SafariZoneBeta_MapScripts: def_scene_scripts def_callbacks SafariZoneCheckSteps: ld a, [wSafariZoneStepCount] ; check if you have more than 0 steps. jr nz, .skip ; if not zero, ignore. easy enough. checkitem SAFARI_BALL ; check if the player has any safari balls left iftrue .skip ; this checks if there's any at all, so same principle. playsound SFX_ELEVATOR_END opentext writetext SafariZoneTimesUpText waitbutton closetext warpfacing UP, SAFARI_ZONE_FUCHSIA_GATE_BETA, 4, 0 .skip ret SafariZoneTimesUpText: text "PA: Ding-dong!" para "Time's up!" para "Your SAFARI GAME" line "is over!" done SafariZoneBeta_MapEvents: db 0, 0 ; filler def_warp_events warp_event 9, 23, SAFARI_ZONE_FUCHSIA_GATE_BETA, 1 warp_event 10, 23, SAFARI_ZONE_FUCHSIA_GATE_BETA, 2 def_coord_events def_bg_events def_object_events