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SilphCo10F_Script:
call SilphCo10Script_5a14f
call EnableAutoTextBoxDrawing
ld hl, SilphCo10TrainerHeader0
ld de, SilphCo10F_ScriptPointers
ld a, [wSilphCo10FCurScript]
call ExecuteCurMapScriptInTable
ld [wSilphCo10FCurScript], a
ret
SilphCo10Script_5a14f:
ld hl, wCurrentMapScriptFlags
bit 5, [hl]
res 5, [hl]
ret z
ld hl, SilphCo10GateCoords
call SilphCo2Script_59d43
call SilphCo10Text_5a176
CheckEvent EVENT_SILPH_CO_10_UNLOCKED_DOOR
ret nz
ld a, $54
ld [wNewTileBlockID], a
lb bc, 4, 5
predef_jump ReplaceTileBlock
SilphCo10GateCoords:
dbmapcoord 5, 4
db -1 ; end
SilphCo10Text_5a176:
ldh a, [hUnlockedSilphCoDoors]
and a
ret z
SetEvent EVENT_SILPH_CO_10_UNLOCKED_DOOR
ret
SilphCo10F_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
SilphCo10F_TextPointers:
dw SilphCo10Text1
dw SilphCo10Text2
dw SilphCo10Text3
dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
SilphCo10TrainerHeader0:
trainer EVENT_BEAT_SILPH_CO_10F_TRAINER_0, 3, SilphCo10BattleText1, SilphCo10EndBattleText1, SilphCo10AfterBattleText1
SilphCo10TrainerHeader1:
trainer EVENT_BEAT_SILPH_CO_10F_TRAINER_1, 4, SilphCo10BattleText2, SilphCo10EndBattleText2, SilphCo10AfterBattleText2
db -1 ; end
SilphCo10Text1:
text_asm
ld hl, SilphCo10TrainerHeader0
call TalkToTrainer
jp TextScriptEnd
SilphCo10Text2:
text_asm
ld hl, SilphCo10TrainerHeader1
call TalkToTrainer
jp TextScriptEnd
SilphCo10Text3:
text_asm
CheckEvent EVENT_BEAT_SILPH_CO_GIOVANNI
ld hl, SilphCo10Text_5a1d8
jr nz, .asm_cf85f
ld hl, SilphCo10Text_5a1d3
.asm_cf85f
call PrintText
jp TextScriptEnd
SilphCo10Text_5a1d3:
text_far _SilphCo10Text_5a1d3
text_end
SilphCo10Text_5a1d8:
text_far _SilphCo10Text_5a1d8
text_end
SilphCo10BattleText1:
text_far _SilphCo10BattleText1
text_end
SilphCo10EndBattleText1:
text_far _SilphCo10EndBattleText1
text_end
SilphCo10AfterBattleText1:
text_far _SilphCo10AfterBattleText1
text_end
SilphCo10BattleText2:
text_far _SilphCo10BattleText2
text_end
SilphCo10EndBattleText2:
text_far _SilphCo10EndBattleText2
text_end
SilphCo10AfterBattleText2:
text_far _SilphCo10AfterBattleText2
text_end
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