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.$" NewMauville_Entrance_Text_UseBasementKey: .string "Use the Basement Key?$" NewMauville_Entrance_Text_UsedBasementKey: .string "{PLAYER} used the Basement Key.\p" .string "The door opened!$"