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Copy pathBattleTowerElevator.asm
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BattleTowerElevator.asm
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object_const_def ; object_event constants
const BATTLETOWERELEVATOR_RECEPTIONIST
BattleTowerElevator_MapScripts:
db 2 ; scene scripts
scene_script .Scene0 ; SCENE_DEFAULT
scene_script .Scene1 ; SCENE_FINISHED
db 0 ; callbacks
.Scene0:
prioritysjump .RideElevator
setscene SCENE_FINISHED
.Scene1:
end
.RideElevator:
follow BATTLETOWERELEVATOR_RECEPTIONIST, PLAYER
applymovement BATTLETOWERELEVATOR_RECEPTIONIST, MovementData_BattleTowerElevatorReceptionistWalksIn
applymovement PLAYER, MovementData_BattleTowerElevatorPlayerWalksIn
setval BATTLETOWERACTION_0A
special BattleTowerAction
playsound SFX_ELEVATOR
earthquake 60
waitsfx
follow BATTLETOWERELEVATOR_RECEPTIONIST, PLAYER
applymovement BATTLETOWERELEVATOR_RECEPTIONIST, MovementData_BattleTowerElevatorExitElevator
stopfollow
warpsound
disappear BATTLETOWERELEVATOR_RECEPTIONIST
applymovement PLAYER, MovementData_BattleTowerElevatorExitElevator
warpcheck
end
MovementData_BattleTowerElevatorReceptionistWalksIn:
step RIGHT
turn_head DOWN
step_end
MovementData_BattleTowerElevatorPlayerWalksIn:
turn_head DOWN
step_end
BattleTowerElevator_MapEvents:
db 0, 0 ; filler
db 2 ; warp events
warp_event 1, 3, BATTLE_TOWER_HALLWAY, 1
warp_event 2, 3, BATTLE_TOWER_HALLWAY, 1
db 0 ; coord events
db 0 ; bg events
db 1 ; object events
object_event 1, 2, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, MovementData_BattleTowerElevatorReceptionistWalksIn, -1