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

137 lines
5.2 KiB
PHP

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……$"