tumbledemerald-legacy/data/maps/NewMauville_Entrance/scripts.inc

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NewMauville_Entrance_MapScripts::
map_script MAP_SCRIPT_ON_LOAD, NewMauville_Entrance_OnLoad
map_script MAP_SCRIPT_ON_TRANSITION, NewMauville_Entrance_OnTransition
.byte 0
NewMauville_Entrance_OnLoad:
call_if_eq VAR_NEW_MAUVILLE_STATE, 0, NewMauville_Entrance_EventScript_CloseDoor
end
NewMauville_Entrance_EventScript_CloseDoor::
setmetatile 3, 0, METATILE_Facility_NewMauvilleDoor_Closed_Tile0, TRUE
setmetatile 4, 0, METATILE_Facility_NewMauvilleDoor_Closed_Tile1, TRUE
setmetatile 5, 0, METATILE_Facility_NewMauvilleDoor_Closed_Tile2, TRUE
setmetatile 3, 1, METATILE_Facility_NewMauvilleDoor_Closed_Tile3, TRUE
setmetatile 4, 1, METATILE_Facility_NewMauvilleDoor_Closed_Tile4, TRUE
setmetatile 5, 1, METATILE_Facility_NewMauvilleDoor_Closed_Tile5, TRUE
return
NewMauville_Entrance_OnTransition:
setflag FLAG_LANDMARK_NEW_MAUVILLE
end
NewMauville_Entrance_EventScript_Door::
lockall
applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_WalkInPlaceFasterUp
waitmovement 0
msgbox NewMauville_Entrance_Text_DoorIsLocked, MSGBOX_DEFAULT
checkitem ITEM_BASEMENT_KEY
goto_if_eq VAR_RESULT, FALSE, NewMauville_Entrance_EventScript_DontOpenDoor
msgbox NewMauville_Entrance_Text_UseBasementKey, MSGBOX_YESNO
goto_if_eq VAR_RESULT, NO, NewMauville_Entrance_EventScript_DontOpenDoor
msgbox NewMauville_Entrance_Text_UsedBasementKey, MSGBOX_DEFAULT
setmetatile 3, 0, METATILE_Facility_NewMauvilleDoor_Open_Tile0, FALSE
setmetatile 4, 0, METATILE_Facility_NewMauvilleDoor_Open_Tile1, FALSE
setmetatile 5, 0, METATILE_Facility_NewMauvilleDoor_Open_Tile2, FALSE
setmetatile 3, 1, METATILE_Facility_NewMauvilleDoor_Open_Tile3, TRUE
setmetatile 4, 1, METATILE_Facility_NewMauvilleDoor_Open_Tile4, FALSE
setmetatile 5, 1, METATILE_Facility_NewMauvilleDoor_Open_Tile5, TRUE
special DrawWholeMapView
playse SE_BANG
setvar VAR_NEW_MAUVILLE_STATE, 1
releaseall
end
NewMauville_Entrance_EventScript_DontOpenDoor::
releaseall
end
NewMauville_Entrance_Text_DoorIsLocked:
.string "The door is locked.$"
NewMauville_Entrance_Text_UseBasementKey:
.string "Use the Basement Key?$"
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NewMauville_Entrance_Text_UsedBasementKey:
.string "{PLAYER} used the Basement Key.\p"
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.string "The door opened!$"