pokecrystal-board/maps/CeladonMansionRoofHouse.asm

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const_def 2 ; object constants
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const CELADONMANSIONROOFHOUSE_PHARMACIST
CeladonMansionRoofHouse_MapScripts:
db 0 ; scene scripts
db 0 ; callbacks
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PharmacistScript_0x71afd:
faceplayer
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opentext
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checkevent EVENT_GOT_TM03_CURSE
iftrue UnknownScript_0x71b21
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writetext UnknownText_0x71b27
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buttonsound
checktime NITE
iftrue UnknownScript_0x71b14
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writetext UnknownText_0x71b4a
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waitbutton
closetext
end
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UnknownScript_0x71b14:
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writetext UnknownText_0x71ba3
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buttonsound
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verbosegiveitem TM_CURSE
iffalse UnknownScript_0x71b25
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setevent EVENT_GOT_TM03_CURSE
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UnknownScript_0x71b21:
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writetext UnknownText_0x71db3
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waitbutton
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UnknownScript_0x71b25:
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closetext
end
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UnknownText_0x71b27:
text "Let me recount a"
line "terrifying tale…"
done
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UnknownText_0x71b4a:
text "Then again, it's"
line "not as scary while"
para "it's still light"
line "outside."
para "Come back after"
line "sunset, OK?"
done
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UnknownText_0x71ba3:
text "Once upon a time,"
line "there was a little"
para "boy who was given"
line "a new BICYCLE…"
para "He wanted to try"
line "it right away…"
para "He was having so"
line "much fun that he"
para "didn't notice the"
line "sun had set…"
para "While riding home"
line "in the pitch-black"
para "night, the bike"
line "suddenly slowed!"
para "The pedals became"
line "heavy!"
para "When he stopped"
line "pedaling, the bike"
para "began slipping"
line "backwards!"
para "It was as if the"
line "bike were cursed"
para "and trying to drag"
line "him into oblivion!"
para "…"
para "…"
para "SHRIEEEEK!"
para "The boy had been"
line "riding uphill on"
cont "CYCLING ROAD!"
para "…"
line "Ba-dum ba-dum!"
para "For listening so"
line "patiently, you may"
cont "take this--TM03!"
done
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UnknownText_0x71db3:
text "TM03 is CURSE."
para "It's a terrifying"
line "move that slowly"
para "whittles down the"
line "victim's HP."
done
CeladonMansionRoofHouse_MapEvents:
db 0, 0 ; filler
db 2 ; warp events
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warp_event 2, 7, CELADON_MANSION_ROOF, 3
warp_event 3, 7, CELADON_MANSION_ROOF, 3
db 0 ; coord events
db 0 ; bg events
db 1 ; object events
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object_event 3, 2, SPRITE_PHARMACIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PharmacistScript_0x71afd, -1