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

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@ On this map the player will automatically walk into the room, but the camera is supposed to remain still.
@ To do this GF sets the player (LOCALID_PLAYER) invisible and creates a fake player object (LOCALID_PALACE_BATTLE_PLAYER).
@ The graphics of this fake player object are represented with VAR_OBJ_GFX_ID_1.
@ The graphics of the opponent are represented with VAR_OBJ_GFX_ID_0, which will ultimately be set by tower_setopponent.
BattleFrontier_BattlePalaceBattleRoom_MapScripts::
map_script MAP_SCRIPT_ON_TRANSITION, BattleFrontier_BattlePalaceBattleRoom_OnTransition
map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattlePalaceBattleRoom_OnFrame
map_script MAP_SCRIPT_ON_WARP_INTO_MAP_TABLE, BattleFrontier_BattlePalaceBattleRoom_OnWarp
.byte 0
BattleFrontier_BattlePalaceBattleRoom_OnTransition:
frontier_settrainers
call BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfx
end
BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfx::
checkplayergender
goto_if_eq VAR_RESULT, MALE, BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfxMale
goto_if_eq VAR_RESULT, FEMALE, BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfxFemale
return
@ The opponent's gfx are set to the players by default
BattleFrontier_BattlePalaceBattleRoom_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
BattleFrontier_BattlePalaceBattleRoom_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
BattleFrontier_BattlePalaceBattleRoom_OnFrame:
map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_EnterRoom
.2byte 0
BattleFrontier_BattlePalaceBattleRoom_EventScript_EnterRoom::
showobjectat LOCALID_PALACE_BATTLE_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM
frontier_get FRONTIER_DATA_BATTLE_NUM
goto_if_eq VAR_RESULT, 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_BeginChallenge
applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_PlayerReturnToChallenge
waitmovement 0
applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown
setvar VAR_TEMP_2, 1
frontier_set FRONTIER_DATA_RECORD_DISABLED, TRUE
goto BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattlePalaceBattleRoom_EventScript_BeginChallenge::
applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_PlayerEnterRoom
waitmovement 0
BattleFrontier_BattlePalaceBattleRoom_EventScript_NextOpponentEnter::
tower_setopponent
addobject LOCALID_PALACE_BATTLE_OPPONENT
applymovement LOCALID_PALACE_BATTLE_OPPONENT, BattleFrontier_BattlePalaceBattleRoom_Movement_OpponentEnter
waitmovement 0
palace_getopponentintro
msgbox gStringVar4, MSGBOX_DEFAULT
waitmessage
call BattleFrontier_BattlePalaceBattleRoom_EventScript_DoPalaceBattle
switch VAR_RESULT
case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedOpponent
BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyLost::
frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_LOST
goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobby
BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedOpponent::
call BattleFrontier_EventScript_IncrementWinStreak
frontier_get FRONTIER_DATA_BATTLE_NUM
addvar VAR_RESULT, 1
frontier_set FRONTIER_DATA_BATTLE_NUM, VAR_RESULT
switch VAR_RESULT
case 7, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon
applymovement LOCALID_PALACE_BATTLE_OPPONENT, BattleFrontier_BattlePalaceBattleRoom_Movement_OpponentExit
waitmovement 0
removeobject LOCALID_PALACE_BATTLE_OPPONENT
applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceUp
applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown
waitmovement 0
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_LetMeRestoreYourMons, MSGBOX_DEFAULT
special LoadPlayerParty
special SavePlayerParty
frontier_setpartyorder FRONTIER_PARTY_SIZE
playfanfare MUS_HEAL
waitfanfare
special HealPlayerParty
BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent::
frontier_getbrainstatus
copyvar VAR_TEMP_F, VAR_RESULT
