RuinsF4_MapScriptHeader;trigger count
	db 0
 ;callback count
	db 1
	dbw MAPCALLBACK_TILES, RuinsF4_24eae3

RuinsF4Trap1:
	checkitem GAS_MASK
	iffalse RuinsF4_24ea92
	end

RuinsF4Trap2:
	setevent EVENT_RUINS_F4_TRAP_1
	setevent EVENT_1
	jump RuinsF4_24eae3

RuinsF4Trap3:
	setevent EVENT_RUINS_F4_TRAP_2
	setevent EVENT_2
	jump RuinsF4_24eae3

RuinsF4Trap4:
	setevent EVENT_RUINS_F4_TRAP_3
	setevent EVENT_3
	jump RuinsF4_24eae3

RuinsF4Trap5:
	setevent EVENT_RUINS_F4_TRAP_4
	setevent EVENT_4
	jump RuinsF4_24eae3

RuinsF4Trap6:
	setevent EVENT_RUINS_F4_TRAP_5
	setevent EVENT_5
	jump RuinsF4_24eae3

RuinsF4Trap7:
	setevent EVENT_RUINS_F4_TRAP_6
	setevent EVENT_6
	jump RuinsF4_24eae3

RuinsF4Signpost1:
	opentext
	checkevent EVENT_TELUM_SWITCH
	iftrue RuinsF4_24ee53
	writetext RuinsF4Signpost1_Text_24ee65
	yesorno
	iftrue RuinsF4_24ee59
	closetext
	end

RuinsF4Signpost2:
	checkcode VAR_FACING
	if_equal 2, RuinsF4_24f85c
	checkevent EVENT_RUINS_F4_TRAP_5
	iftrue RuinsF4_102527
	end

RuinsF4Signpost3:
	checkcode VAR_FACING
	if_equal 3, RuinsF4_24f85c
	checkevent EVENT_RUINS_F4_TRAP_6
	iftrue RuinsF4_102527
	end

RuinsF4Signpost4:
	checkcode VAR_FACING
	if_equal DOWN, RuinsF4_24f85c
	checkevent EVENT_RUINS_F4_TRAP_3
	iffalse .end
	scall RuinsF4_102527
	jump RuinsF4Trap5
.end
	end

RuinsF4Signpost5:
	checkcode VAR_FACING
	if_equal DOWN, RuinsF4_24f85c
	checkevent EVENT_RUINS_F4_TRAP_4
	iffalse .end
	scall RuinsF4_102527
	jump RuinsF4Trap4
.end
	end

RuinsF4_Item_1:
	db MAX_REPEL, 3

RuinsF4_24ea92:
	opentext
	writetext RuinsF4_24ea92_Text_24ea9d
	waitbutton
	closetext
	applymovement 0, RuinsF4_24ea92_Movement1
	end

RuinsF4_24ea92_Movement1:
	step_right
	step_end

RuinsF4_24eae3:
	checkevent EVENT_RUINS_F4_TRAP_1
	iffalse RuinsF4_24eb4a
	checkevent EVENT_RUINS_F4_TRAP_2
	iffalse RuinsF4_24eb5b
	changeblock 12, 6, $38
	checkevent EVENT_RUINS_F4_TRAP_3
	iffalse RuinsF4_24eb62
	checkevent EVENT_RUINS_F4_TRAP_4
	iffalse RuinsF4_24eb73
	changeblock 12, 10, $43
	checkevent EVENT_RUINS_F4_TRAP_5
	iffalse RuinsF4_24eb7a
	checkevent EVENT_RUINS_F4_TRAP_6
	iffalse RuinsF4_24eb8b
	changeblock 8, 12, $39
	jump RuinsF4Warp

RuinsF4Warp:
	checkevent EVENT_1
	iftrue RuinsF4_24eb9b
	checkevent EVENT_2
	iftrue RuinsF4_24ebba
	checkevent EVENT_3
	iftrue RuinsF4_24ebd9
	checkevent EVENT_4
	iftrue RuinsF4_24ebf8
	checkevent EVENT_5
	iftrue RuinsF4_24ec17
	checkevent EVENT_6
	iftrue RuinsF4_24ec36
	return

RuinsF4_24ee53:
	jumptext RuinsF4_24ee53_Text_24ee98

RuinsF4_24ee59:
	playsound SFX_ENTER_DOOR
	setevent EVENT_TELUM_SWITCH
	jumptext RuinsF4_24ee59_Text_24eeb4

