT_CIANWOOD_CITY
	setmapscene CIANWOOD_CITY, 0
	setscene 1
	clearevent EVENT_SET_WHEN_FOUGHT_HO_OH
	reloadmapafterbattle
	pause 20
	spriteface PLAYER, DOWN
	playmusic MUSIC_MYSTICALMAN_ENCOUNTER
	playsound SFX_ENTER_DOOR
	moveobject TINTOWER1F_EUSINE, 10, 15
	appear TINTOWER1F_EUSINE
	applymovement TINTOWER1F_EUSINE, MovementData_0x1851ec
	playsound SFX_ENTER_DOOR
	moveobject TINTOWER1F_SAGE1, 9, 15
	appear TINTOWER1F_SAGE1
	applymovement TINTOWER1F_SAGE1, MovementData_0x1851f5
	playsound SFX_ENTER_DOOR
	moveobject TINTOWER1F_SAGE2, 9, 15
	appear TINTOWER1F_SAGE2
	applymovement TINTOWER1F_SAGE2, MovementData_0x1851fb
	playsound SFX_ENTER_DOOR
	moveobject TINTOWER1F_SAGE3, 9, 15
	appear TINTOWER1F_SAGE3
	applymovement TINTOWER1F_SAGE3, MovementData_0x1851fe
	moveobject TINTOWER1F_SAGE1, 7, 13
	moveobject TINTOWER1F_SAGE2, 9, 13
	moveobject TINTOWER1F_SAGE3, 11, 13
	spriteface PLAYER, RIGHT
	opentext
	writetext TinTowerEusineSuicuneText
	waitbutton
	closetext
	applymovement TINTOWER1F_EUSINE, MovementData_0x1851f1
	playsound SFX_EXIT_BUILDING
	disappear TINTOWER1F_EUSINE
	waitsfx
	special Special_FadeOutMusic
	pause 20
	playmapmusic
	end

TinTower1FSage1Script:
	jumptextfaceplayer TinTower1FSage1Text

TinTower1FSage2Script:
	jumptextfaceplayer TinTower1FSage2Text

TinTower1FSage3Script:
	jumptextfaceplayer TinTower1FSage3Text

TinTower1FSage4Script:
	checkevent EVENT_FOUGHT_HO_OH
	iftrue .FoughtHoOh
	jumptextfaceplayer TinTower1FSage4Text1

.FoughtHoOh:
	jumptextfaceplayer TinTower1FSage4Text2

TinTower1FSage5Script:
	faceplayer
	opentext
	checkevent EVENT_FOUGHT_HO_OH
	iftrue .FoughtHoOh
	checkevent EVENT_GOT_RAINBOW_WING
	iftrue .GotRainbowWing
	writetext TinTower1FSage5Text1
	buttonsound
	verbosegiveitem RAINBOW_WING
	closetext
	refreshscreen $0
	earthquake 72
	waitsfx
	playsound SFX_STRENGTH
	changeblock 10, 2, $20
	reloadmappart
	setevent EVENT_GOT_RAINBOW_WING
	closetext
	opentext
.GotRainbowWing:
	writetext TinTower1FSage5Text2
	waitbutton
	closetext
	end

.FoughtHoOh:
	writetext TinTower1FSage5Text3
	waitbutton
	closetext
	end

TinTower1FSage6Script:
	checkevent EVENT_FOUGHT_HO_OH
	iftrue .FoughtHoOh
	jumptextfaceplayer TinTower1FSage6Text1

.FoughtHoOh:
	jumptextfaceplayer TinTower1FSage6Text2

TinTowerEusine:
	jumptextfaceplayer TinTowerEusineHoOhText

TinTowerPlayerMovement1:
	slow_step UP
	slow_step UP
	slow_step UP
	slow_step UP
	step_end

TinTowerRaikouMovement1:
	set_sliding
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTowerRaikouMovement2:
	set_sliding
	fast_jump_step DOWN
	fast_jump_step RIGHT
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTowerEnteiMovement1:
	set_sliding
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTowerEnteiMovement2:
	set_sliding
	fast_jump_step DOWN
	fast_jump_step LEFT
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTowerSuicuneMovement:
	set_sliding
	fast_jump_step DOWN
	remove_sliding
	step_end

TinTowerPlayerMovement2:
	fix_facing
	big_step DOWN
	remove_fixed_facing
	step_end

MovementData_0x1851ec:
	step UP
	step UP
	step UP
	turn_head LEFT
	step_end

MovementData_0x1851f1:
	step DOWN
	step DOWN
	step DOWN
	step_end

MovementData_0x1851f5:
	step UP
	step UP
	step LEFT
	step LEFT
	turn_head UP
	step_end

MovementData_0x1851fb:
	step UP
	step UP
	step_end

MovementData_0x1851fe:
	step UP
	step RIGHT
	step RIGHT
	step UP
	step_end

TinTowerEusineSuicuneText:
	text "EUSINE: Awesome!"
	line "Too awesome, even!"

