BattleFrontier_BattlePalaceCorridor_MapScripts:: map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattlePalaceCorridor_OnFrame .byte 0 BattleFrontier_BattlePalaceCorridor_OnFrame: map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattlePalaceCorridor_EventScript_WalkThroughCorridor .2byte 0 BattleFrontier_BattlePalaceCorridor_EventScript_WalkThroughCorridor:: delay 16 applymovement LOCALID_PALACE_CORRIDOR_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_EnterCorridor applymovement LOCALID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_EnterCorridor waitmovement 0 lockall palace_getcomment call_if_eq VAR_RESULT, 0, BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment1 call_if_eq VAR_RESULT, 1, BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment2 call_if_eq VAR_RESULT, 2, BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment3 call_if_eq VAR_RESULT, 3, BattleFrontier_BattlePalaceCorridor_EventScript_StreakComment call_if_eq VAR_RESULT, 4, BattleFrontier_BattlePalaceCorridor_EventScript_LongStreakComment closemessage frontier_get FRONTIER_DATA_LVL_MODE goto_if_eq VAR_RESULT, FRONTIER_LVL_OPEN, BattleFrontier_BattlePalaceCorridor_EventScript_WalkToOpenBattleRoom applymovement LOCALID_PALACE_CORRIDOR_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkTo50BattleRoom applymovement LOCALID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkTo50BattleRoom waitmovement 0 opendoor 6, 3 waitdooranim applymovement LOCALID_PALACE_CORRIDOR_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantEnterBattleRoom applymovement LOCALID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerEnterBattleRoom waitmovement 0 closedoor 6, 3 waitdooranim goto BattleFrontier_BattlePalaceCorridor_EventScript_WarpToBattleRoom BattleFrontier_BattlePalaceCorridor_EventScript_WalkToOpenBattleRoom:: applymovement LOCALID_PALACE_CORRIDOR_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkToOpenBattleRoom applymovement LOCALID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkToOpenBattleRoom waitmovement 0 opendoor 10, 3 waitdooranim applymovement LOCALID_PALACE_CORRIDOR_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantEnterBattleRoom applymovement LOCALID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerEnterBattleRoom waitmovement 0 closedoor 10, 3 waitdooranim BattleFrontier_BattlePalaceCorridor_EventScript_WarpToBattleRoom:: warp MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM, 7, 4 waitstate end BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment1:: msgbox BattleFrontier_BattlePalaceCorridor_Text_PeopleAndMonAreSame, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment2:: msgbox BattleFrontier_BattlePalaceCorridor_Text_LetMonDoWhatItLikes, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment3:: msgbox BattleFrontier_BattlePalaceCorridor_Text_MonDifferentWhenCornered, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_EventScript_StreakComment:: msgbox BattleFrontier_BattlePalaceCorridor_Text_BeginningToUnderstandNature, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_EventScript_LongStreakComment:: msgbox BattleFrontier_BattlePalaceCorridor_Text_HeartfeltBondBetweenYouAndMons, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_Movement_EnterCorridor: walk_up walk_up walk_up walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkTo50BattleRoom: walk_up walk_up walk_left walk_left walk_up walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkTo50BattleRoom: walk_up walk_up walk_up walk_left walk_left walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkToOpenBattleRoom: walk_up walk_right walk_right walk_up walk_up walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkToOpenBattleRoom: walk_up walk_up walk_right walk_right walk_up walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_PlayerEnterBattleRoom: walk_up BattleFrontier_BattlePalaceCorridor_Movement_AttendantEnterBattleRoom: walk_up set_invisible step_end BattleFrontier_BattlePalaceCorridor_Text_PeopleAndMonAreSame: .string "人也好宝可梦也好,\n其实都是一样的……\p每个个体的性格决定了他们\n擅长哪些事情,\l不擅长哪些事情。$" BattleFrontier_BattlePalaceCorridor_Text_LetMonDoWhatItLikes: .string "与其勉强宝可梦做自己\n不喜欢的事情,不如让它们\l去做喜欢并且擅长的事。\p站在你的宝可梦的角度思考一下\n它究竟会喜欢什么样的招式。$" BattleFrontier_BattlePalaceCorridor_Text_MonDifferentWhenCornered: .string "宝可梦的性格\n至关重要……\p一些宝可梦在陷入绝境时可能会\n做出与之前完全相反的行动来。$" BattleFrontier_BattlePalaceCorridor_Text_BeginningToUnderstandNature: .string "你开始理解宝可梦的性格\n与它们的行动之间的关系了吗?$" BattleFrontier_BattlePalaceCorridor_Text_HeartfeltBondBetweenYouAndMons: .string "啊……你和你的宝可梦之间的\n牵绊是多么强大啊……$"