ref: bb1bf5e6a7536378dffc2b995384d6dc8692bea8
dir: /scripts/mansion3.asm/
Mansion3Script: call Mansion3Script_52204 call EnableAutoTextBoxDrawing ld hl, Mansion3TrainerHeader0 ld de, Mansion3ScriptPointers ld a, [wMansion3CurScript] call ExecuteCurMapScriptInTable ld [wMansion3CurScript], a ret Mansion3Script_52204: ld hl, wCurrentMapScriptFlags bit 5, [hl] res 5, [hl] ret z CheckEvent EVENT_MANSION_SWITCH_ON jr nz, .asm_52224 ld a, $e ld bc, $207 call Mansion2Script_5202f ld a, $5f ld bc, $507 call Mansion2Script_5202f ret .asm_52224 ld a, $5f ld bc, $207 call Mansion2Script_5202f ld a, $e ld bc, $507 call Mansion2Script_5202f ret Mansion3ScriptPointers: dw Mansion3Script0 dw DisplayEnemyTrainerTextAndStartBattle dw EndTrainerBattle Mansion3Script0: ld hl, CoordsData_52254 call Mansion3Script_5225b ld a, [wWhichDungeonWarp] and a jp z, CheckFightingMapTrainers cp $3 ld a, $a5 jr nz, .asm_52250 ld a, $d6 .asm_52250 ld [wDungeonWarpDestinationMap], a ret CoordsData_52254: db $0E,$10 db $0E,$11 db $0E,$13 db $FF Mansion3Script_5225b: xor a ld [wWhichDungeonWarp], a ld a, [wd72d] bit 4, a ret nz call ArePlayerCoordsInArray ret nc ld a, [wCoordIndex] ld [wWhichDungeonWarp], a ld hl, wd72d set 4, [hl] ld hl, wd732 set 4, [hl] ret Mansion3Script_Switches: ld a, [wSpriteStateData1 + 9] cp SPRITE_FACING_UP ret nz xor a ld [hJoyHeld], a ld a, $6 ld [hSpriteIndexOrTextID], a jp DisplayTextID Mansion3TextPointers: dw Mansion3Text1 dw Mansion3Text2 dw PickUpItemText dw PickUpItemText dw Mansion3Text5 dw Mansion3Text6 Mansion3TrainerHeader0: dbEventFlagBit EVENT_BEAT_MANSION_3_TRAINER_0 db ($0 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_MANSION_3_TRAINER_0 dw Mansion3BattleText1 ; TextBeforeBattle dw Mansion3AfterBattleText1 ; TextAfterBattle dw Mansion3EndBattleText1 ; TextEndBattle dw Mansion3EndBattleText1 ; TextEndBattle Mansion3TrainerHeader1: dbEventFlagBit EVENT_BEAT_MANSION_3_TRAINER_1 db ($2 << 4) ; trainer's view range dwEventFlagAddress EVENT_BEAT_MANSION_3_TRAINER_1 dw Mansion3BattleText2 ; TextBeforeBattle dw Mansion3AfterBattleText2 ; TextAfterBattle dw Mansion3EndBattleText2 ; TextEndBattle dw Mansion3EndBattleText2 ; TextEndBattle db $ff Mansion3Text1: TX_ASM ld hl, Mansion3TrainerHeader0 call TalkToTrainer jp TextScriptEnd Mansion3Text2: TX_ASM ld hl, Mansion3TrainerHeader1 call TalkToTrainer jp TextScriptEnd Mansion3BattleText1: TX_FAR _Mansion3BattleText1 db "@" Mansion3EndBattleText1: TX_FAR _Mansion3EndBattleText1 db "@" Mansion3AfterBattleText1: TX_FAR _Mansion3AfterBattleText1 db "@" Mansion3BattleText2: TX_FAR _Mansion3BattleText2 db "@" Mansion3EndBattleText2: TX_FAR _Mansion3EndBattleText2 db "@" Mansion3AfterBattleText2: TX_FAR _Mansion3AfterBattleText2 db "@" Mansion3Text5: TX_FAR _Mansion3Text5 db "@"