	para "I've never seen a"
	line "battle that great."

	para "That was truly"
	line "inspiring to see."

	para "SUICUNE was tough,"
	line "but you were even"

	para "more incredible,"
	line "<PLAYER>."

	para "I heard SUICUNE's"
	line "mystic power"

	para "summons a rainbow-"
	line "colored #MON."

	para "Maybe, just maybe,"
	line "what went on today"

	para "will cause that"
	line "#MON to appear."

	para "I'm going to study"
	line "the legends more."

	para "Thanks for showing"
	line "me that fantastic"
	cont "battle."

	para "Later, <PLAYER>!"
	done

TinTower1FSage1Text:
	text "According to"
	line "legend…"

	para "When the souls of"
	line "#MON and humans"

	para "commune, from the"
	line "heavens descends a"

	para "#MON of rainbow"
	line "colors…"

	para "Could it mean the"
	line "legendary #MON"

	para "are testing us"
	line "humans?"
	done

TinTower1FSage2Text:
	text "When the BRASS"
	line "TOWER burned down,"

	para "three nameless"
	line "#MON were said"

	para "to have perished."
	line "It was tragic."

	para "However…"

	para "A rainbow-colored"
	line "#MON…"

	para "In other words…"

	para "HO-OH descended"
	line "from the sky and"

	para "gave new life to"
	line "the three #MON."

	para "They are…"

	para "SUICUNE, ENTEI and"
	line "RAIKOU."

	para "That is what they"
	line "say."
	done

TinTower1FSage3Text:
	text "The two TOWERS are"
	line "said to have been"

	para "built to foster"
	line "friendship and"

	para "hope between #-"
	line "MON and people."

	para "That was 700 years"
	line "ago, but the ideal"

	para "still remains"
	line "important today."
	done

TinTower1FSage4Text1:
	text "HO-OH appears to"
	line "have descended"

	para "upon this, the TIN"
	line "TOWER!"
	done

TinTower1FSage5Text1:
	text "This will protect"
	line "you. Take it."
	done

TinTower1FSage5Text2:
	text "Now, go."
	done

TinTower1FSage6Text1:
	text "I believe you are"
	line "being tested."

	para "Free your mind"
	line "from uncertainty,"
	cont "and advance."
	done

TinTowerEusineHoOhText:
	text "I knew it."

	para "I knew you'd get"
	line "to see the #MON"

	para "of rainbow colors,"
	line "<PLAYER>."

	para "It happened just"
	line "as I envisioned."

	para "My research isn't"
	line "bad, I might say."

	para "I'm going to keep"
	line "studying #MON"

	para "to become a famous"
	line "#MANIAC!"
	done

TinTower1FSage4Text2:
	text "The legendary"
	line "#MON are said"

	para "to embody three"
	line "powers…"

	para "The lightning that"
	line "struck the TOWER."

	para "The fire that"
	line "burned the TOWER."

	para "And the rain that"
	line "put out the fire…"
	done

TinTower1FSage5Text3:
	text "When the legendary"
	line "#MON appeared…"

	para "They struck terror"
	line "in those who saw"
	cont "their rise."

	para "And…"

	para "Some even took to"
	line "futile attacks."

	para "The legendary"
	line "#MON, knowing"

	para "their own power,"
	line "fled, ignoring the"
	cont "frightened people."
	done

TinTower1FSage6Text2:
	text "Of the legendary"
	line "#MON, SUICUNE"

	para "is said to be the"
	line "closest to HO-OH."

	para "I hear there may"
	line "also be a link to"

	para "#MON known as"
	line "UNOWN."

	para "The #MON UNOWN"
	line "must be sharing a"

	para "cooperative bond"
	line "with SUICUNE."
	done

TinTower1F_MapEventHeader:
	; filler
	db 0, 0

.Warps:
	db 3
	warp_def 9, 15, 12, ECRUTEAK_CITY
	warp_def 10, 15, 12, ECRUTEAK_CITY
	warp_def 10, 2, 2, TIN_TOWER_2F

.CoordEvents:
	db 0

.BGEvents:
	db 0

.ObjectEvents:
	db 10
	object_event 9, 9, SPRITE_SUICUNE, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_SUICUNE
	object_event 7, 9, SPRITE_RAIKOU, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_RAIKOU
	object_event 12, 9, SPRITE_ENTEI, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_ENTEI
	object_event 8, 3, SPRITE_SUPER_NERD, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, TinTowerEusine, EVENT_TIN_TOWER_1F_EUSINE
	object_event 5, 9, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage1Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
	object_event 11, 11, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage2Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
	object_event 14, 6, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage3Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
	object_event 4, 2, SPRITE_SAGE, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage4Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2
	object_event 9, 1, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage5Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2
	object_event 14, 2, SPRITE_SAGE, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage6Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2