RuinsF4_24f85c:
	end

RuinsF4_102520:
	checkevent EVENT_RUINS_F4_TRAP_7
	iftrue RuinsF4_102527
	end

RuinsF4_24eb4a:
	changeblock 12, 6, $1
	checkevent EVENT_RUINS_F4_TRAP_2
	iffalse RuinsF4_24eaf3
	changeblock 12, 6, $35
	jump RuinsF4_24eaf3

RuinsF4_24eb5b:
	changeblock 12, 6, $33
	jump RuinsF4_24eaf3

RuinsF4_24eb62:
	changeblock 12, 10, $2b
	checkevent EVENT_RUINS_F4_TRAP_4
	iffalse RuinsF4_24eb03
	changeblock 12, 10, $45
	jump RuinsF4_24eb03

RuinsF4_24eb73:
	changeblock 12, 10, $44
	jump RuinsF4_24eb03

RuinsF4_24eb7a:
	changeblock 8, 12, $1
	checkevent EVENT_RUINS_F4_TRAP_6
	iffalse RuinsF4_24eb13
	changeblock 8, 12, $36
	jump RuinsF4_24eb13

RuinsF4_24eb8b:
	changeblock 8, 12, $33
	jump RuinsF4_24eb13

RuinsF4_102527:
	playsound SFX_JUMP_OVER_LEDGE
	checkcode VAR_FACING
	if_equal 0, RuinsF4_102540
	if_equal 1, RuinsF4_102545
	if_equal 2, RuinsF4_10254a
	if_equal 3, RuinsF4_10254f
	applymovement 0, RuinsF4_102527_Movement1
	end

RuinsF4_102527_Movement1:
	jump_step_down
	step_end

RuinsF4_24eaf3:
	checkevent EVENT_RUINS_F4_TRAP_3
	iffalse RuinsF4_24eb62
	checkevent EVENT_RUINS_F4_TRAP_4
	iffalse RuinsF4_24eb73
	changeblock 12, 10, $43
	checkevent EVENT_RUINS_F4_TRAP_5
	iffalse RuinsF4_24eb7a
	checkevent EVENT_RUINS_F4_TRAP_6
	iffalse RuinsF4_24eb8b
	changeblock 8, 12, $39
	jump RuinsF4Warp

RuinsF4_24eb03:
	checkevent EVENT_RUINS_F4_TRAP_5
	iffalse RuinsF4_24eb7a
	checkevent EVENT_RUINS_F4_TRAP_6
	iffalse RuinsF4_24eb8b
	changeblock 8, 12, $39
	jump RuinsF4Warp

RuinsF4_24eb13:
	jump RuinsF4Warp

RuinsF4_24eb9b:
	clearevent EVENT_1
	playsound SFX_ENTER_DOOR
	callasm AnchorBGMap
	callasm BGMapAnchorTopLeft
	jump RuinsF4_1aa4bd

RuinsF4_24ebba:
	clearevent EVENT_2
	playsound SFX_ENTER_DOOR
	callasm AnchorBGMap
	callasm BGMapAnchorTopLeft
	jump RuinsF4_1aa4d8

RuinsF4_24ebd9:
	clearevent EVENT_3
	playsound SFX_ENTER_DOOR
	callasm AnchorBGMap
	callasm BGMapAnchorTopLeft
	jump RuinsF4_1aa4f3

RuinsF4_24ebf8:
	clearevent EVENT_4
	playsound SFX_ENTER_DOOR
	callasm AnchorBGMap
	callasm BGMapAnchorTopLeft
	jump RuinsF4_1aa50e

RuinsF4_24ec17:
	clearevent EVENT_5
	playsound SFX_ENTER_DOOR
	callasm AnchorBGMap
	callasm BGMapAnchorTopLeft
	jump RuinsF4_1aa529

RuinsF4_24ec36:
	clearevent EVENT_6
	playsound SFX_ENTER_DOOR
	callasm AnchorBGMap
	callasm BGMapAnchorTopLeft
	jump RuinsF4_1aa544

RuinsF4_102540:
	applymovement 0, RuinsF4_102540_Movement1
	end

RuinsF4_102540_Movement1:
	jump_step_down
	step_end

RuinsF4_102545:
	applymovement 0, RuinsF4_102545_Movement1
	end

RuinsF4_102545_Movement1:
	jump_step_up
	step_end

RuinsF4_10254a:
	applymovement 0, RuinsF4_10254a_Movement1
	end

RuinsF4_10254a_Movement1:
	jump_step_left
	step_end

RuinsF4_10254f:
	applymovement 0, RuinsF4_10254f_Movement1
	end

RuinsF4_10254f_Movement1:
	jump_step_right
	step_end

RuinsF4_1aa4bd:
	showemote 0, 0, 32
	applymovement 0, RuinsF4_1aa529_Movement1
	warp RUINS_F3, 17, 12
	jump RuinsF4Fall

