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LancesRoom_Script:
call LanceShowOrHideEntranceBlocks
call EnableAutoTextBoxDrawing
ld hl, LanceTrainerHeader0
ld de, LancesRoom_ScriptPointers
ld a, [wLancesRoomCurScript]
call ExecuteCurMapScriptInTable
ld [wLancesRoomCurScript], a
ret
LanceShowOrHideEntranceBlocks:
ld hl, wCurrentMapScriptFlags
bit 5, [hl]
res 5, [hl]
ret z
CheckEvent EVENT_LANCES_ROOM_LOCK_DOOR
jr nz, .closeEntrance
; open entrance
ld a, $31
ld b, $32
jp .setEntranceBlocks
.closeEntrance
ld a, $72
ld b, $73
.setEntranceBlocks
; Replaces the tile blocks so the player can't leave.
push bc
ld [wNewTileBlockID], a
lb bc, 6, 2
call .SetEntranceBlock
pop bc
ld a, b
ld [wNewTileBlockID], a
lb bc, 6, 3
.SetEntranceBlock:
predef_jump ReplaceTileBlock
ResetLanceScript:
xor a
ld [wLancesRoomCurScript], a
ret
LancesRoom_ScriptPointers:
dw LanceScript0
dw DisplayEnemyTrainerTextAndStartBattle
dw LanceScript2
dw LanceScript3
dw LanceScript4
LanceScript4:
ret
LanceScript0:
CheckEvent EVENT_BEAT_LANCE
ret nz
ld hl, LanceTriggerMovementCoords
call ArePlayerCoordsInArray
jp nc, CheckFightingMapTrainers
xor a
ldh [hJoyHeld], a
ld a, [wCoordIndex]
cp $3 ; Is player standing next to Lance's sprite?
jr nc, .notStandingNextToLance
ld a, $1
ldh [hSpriteIndexOrTextID], a
jp DisplayTextID
.notStandingNextToLance
cp $5 ; Is player standing on the entrance staircase?
jr z, WalkToLance
CheckAndSetEvent EVENT_LANCES_ROOM_LOCK_DOOR
ret nz
ld hl, wCurrentMapScriptFlags
set 5, [hl]
ld a, SFX_GO_INSIDE
call PlaySound
jp LanceShowOrHideEntranceBlocks
LanceTriggerMovementCoords:
dbmapcoord 5, 1
dbmapcoord 6, 2
dbmapcoord 5, 11
dbmapcoord 6, 11
dbmapcoord 24, 16
db -1 ; end
LanceScript2:
call EndTrainerBattle
ld a, [wIsInBattle]
cp $ff
jp z, ResetLanceScript
ld a, $1
ldh [hSpriteIndexOrTextID], a
jp DisplayTextID
WalkToLance:
; Moves the player down the hallway to Lance's room.
ld a, $ff
ld [wJoyIgnore], a
ld hl, wSimulatedJoypadStatesEnd
ld de, WalkToLance_RLEList
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
ld a, $3
ld [wLancesRoomCurScript], a
ld [wCurMapScript], a
ret
WalkToLance_RLEList:
db D_UP, 12
db D_LEFT, 12
db D_DOWN, 7
db D_LEFT, 6
db -1 ; end
LanceScript3:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
call Delay3
xor a
ld [wJoyIgnore], a
ld [wLancesRoomCurScript], a
ld [wCurMapScript], a
ret
LancesRoom_TextPointers:
dw LanceText1
LanceTrainerHeader0:
trainer EVENT_BEAT_LANCES_ROOM_TRAINER_0, 0, LanceBeforeBattleText, LanceEndBattleText, LanceAfterBattleText
db -1 ; end
LanceText1:
text_asm
ld hl, LanceTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
LanceBeforeBattleText:
text_far _LanceBeforeBattleText
text_end
LanceEndBattleText:
text_far _LanceEndBattleText
text_end
LanceAfterBattleText:
text_far _LanceAfterBattleText
text_asm
SetEvent EVENT_BEAT_LANCE
jp TextScriptEnd
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