.set LOCALID_PLAYER, 1 .set LOCALID_OPPONENT, 2 .set LOCALID_ATTENDANT, 3 VerdanturfTown_BattleTentBattleRoom_MapScripts:: map_script MAP_SCRIPT_ON_TRANSITION, VerdanturfTown_BattleTentBattleRoom_OnTransition map_script MAP_SCRIPT_ON_FRAME_TABLE, VerdanturfTown_BattleTentBattleRoom_OnFrame map_script MAP_SCRIPT_ON_WARP_INTO_MAP_TABLE, VerdanturfTown_BattleTentBattleRoom_OnWarp .byte 0 @ On this map the player (OBJ_EVENT_ID_PLAYER) is hidden @ The player is represented instead by object event 1, which has the gfx id VAR_OBJ_GFX_ID_1 @ The opponent is represented by object event 2, which has the gfx id VAR_OBJ_GFX_ID_0 VerdanturfTown_BattleTentBattleRoom_OnTransition: call VerdanturfTown_BattleTentBattleRoom_EventScript_SetPlayerGfx end VerdanturfTown_BattleTentBattleRoom_EventScript_SetPlayerGfx:: checkplayergender goto_if_eq VAR_RESULT, MALE, VerdanturfTown_BattleTentBattleRoom_EventScript_SetPlayerGfxMale goto_if_eq VAR_RESULT, FEMALE, VerdanturfTown_BattleTentBattleRoom_EventScript_SetPlayerGfxFemale return VerdanturfTown_BattleTentBattleRoom_EventScript_SetPlayerGfxMale:: setvar VAR_OBJ_GFX_ID_1, OBJ_EVENT_GFX_RIVAL_BRENDAN_NORMAL setvar VAR_OBJ_GFX_ID_0, OBJ_EVENT_GFX_RIVAL_BRENDAN_NORMAL return VerdanturfTown_BattleTentBattleRoom_EventScript_SetPlayerGfxFemale:: setvar VAR_OBJ_GFX_ID_1, OBJ_EVENT_GFX_RIVAL_MAY_NORMAL setvar VAR_OBJ_GFX_ID_0, OBJ_EVENT_GFX_RIVAL_MAY_NORMAL return VerdanturfTown_BattleTentBattleRoom_OnFrame: map_script_2 VAR_TEMP_0, 0, VerdanturfTown_BattleTentBattleRoom_EventScript_EnterRoom .2byte 0 VerdanturfTown_BattleTentBattleRoom_EventScript_EnterRoom:: showobjectat LOCALID_PLAYER, MAP_VERDANTURF_TOWN_BATTLE_TENT_BATTLE_ROOM applymovement LOCALID_PLAYER, VerdanturfTown_BattleTentBattleRoom_Movement_PlayerEnter waitmovement 0 frontier_get FRONTIER_DATA_BATTLE_NUM goto_if_ne VAR_RESULT, 0, VerdanturfTown_BattleTentBattleRoom_EventScript_AskContinueChallenge VerdanturfTown_BattleTentBattleRoom_EventScript_NextOpponentEnter:: tower_setopponent addobject LOCALID_OPPONENT applymovement LOCALID_OPPONENT, VerdanturfTown_BattleTentBattleRoom_Movement_OpponentEnter waitmovement 0 battletent_getopponentintro msgbox gStringVar4, MSGBOX_DEFAULT waitmessage call BattleFrontier_BattlePalaceBattleRoom_EventScript_DoPalaceBattle switch VAR_RESULT case 1, VerdanturfTown_BattleTentBattleRoom_EventScript_DefeatedOpponent VerdanturfTown_BattleTentBattleRoom_EventScript_WarpToLobbyLost:: frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_LOST special LoadPlayerParty warp MAP_VERDANTURF_TOWN_BATTLE_TENT_LOBBY, 6, 6 waitstate VerdanturfTown_BattleTentBattleRoom_EventScript_DefeatedOpponent:: frontier_get FRONTIER_DATA_BATTLE_NUM addvar VAR_RESULT, 1 frontier_set FRONTIER_DATA_BATTLE_NUM, VAR_RESULT switch VAR_RESULT case 3, VerdanturfTown_BattleTentBattleRoom_EventScript_WarpToLobbyWon applymovement LOCALID_OPPONENT, VerdanturfTown_BattleTentBattleRoom_Movement_OpponentExit waitmovement 0 removeobject LOCALID_OPPONENT applymovement LOCALID_ATTENDANT, Common_Movement_WalkInPlaceFasterDown applymovement LOCALID_PLAYER, Common_Movement_WalkInPlaceFasterUp waitmovement 0 msgbox BattleFrontier_BattlePalaceBattleRoom_Text_LetMeRestoreYourMons, MSGBOX_DEFAULT special LoadPlayerParty special SavePlayerParty frontier_setpartyorder FRONTIER_PARTY_SIZE playfanfare MUS_HEAL waitfanfare special HealPlayerParty VerdanturfTown_BattleTentBattleRoom_EventScript_AskContinueChallenge:: frontier_get