RuinsF4_1aa4d8:
	showemote 0, 0, 32
	applymovement 0, RuinsF4_1aa529_Movement1
	warp RUINS_F3, 17, 13
	jump RuinsF4Fall

RuinsF4_1aa4f3:
	showemote 0, 0, 32
	applymovement 0, RuinsF4_1aa529_Movement1
	warp RUINS_F3, 20, 13
	jump RuinsF4Fall

RuinsF4_1aa50e:
	showemote 0, 0, 32
	applymovement 0, RuinsF4_1aa529_Movement1
	warp RUINS_F3, 21, 13
	jump RuinsF4Fall

RuinsF4_1aa529:
	showemote 0, 0, 32
	applymovement 0, RuinsF4_1aa529_Movement1
	warp RUINS_F3, 12, 18
	jump RuinsF4Fall

RuinsF4Fall:
	playsound SFX_BALL_POOF
	applymovement 0, RuinsF4_1aa451_Movement2
	playsound SFX_STRENGTH
	earthquake 24
	closetext
	end

RuinsF4_1aa451_Movement2:
	show_person
	skyfall
	step_end

RuinsF4_1aa529_Movement1:
	hide_person
	step_end

RuinsF4_1aa544:
	showemote 0, 0, 32
	applymovement 0, RuinsF4_1aa529_Movement1
	warp RUINS_F3, 19, 13
	jump RuinsF4Fall

RuinsF4Signpost1_Text_24ee65:
	db TX_COMPRESSED, $29, $27, $11, $50, $ed, $94, $c1, $a2, $04
	db $8f, $69, $33, $3b, $aa, $cf, $a7
	db $95, $45, $1f, $5a, $7f

	db $c0, $0a, $69, $64, $83, $b8, $1c, $30, $a5
	db $a6, $80

RuinsF4_24ea92_Text_24ea9d:
	db TX_COMPRESSED, $29, $23, $44, $58, $42, $fc, $43, $e7, $de
	db $a1, $e0, $63, $58, $29, $61, $a7, $46, $cf

	db $80, $3a, $bc, $52, $c2, $18, $9d, $5e, $65
	db $85, $e5, $6b, $3d, $b4, $9c, $68, $44, $49, $ac
	db $fd, $4d

RuinsF4_24ee53_Text_24ee98:
	db TX_COMPRESSED, $29, $27, $11, $50, $ed, $94, $c1
	db $a1, $ed, $ea, $cf, $72, $0a, $07, $0c
	db $3d, $4d

RuinsF4_24ee59_Text_24eeb4:
	db TX_COMPRESSED, $29, $a5, $90, $f3, $2d, $27, $11, $50, $ed, $94
	db $bc, $1c, $30
	db $f5, $34

RuinsF4_MapEventHeader ;filler
	db 0, 0

;warps
	db 2
	warp_def $3, $11, 2, RUINS_F3
	warp_def $9, $f, 1, RUINS_F5

	;xy triggers
	db 5
	xy_trigger 0, $2, $e, $0, RuinsF4Trap1, $0, $0
	xy_trigger 0, $a, $c, $0, RuinsF4Trap4, $0, $0
	xy_trigger 0, $a, $d, $0, RuinsF4Trap5, $0, $0
	xy_trigger 0, $c, $8, $0, RuinsF4Trap6, $0, $0
	xy_trigger 0, $d, $9, $0, RuinsF4Trap7, $0, $0

	;signposts
	db 5
	signpost 5, 9, SIGNPOST_READ, RuinsF4Signpost1
	signpost 12, 8, SIGNPOST_READ, RuinsF4Signpost2
	signpost 13, 9, SIGNPOST_READ, RuinsF4Signpost3
	signpost 10, 12, SIGNPOST_READ, RuinsF4Signpost4
	signpost 10, 13, SIGNPOST_READ, RuinsF4Signpost5

	;people-events
	db 1
	person_event SPRITE_POKE_BALL, 10, 8, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, PAL_OW_RED, PERSONTYPE_ITEMBALL, 0, RuinsF4_Item_1, EVENT_RUINS_F4_ITEM_1

