2025-06-02 14:17:22 +08:00

601 lines
28 KiB
PHP
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

BattleFrontier_BattleFactoryPreBattleRoom_MapScripts::
map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattleFactoryPreBattleRoom_OnFrame
map_script MAP_SCRIPT_ON_WARP_INTO_MAP_TABLE, BattleFrontier_BattleFactoryPreBattleRoom_OnWarp
.byte 0
BattleFrontier_BattleFactoryPreBattleRoom_OnWarp:
map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SetUpObjects
.2byte 0
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SetUpObjects::
setvar VAR_TEMP_1, 1
goto_if_ne VAR_0x8006, 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_TurnPlayerNorth
setobjectxy LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, 8, 7
turnobject LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, DIR_SOUTH
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_TurnPlayerNorth::
turnobject LOCALID_PLAYER, DIR_NORTH
end
BattleFrontier_BattleFactoryPreBattleRoom_OnFrame:
map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterRoom
.2byte 0
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterRoom::
goto_if_eq VAR_0x8006, 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReturnToRoomFromBattle
setvar VAR_TEMP_0, 1
applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantEnterRoom
applymovement LOCALID_PLAYER, BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerEnterRoom
waitmovement 0
goto_if_eq VAR_0x8006, 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ResumeChallenge
factory_generaterentalmons
factory_generateopponentmons
factory_getopponentmontype
setorcopyvar VAR_0x8005, VAR_RESULT
factory_getopponentstyle
setorcopyvar VAR_0x8006, VAR_RESULT
call BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentType
call BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentStyle
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_HoldMonsChooseFromSelection, MSGBOX_DEFAULT
fadescreen FADE_TO_BLACK
factory_setswapped
factory_rentmons
waitstate
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_RightThisWay, MSGBOX_DEFAULT
closemessage
call BattleFrontier_EventScript_GetLvlMode
call_if_eq VAR_RESULT, FRONTIER_LVL_50, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLv50
call_if_eq VAR_RESULT, FRONTIER_LVL_OPEN, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLvOpen
waitmovement 0
warp MAP_BATTLE_FRONTIER_BATTLE_FACTORY_BATTLE_ROOM, 6, 11
waitstate
end
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReturnToRoomFromBattle::
factory_setopponentmons
factory_resethelditems
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_LetUsRestoreMons, MSGBOX_DEFAULT
playfanfare MUS_HEAL
waitfanfare
special HealPlayerParty
frontier_getbrainstatus
goto_if_eq VAR_RESULT, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForRegularOpponent
playse SE_POKENAV_CALL
waitse
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_WaitFewMoments, MSGBOX_DEFAULT
closemessage
applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantMoveToReceiveCall
waitmovement 0
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_UnderstoodSirWillDo, MSGBOX_DEFAULT
closemessage
applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantReturnToPlayer
waitmovement 0
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_MessageFromHeadComeRightNow, MSGBOX_DEFAULT
closemessage
delay 16
goto BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead
end
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent::
frontier_getbrainstatus
goto_if_ne VAR_RESULT, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForRegularOpponent::
frontier_get FRONTIER_DATA_BATTLE_NUM
call_if_eq VAR_RESULT, 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor2ndOpponent
call_if_eq VAR_RESULT, 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor3rdOpponent
call_if_eq VAR_RESULT, 3, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor4thOpponent
call_if_eq VAR_RESULT, 4, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor5thOpponent
call_if_eq VAR_RESULT, 5, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor6thOpponent
call_if_eq VAR_RESULT, 6, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor7thOpponent
call BattleFrontier_EventScript_GetCantRecordBattle
goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponentNoRecord
multichoice 19, 4, MULTI_GO_ON_RECORD_REST_RETIRE, TRUE
switch VAR_RESULT
case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapMon
case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRecordBattle
case 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge
case 3, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge
case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponentNoRecord::
multichoice 20, 6, MULTI_GO_ON_REST_RETIRE, TRUE
switch VAR_RESULT
case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapMon
case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge
case 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge
case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRecordBattle::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_RecordLatestBattle
waitmessage
multichoicedefault 20, 8, MULTI_YESNO, 1, FALSE
switch VAR_RESULT
case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_RecordBattle
case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_RecordBattle::
call BattleFrontier_EventScript_SaveBattle
goto BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_SaveAndQuitGame, MSGBOX_YESNO
switch VAR_RESULT
case NO, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
case YES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_PauseChallenge