goto_if_ne VAR_RESULT, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattlePalaceBattleRoom_EventScript_MavenUpNext
frontier_get FRONTIER_DATA_BATTLE_NUM
call_if_eq VAR_RESULT, 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor2ndOpponent
call_if_eq VAR_RESULT, 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor3rdOpponent
call_if_eq VAR_RESULT, 3, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor4thOpponent
call_if_eq VAR_RESULT, 4, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor5thOpponent
call_if_eq VAR_RESULT, 5, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor6thOpponent
call_if_eq VAR_RESULT, 6, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor7thOpponent
call BattleFrontier_EventScript_GetCantRecordBattle
goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponentNoRecord
multichoice 19, 4, MULTI_GO_ON_RECORD_REST_RETIRE, TRUE
switch VAR_RESULT
case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_ContinueChallenge
case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRecordBattle
case 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge
case 3, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge
case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponentNoRecord::
multichoice 20, 6, MULTI_GO_ON_REST_RETIRE, TRUE
switch VAR_RESULT
case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_ContinueChallenge
case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge
case 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge
case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRecordBattle::
message BattleFrontier_BattlePalaceBattleRoom_Text_RecordLastMatch
waitmessage
multichoicedefault 20, 8, MULTI_YESNO, 1, FALSE
switch VAR_RESULT
case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_RecordBattle
case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattlePalaceBattleRoom_EventScript_RecordBattle::
call BattleFrontier_EventScript_SaveBattle
goto BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge::
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SaveAndQuitGame, MSGBOX_YESNO
switch VAR_RESULT
case NO, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
case YES, BattleFrontier_BattlePalaceBattleRoom_EventScript_PauseChallenge
case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge::
message BattleFrontier_BattlePalaceBattleRoom_Text_WishToQuitChallenge
waitmessage
multichoicedefault 20, 8, MULTI_YESNO, 1, FALSE
switch VAR_RESULT
case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyLost
case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent
BattleFrontier_BattlePalaceBattleRoom_EventScript_ContinueChallenge::
applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight
applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight
closemessage
goto BattleFrontier_BattlePalaceBattleRoom_EventScript_NextOpponentEnter
BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon::
frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_WON
goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobby
BattleFrontier_BattlePalaceBattleRoom_EventScript_PauseChallenge::
message BattleFrontier_BattlePalaceBattleRoom_Text_SavingData
waitmessage
palace_save CHALLENGE_STATUS_PAUSED
playse SE_SAVE
waitse
fadescreen FADE_TO_BLACK
frontier_reset
end
BattleFrontier_BattlePalaceBattleRoom_EventScript_MavenUpNext::
goto_if_eq VAR_TEMP_2, 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMaven
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_ChallengingPalaceMaven, MSGBOX_DEFAULT
setvar VAR_TEMP_2, 1
BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMaven::
message BattleFrontier_BattlePalaceBattleRoom_Text_ReadyForPalaceMaven
waitmessage
call BattleFrontier_EventScript_GetCantRecordBattle
goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMavenNoRecord
multichoice 19, 4, MULTI_GO_ON_RECORD_REST_RETIRE, TRUE
switch VAR_RESULT
case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenser
case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRecordBattle
case 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge
case 3, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge
case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMaven
BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMavenNoRecord::
multichoice 20, 6, MULTI_GO_ON_REST_RETIRE, TRUE
switch VAR_RESULT
case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenser
case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge
case 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge
case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMaven
BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenser::
call BattleFrontier_EventScript_SetBrainObjectGfx
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_AnnounceArrivalOfSpenser, MSGBOX_DEFAULT
closemessage
applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight
applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight
setobjectxyperm LOCALID_PALACE_BATTLE_OPPONENT, 15, 1
addobject LOCALID_PALACE_BATTLE_OPPONENT
hideobjectat LOCALID_PALACE_BATTLE_OPPONENT, MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM
setobjectxy LOCALID_PALACE_BATTLE_OPPONENT, 13, 1
setobjectxyperm LOCALID_PALACE_BATTLE_OPPONENT, 13, 1
applymovement LOCALID_PALACE_DUSCLOPS, BattleFrontier_BattlePalaceBattleRoom_Movement_DusclopsEnter
applymovement LOCALID_PALACE_AZURILL, BattleFrontier_BattlePalaceBattleRoom_Movement_AzurillEnter
applymovement LOCALID_PALACE_BATTLE_OPPONENT, BattleFrontier_BattlePalaceBattleRoom_Movement_SpenserEnter
waitmovement 0
switch VAR_TEMP_F
case FRONTIER_BRAIN_GOLD, BattleFrontier_BattlePalaceBattleRoom_EventScript_IntroSpenserGold
case FRONTIER_BRAIN_STREAK, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserSilver
case FRONTIER_BRAIN_STREAK_LONG, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserGold
frontier_get FRONTIER_DATA_HEARD_BRAIN_SPEECH
goto_if_ne VAR_RESULT, FALSE, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserSilver
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserFirstIntro, MSGBOX_DEFAULT
frontier_set FRONTIER_DATA_HEARD_BRAIN_SPEECH
BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserSilver::
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_ProveYourBondWithMons, MSGBOX_DEFAULT
call BattleFrontier_BattlePalaceBattleRoom_EventScript_DoPalaceBattle
goto_if_eq VAR_RESULT, 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedSpenserSilver
goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyLost
BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedSpenserSilver::
palace_incrementstreak
frontier_getsymbols
goto_if_ne VAR_RESULT, 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserPostSilverBattle, MSGBOX_DEFAULT
applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceUp
applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_LetsSeeFrontierPass, MSGBOX_DEFAULT
playfanfare MUS_OBTAIN_SYMBOL
message BattleFrontier_BattlePalaceBattleRoom_Text_ReceivedSpiritsSymbol
waitmessage
waitfanfare
frontier_givesymbol
applymovement LOCALID_PALACE_BATTLE_OPPONENT, Common_Movement_WalkInPlaceLeft
waitmovement 0
applymovement LOCALID_PALACE_BATTLE_PLAYER, Common_Movement_WalkInPlaceFasterRight
applymovement LOCALID_PALACE_BATTLE_ATTENDANT, Common_Movement_WalkInPlaceFasterRight
waitmovement 0
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserAwaitNextTime, MSGBOX_DEFAULT
goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon
BattleFrontier_BattlePalaceBattleRoom_EventScript_IntroSpenserGold::
frontier_get FRONTIER_DATA_HEARD_BRAIN_SPEECH
goto_if_ne VAR_RESULT, FALSE, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserGold
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserThisTimeWontHoldBack, MSGBOX_DEFAULT
frontier_set FRONTIER_DATA_HEARD_BRAIN_SPEECH
BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserGold::
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_Kaaah, MSGBOX_DEFAULT
call BattleFrontier_BattlePalaceBattleRoom_EventScript_DoPalaceBattle
goto_if_eq VAR_RESULT, 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedSpenserGold
goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyLost
BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedSpenserGold::
palace_incrementstreak
frontier_getsymbols
goto_if_eq VAR_RESULT, 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserYourTeamIsAdmirable, MSGBOX_DEFAULT
applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceUp
applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_HurryWithFrontierPass, MSGBOX_DEFAULT
playfanfare MUS_OBTAIN_SYMBOL
message BattleFrontier_BattlePalaceBattleRoom_Text_SpiritsSymbolTookGoldenShine
waitmessage
waitfanfare
frontier_givesymbol
applymovement LOCALID_PALACE_BATTLE_OPPONENT, Common_Movement_WalkInPlaceLeft
waitmovement 0
applymovement LOCALID_PALACE_BATTLE_PLAYER, Common_Movement_WalkInPlaceFasterRight
applymovement LOCALID_PALACE_BATTLE_ATTENDANT, Common_Movement_WalkInPlaceFasterRight
waitmovement 0
msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserComeSeeMeAgain, MSGBOX_DEFAULT
goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon
BattleFrontier_BattlePalaceBattleRoom_EventScript_DoPalaceBattle::
closemessage
setvar VAR_TEMP_2, 0
frontier_set FRONTIER_DATA_RECORD_DISABLED, FALSE
special HealPlayerParty
setvar VAR_0x8004, SPECIAL_BATTLE_PALACE
setvar VAR_0x8005, 0
special DoSpecialTrainerBattle
waitstate
frontier_restorehelditems
special HealPlayerParty
frontier_resetsketch
return
BattleFrontier_BattlePalaceBattleRoom_OnWarp:
map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_SetUpRoomObjects
.2byte 0
BattleFrontier_BattlePalaceBattleRoom_EventScript_SetUpRoomObjects::
hideobjectat LOCALID_PALACE_BATTLE_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM
call BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfx
setvar VAR_TEMP_1, 1
applymovement LOCALID_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_SetInvisible
removeobject LOCALID_PALACE_BATTLE_OPPONENT
applymovement LOCALID_PALACE_DUSCLOPS, BattleFrontier_BattlePalaceBattleRoom_Movement_SetInvisible
applymovement LOCALID_PALACE_AZURILL, BattleFrontier_BattlePalaceBattleRoom_Movement_SetInvisible
end
BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor2ndOpponent::
message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor2ndOpponent
waitmessage
return
BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor3rdOpponent::
message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor3rdOpponent
waitmessage
return
BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor4thOpponent::
message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor4thOpponent
waitmessage
return
BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor5thOpponent::
message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor5thOpponent
waitmessage
return
BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor6thOpponent::
message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor6thOpponent
waitmessage
return
BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor7thOpponent::
message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor7thOpponent
waitmessage
return
BattleFrontier_BattlePalaceBattleRoom_Movement_SetInvisible:
set_invisible
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_PlayerEnterRoom:
set_visible
walk_up
walk_up
walk_up
walk_up
BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight:
face_right
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_FaceUp:
face_up
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_PlayerReturnToChallenge:
set_visible
walk_up
walk_up
walk_up
walk_up
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_OpponentEnter:
walk_down
walk_down
walk_down
walk_down
face_left
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_OpponentExit:
walk_up
walk_up
walk_up
walk_up
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown:
face_down
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_UnusedOpponentEnter1:
set_visible
walk_slow_down
walk_slow_down
face_left
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_UnusedOpponentEnter2:
