pokecrystal-board/maps/CeladonMansionRoofHouse.asm

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object_const_def ; object_event constants
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const CELADONMANSIONROOFHOUSE_PHARMACIST
CeladonMansionRoofHouse_MapScripts:
db 0 ; scene scripts
db 0 ; callbacks
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CeladonMansionRoofHousePharmacistScript:
faceplayer
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opentext
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checkevent EVENT_GOT_TM03_CURSE
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iftrue .GotCurse
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writetext CeladonMansionRoofHousePharmacistIntroText
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buttonsound
checktime NITE
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iftrue .Night
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writetext CeladonMansionRoofHousePharmacistNotNightText
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waitbutton
closetext
end
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.Night:
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writetext CeladonMansionRoofHousePharmacistStoryText
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buttonsound
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verbosegiveitem TM_CURSE
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iffalse .NoRoom
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setevent EVENT_GOT_TM03_CURSE
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.GotCurse:
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writetext CeladonMansionRoofHousePharmacistCurseText
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waitbutton
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.NoRoom:
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closetext
end
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CeladonMansionRoofHousePharmacistIntroText:
text "Let me recount a"
line "terrifying tale…"
done
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CeladonMansionRoofHousePharmacistNotNightText:
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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CeladonMansionRoofHousePharmacistStoryText:
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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CeladonMansionRoofHousePharmacistCurseText:
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, CeladonMansionRoofHousePharmacistScript, -1