case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_RetireFromChallenge
waitmessage
multichoicedefault 20, 8, MULTI_YESNO, 1, FALSE
switch VAR_RESULT
case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
case 0, BattleFrontier_BattleFactoryBattleRoom_EventScript_WarpToLobbyLost
case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapMon::
factory_generateopponentmons
factory_getopponentmontype
setorcopyvar VAR_0x8005, VAR_RESULT
factory_getopponentstyle
setorcopyvar VAR_0x8006, VAR_RESULT
call BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentType
call BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentStyle
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_LikeToSwapMon, MSGBOX_YESNO
switch VAR_RESULT
case NO, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom
case YES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SwapMons
case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SwapMons::
fadescreen FADE_TO_BLACK
factory_swapmons
waitstate
goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom @ Did player keep current pokemon
factory_setswapped
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_YourSwapIsComplete, MSGBOX_DEFAULT
goto BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor2ndOpponent::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor2ndOpponent
waitmessage
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor3rdOpponent::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor3rdOpponent
waitmessage
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor4thOpponent::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor4thOpponent
waitmessage
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor5thOpponent::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor5thOpponent
waitmessage
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor6thOpponent::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor6thOpponent
waitmessage
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor7thOpponent::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor7thOpponent
waitmessage
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_PauseChallenge::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_SavingDataPleaseWait
waitmessage
factory_save CHALLENGE_STATUS_PAUSED
playse SE_SAVE
waitse
fadescreen FADE_TO_BLACK
frontier_reset
end
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ResumeChallenge::
special SavePlayerParty
factory_setparties 0
frontier_set FRONTIER_DATA_RECORD_DISABLED, TRUE
special CalculatePlayerPartyCount
goto BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentType::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_InvestigatedUpcomingOpponent, MSGBOX_DEFAULT
call_if_eq VAR_0x8005, TYPE_NORMAL, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesNormal
call_if_eq VAR_0x8005, TYPE_FIGHTING, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFighting
call_if_eq VAR_0x8005, TYPE_FLYING, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFlying
call_if_eq VAR_0x8005, TYPE_POISON, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPoison
call_if_eq VAR_0x8005, TYPE_GROUND, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGround
call_if_eq VAR_0x8005, TYPE_ROCK, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesRock
call_if_eq VAR_0x8005, TYPE_BUG, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesBug
call_if_eq VAR_0x8005, TYPE_GHOST, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGhost
call_if_eq VAR_0x8005, TYPE_STEEL, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesSteel
call_if_eq VAR_0x8005, TYPE_FIRE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFire
call_if_eq VAR_0x8005, TYPE_WATER, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesWater
call_if_eq VAR_0x8005, TYPE_GRASS, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGrass
call_if_eq VAR_0x8005, TYPE_ELECTRIC, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesElectric
call_if_eq VAR_0x8005, TYPE_PSYCHIC, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPsychic
call_if_eq VAR_0x8005, TYPE_ICE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesIce
call_if_eq VAR_0x8005, TYPE_DRAGON, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDragon
call_if_eq VAR_0x8005, TYPE_DARK, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDark
call_if_eq VAR_0x8005, TYPE_FAIRY, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFairy
call_if_eq VAR_0x8005, NUMBER_OF_MON_TYPES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentHasNoMostCommonType
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesNormal::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInNormalType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFighting::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFightingType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFlying::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFlyingType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPoison::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPoisonType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGround::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGroundType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesRock::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInRockType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesBug::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInBugType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGhost::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGhostType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesSteel::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInSteelType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFire::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFireType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesWater::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInWaterType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGrass::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGrassType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesElectric::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInElectricType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPsychic::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPsychicType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesIce::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInIceType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDragon::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDragonType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDark::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDarkType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFairy::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFairyType, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentHasNoMostCommonType::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerHasNoClearFavorite, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentStyle::
call_if_eq VAR_0x8006, FACTORY_STYLE_NONE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleUnrestrained
call_if_eq VAR_0x8006, FACTORY_STYLE_PREPARATION, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleTotalPreparation
call_if_eq VAR_0x8006, FACTORY_STYLE_SLOW_STEADY, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleSlowAndSteady
call_if_eq VAR_0x8006, FACTORY_STYLE_ENDURANCE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleEndurance
call_if_eq VAR_0x8006, FACTORY_STYLE_HIGH_RISK, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleHighRisk
call_if_eq VAR_0x8006, FACTORY_STYLE_WEAKENING, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleWeakenFoe
call_if_eq VAR_0x8006, FACTORY_STYLE_UNPREDICTABLE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleImpossibleToPredict
call_if_eq VAR_0x8006, FACTORY_STYLE_WEATHER, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleDependsOnFlow
call_if_eq VAR_0x8006, FACTORY_NUM_STYLES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleFlexible
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleUnrestrained::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleUnrestrained, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleTotalPreparation::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleTotalPreparation, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleSlowAndSteady::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleSlowAndSteady, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleEndurance::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleEndurance, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleHighRisk::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleHighRisk, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleWeakenFoe::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleWeakenFoe, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleImpossibleToPredict::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleImpossibleToPredict, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleDependsOnFlow::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleDependsOnFlow, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleFlexible::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleFlexible, MSGBOX_DEFAULT
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead::
message BattleFrontier_BattleFactoryPreBattleRoom_Text_PreparedToFaceHead
waitmessage
call BattleFrontier_EventScript_GetCantRecordBattle
goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHeadNoRecord
multichoice 19, 4, MULTI_GO_ON_RECORD_REST_RETIRE, TRUE
switch VAR_RESULT
case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapBeforeHead
case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRecordBattle
case 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge
case 3, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge
case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHeadNoRecord::
multichoice 20, 6, MULTI_GO_ON_REST_RETIRE, TRUE
switch VAR_RESULT
case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapBeforeHead
case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge
case 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge
case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapBeforeHead::
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_CantTellAnythingAboutHead, MSGBOX_DEFAULT
msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_LikeToSwapMon, MSGBOX_YESNO
switch VAR_RESULT
case NO, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom
case YES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SwapMons
case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLv50::
applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLv50
applymovement LOCALID_PLAYER, BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerWalkToBattleRoomLv50
return
BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLvOpen::
applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLvOpen
applymovement LOCALID_PLAYER, BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerWalkToBattleRoomLvOpen
return
BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerEnterRoom:
walk_up
walk_up
walk_up
walk_up
walk_up
step_end
BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerWalkToBattleRoomLv50:
walk_up
walk_left
walk_left
walk_up
walk_up
step_end
BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerWalkToBattleRoomLvOpen:
walk_up
walk_right
walk_right
walk_up
walk_up
step_end
BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantEnterRoom:
walk_up
walk_up
walk_up
walk_up
walk_up
face_down
step_end
BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLv50:
walk_left
walk_left
walk_up
walk_up
set_invisible
step_end
BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLvOpen:
walk_right
walk_right
walk_up
walk_up
set_invisible
step_end
BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantMoveToReceiveCall:
walk_left
walk_left
walk_left
step_end
BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantReturnToPlayer:
walk_right
walk_right
walk_right
face_down
step_end
BattleFrontier_BattleFactoryPreBattleRoom_Text_HoldMonsChooseFromSelection:
.string "我们将先暂时保管\n您的宝可梦。\p您可以稍后从我们提供的\n宝可梦中进行选择。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_LetUsRestoreMons:
.string "辛苦了!\n我来帮您的宝可梦回复体力!$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor2ndOpponent:
.string "接下来是第2场比赛\n准备好了吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor3rdOpponent:
.string "接下来是第3场比赛\n准备好了吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor4thOpponent:
.string "接下来是第4场比赛\n准备好了吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor5thOpponent:
.string "接下来是第5场比赛\n准备好了吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor6thOpponent:
.string "接下来是第6场比赛\n准备好了吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor7thOpponent:
.string "接下来是第7场比赛\n准备好了吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_SaveAndQuitGame:
.string "要写入记录\n并且暂停吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_RetireFromChallenge:
.string "要结束交换式对战的挑战吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_InvestigatedUpcomingOpponent:
.string "我对您的下一位对手\n进行了一些调查。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInNormalType:
.string "这个训练家显然很善于\n操纵一般属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFireType:
.string "这个训练家显然很善于\n操纵火属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInWaterType:
.string "这个训练家显然很善于\n操纵水属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInElectricType:
.string "这个训练家显然很善于\n操纵电属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGrassType:
.string "这个训练家显然很善于\n操纵草属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInIceType:
.string "这个训练家显然很善于\n操纵冰属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFightingType:
.string "这个训练家显然很善于\n操纵格斗属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPoisonType:
.string "这个训练家显然很善于\n操纵毒属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGroundType:
.string "这个训练家显然很善于\n操纵地面属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFlyingType:
.string "这个训练家显然很善于\n操纵飞行属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPsychicType:
.string "这个训练家显然很善于\n操纵超能力属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInBugType:
.string "这个训练家显然很善于\n操纵虫属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInRockType:
.string "这个训练家显然很善于\n操纵岩石属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGhostType:
.string "这个训练家显然很善于\n操纵幽灵属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDragonType:
.string "这个训练家显然很善于\n操纵龙属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDarkType:
.string "这个训练家显然很善于\n操纵恶属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFairyType:
.string "这个训练家显然很善于\n操纵妖精属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInSteelType:
.string "这个训练家显然很善于\n操纵钢属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerHasNoClearFavorite:
.string "这个训练家显然没有特别\n擅长的属性。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleSlowAndSteady:
.string "最喜欢的战斗风格好像是\n稳扎稳打的那种。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleEndurance:
.string "最喜欢的战斗风格好像是\n着重耐力的那种。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleHighRisk:
.string "最喜欢的战斗风格好像是\n孤注一掷的那种。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleDependsOnFlow:
.string "最喜欢的战斗风格好像是\n善观战斗走向的那种。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleTotalPreparation:
.string "最喜欢的战斗风格好像是\n万事俱备的那种。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleWeakenFoe:
.string "最喜欢的战斗风格好像是\n弱敌为先的那种。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleFlexible:
.string "最喜欢的战斗风格好像是\n因地制宜的那种。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleImpossibleToPredict:
.string "最喜欢的战斗风格好像是\n高深莫测的那种。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleUnrestrained:
.string "最喜欢的战斗风格好像是\n自由奔放、无拘无束的那种。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_LikeToSwapMon:
.string "在对战开始前,\n需要交换1只宝可梦吗$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_YourSwapIsComplete:
.string "谢谢!\n宝可梦交换已完成。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_RightThisWay:
.string "这边请!$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_SavingDataPleaseWait:
.string "正在写入记录……\n请稍等。$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_RecordLatestBattle:
.string "您要把您上次的战斗记录\n到您的开拓通行证吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_WaitFewMoments:
.string "抱歉!请见谅!\n能稍等一下吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_UnderstoodSirWillDo:
.string "……啊?什么?!……哇哦!\n明白了先生!马上就做!$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_MessageFromHeadComeRightNow:
.string "哦,天哪……\n很抱歉让您久等了!\p我收到了老板——工厂头目\n那边发来的消息。\p他说“我们即将开始\n现在马上过来!”$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_PreparedToFaceHead:
.string "工厂头目要求见您。\n您准备好迎战他了吗?$"
BattleFrontier_BattleFactoryPreBattleRoom_Text_CantTellAnythingAboutHead:
.string "十分抱歉,我不能告诉您\n任何有关于工厂头目的事。$"