set_visible
walk_slow_down
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_UnusedOpponentEnter3:
walk_slow_down
walk_slow_down
walk_slow_down
face_left
step_end
BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobby::
copyvar VAR_RESULT, VAR_FRONTIER_BATTLE_MODE
goto_if_eq VAR_RESULT, FRONTIER_MODE_DOUBLES, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyDoubles
warp MAP_BATTLE_FRONTIER_BATTLE_PALACE_LOBBY, 5, 7
waitstate
end
BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyDoubles::
warp MAP_BATTLE_FRONTIER_BATTLE_PALACE_LOBBY, 19, 7
waitstate
end
BattleFrontier_BattlePalaceBattleRoom_Movement_DusclopsEnter:
delay_16
delay_16
set_visible
walk_down
walk_right
walk_down
walk_in_place_faster_left
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_AzurillEnter:
set_visible
walk_fast_down
walk_fast_right
walk_fast_down
walk_fast_down
walk_fast_down
walk_fast_down
walk_fast_down
walk_in_place_faster_left
delay_16
step_end
BattleFrontier_BattlePalaceBattleRoom_Movement_SpenserEnter:
delay_16
delay_16
delay_16
delay_16
delay_16
delay_16
delay_16
set_visible
walk_slow_down
walk_slow_down
walk_slow_down
walk_slow_down
face_left
step_end
BattleFrontier_BattlePalaceBattleRoom_Text_LetMeRestoreYourMons:
.string "太精彩了……\n让我帮您的宝可梦回复体力。$"
BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor2ndOpponent:
.string "下面是第2个对手\n准备好了吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor3rdOpponent:
.string "下面是第3个对手\n准备好了吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor4thOpponent:
.string "下面是第4个对手\n准备好了吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor5thOpponent:
.string "下面是第5个对手\n准备好了吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor6thOpponent:
.string "下面是第6个对手\n准备好了吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor7thOpponent:
.string "下面是第7个对手\n准备好了吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_SaveAndQuitGame:
.string "要写入记录\n并且暂停吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_WishToQuitChallenge:
.string "要退出挑战吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_SavingData:
.string "正在写入记录,\n请耐心等候……$"
BattleFrontier_BattlePalaceBattleRoom_Text_RecordLastMatch:
.string "要将您的最后一场对战\n记录到开拓通行证上吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_ChallengingPalaceMaven:
.string "现在……\p由于您连胜的战绩\n您获得了挑战大师——\l宫殿守护者的资格……$"
BattleFrontier_BattlePalaceBattleRoom_Text_ReadyForPalaceMaven:
.string "现在带您去见宫殿守护者,\n准备好了吗?$"
BattleFrontier_BattlePalaceBattleRoom_Text_AnnounceArrivalOfSpenser:
.string "让我们以最热烈的欢呼声,\n迎接宫殿守护者郁金的登场!$"
BattleFrontier_BattlePalaceBattleRoom_Text_SpenserFirstIntro:
.string "郁金:我的身体永远\n与宝可梦同在!\p我的灵魂永远\n与宝可梦共鸣!\p年轻的训练家啊\n你信任你的宝可梦吗?\p你能矢志不渝地\n信任它们吗?\p如果你的牵绊不够坚韧\n你绝无可能打败我的伙伴!$"
BattleFrontier_BattlePalaceBattleRoom_Text_ProveYourBondWithMons:
.string "就在此处,让我见证你和\n你的宝可梦之间的牵绊吧!$"
BattleFrontier_BattlePalaceBattleRoom_Text_SpenserPostSilverBattle:
.string "郁金:哇哈哈哈!\p居然没被我的虚张声势唬住\n刚才的拙劣演技真是见笑了!\p来\n把东西拿来!$"
BattleFrontier_BattlePalaceBattleRoom_Text_LetsSeeFrontierPass:
.string "唉,真是的,明明刚才还在\n保持着的威严形象呢……\p来吧\n给我您的开拓通行证吧!$"
BattleFrontier_BattlePalaceBattleRoom_Text_ReceivedSpiritsSymbol:
.string "开拓通行证上浮现出了\n精神象征!$"
BattleFrontier_BattlePalaceBattleRoom_Text_SpenserAwaitNextTime:
.string "郁金:你的宝可梦的眼中\n没有丝毫的迷茫,\p我会满怀期待地等候\n下一次我们的再会。$"
BattleFrontier_BattlePalaceBattleRoom_Text_SpenserThisTimeWontHoldBack:
.string "郁金:哇哈哈哈!\n你又一路赢过来了?\p你和你的宝可梦之间\n的牵绊看来已然坚不可摧。\p很好\p这次我既不会虚张声势\n也不会手下留情了。\l这次我要动真格的了。\p准备好了吗\n做好失败的觉悟吧!$"
BattleFrontier_BattlePalaceBattleRoom_Text_Kaaah:
.string "…… …… ……嘎啊!$"
BattleFrontier_BattlePalaceBattleRoom_Text_SpenserYourTeamIsAdmirable:
.string "郁金:何等激烈的战斗!\n就算是全力一搏,\l我的伙伴也没能打败你。\p你们的团队精神令人钦佩\p来\n把东西拿来吧!$"
BattleFrontier_BattlePalaceBattleRoom_Text_HurryWithFrontierPass:
.string "唉,真是的,明明应该再保持\n点风度的……\p嘎啊\n把您的开拓通行证拿来吧!$"
BattleFrontier_BattlePalaceBattleRoom_Text_SpiritsSymbolTookGoldenShine:
.string "精神象征\n亮起了金光!$"
BattleFrontier_BattlePalaceBattleRoom_Text_SpenserComeSeeMeAgain:
.string "郁金:哇哈哈哈!\p记得常来\n我和我的伙伴会等着你的!$"