FRONTIER_DATA_BATTLE_NUM call_if_eq VAR_RESULT, 1, VerdanturfTown_BattleTentBattleRoom_EventScript_ReadyFor2ndOpponent call_if_eq VAR_RESULT, 2, VerdanturfTown_BattleTentBattleRoom_EventScript_ReadyFor3rdOpponent multichoice 20, 6, MULTI_GO_ON_REST_RETIRE, TRUE switch VAR_RESULT case 0, VerdanturfTown_BattleTentBattleRoom_EventScript_ContinueChallenge case 1, VerdanturfTown_BattleTentBattleRoom_EventScript_AskPauseChallenge case 2, VerdanturfTown_BattleTentBattleRoom_EventScript_AskRetireChallenge VerdanturfTown_BattleTentBattleRoom_EventScript_AskPauseChallenge:: msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SaveAndQuitGame, MSGBOX_YESNO switch VAR_RESULT case NO, VerdanturfTown_BattleTentBattleRoom_EventScript_AskContinueChallenge case YES, VerdanturfTown_BattleTentBattleRoom_EventScript_PauseChallenge case MULTI_B_PRESSED, VerdanturfTown_BattleTentBattleRoom_EventScript_AskContinueChallenge VerdanturfTown_BattleTentBattleRoom_EventScript_AskRetireChallenge:: message BattleFrontier_BattlePalaceBattleRoom_Text_WishToQuitChallenge waitmessage multichoicedefault 20, 8, MULTI_YESNO, 1, FALSE switch VAR_RESULT case 1, VerdanturfTown_BattleTentBattleRoom_EventScript_AskContinueChallenge case 0, VerdanturfTown_BattleTentBattleRoom_EventScript_WarpToLobbyLost case MULTI_B_PRESSED, VerdanturfTown_BattleTentBattleRoom_EventScript_AskContinueChallenge VerdanturfTown_BattleTentBattleRoom_EventScript_ContinueChallenge:: applymovement LOCALID_ATTENDANT, Common_Movement_WalkInPlaceFasterRight applymovement LOCALID_PLAYER, Common_Movement_WalkInPlaceFasterRight waitmovement 0 closemessage goto VerdanturfTown_BattleTentBattleRoom_EventScript_NextOpponentEnter VerdanturfTown_BattleTentBattleRoom_EventScript_WarpToLobbyWon:: frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_WON special LoadPlayerParty warp MAP_VERDANTURF_TOWN_BATTLE_TENT_LOBBY, 6, 6 waitstate VerdanturfTown_BattleTentBattleRoom_EventScript_PauseChallenge:: message BattleFrontier_BattlePalaceBattleRoom_Text_SavingData waitmessage verdanturftent_save CHALLENGE_STATUS_PAUSED playse SE_SAVE waitse fadescreen FADE_TO_BLACK frontier_reset end VerdanturfTown_BattleTentBattleRoom_OnWarp: map_script_2 VAR_TEMP_1, 0, VerdanturfTown_BattleTentBattleRoom_EventScript_SetUpObjects .2byte 0 VerdanturfTown_BattleTentBattleRoom_EventScript_SetUpObjects:: hideobjectat LOCALID_PLAYER, MAP_VERDANTURF_TOWN_BATTLE_TENT_BATTLE_ROOM call VerdanturfTown_BattleTentBattleRoom_EventScript_SetPlayerGfx setvar VAR_TEMP_1, 1 applymovement OBJ_EVENT_ID_PLAYER, VerdanturfTown_BattleTentBattleRoom_Movement_SetInvisible removeobject LOCALID_OPPONENT end VerdanturfTown_BattleTentBattleRoom_EventScript_ReadyFor2ndOpponent:: message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor2ndOpponent waitmessage return VerdanturfTown_BattleTentBattleRoom_EventScript_ReadyFor3rdOpponent:: message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor3rdOpponent waitmessage return VerdanturfTown_BattleTentBattleRoom_Movement_SetInvisible: set_invisible step_end VerdanturfTown_BattleTentBattleRoom_Movement_PlayerEnter: set_visible walk_up walk_up walk_up face_right step_end VerdanturfTown_BattleTentBattleRoom_Movement_OpponentEnter: walk_down walk_down walk_down walk_down face_left step_end VerdanturfTown_BattleTentBattleRoom_Movement_OpponentExit: walk_up walk_up walk_up walk_up step_end