const_value set 2 const TRAINERHOUSEB1F_RECEPTIONIST const TRAINERHOUSEB1F_CHRIS TrainerHouseB1F_MapScriptHeader: .MapTriggers: db 1 ; triggers dw Trigger0, 0 .MapCallbacks: db 0 Trigger0: end TrainerHouseReceptionistScript: spriteface PLAYER, UP opentext checkflag ENGINE_FOUGHT_IN_TRAINER_HALL_TODAY iftrue .FoughtTooManyTimes writetext TrainerHouseB1FIntroText buttonsound special SpecialTrainerHouse iffalse .GetCal3Name trainertotext CAL, CAL2, $0 jump .GotName .GetCal3Name: trainertotext CAL, CAL3, $0 .GotName: writetext TrainerHouseB1FYourOpponentIsText buttonsound writetext TrainerHouseB1FAskWantToBattleText yesorno iffalse .Declined setflag ENGINE_FOUGHT_IN_TRAINER_HALL_TODAY writetext TrainerHouseB1FGoRightInText waitbutton closetext applymovement PLAYER, Movement_EnterTrainerHouseBattleRoom opentext writetext TrainerHouseB1FCalBeforeText waitbutton closetext special SpecialTrainerHouse iffalse .NoSpecialBattle winlosstext TrainerHouseB1FCalBeatenText, 0 setlasttalked TRAINERHOUSEB1F_CHRIS loadtrainer CAL, CAL2 startbattle reloadmapafterbattle iffalse .End .NoSpecialBattle: winlosstext TrainerHouseB1FCalBeatenText, 0 setlasttalked TRAINERHOUSEB1F_CHRIS loadtrainer CAL, CAL3 startbattle reloadmapafterbattle .End: applymovement PLAYER, Movement_ExitTrainerHouseBattleRoom end .Declined: writetext TrainerHouseB1FPleaseComeAgainText waitbutton closetext applymovement PLAYER, Movement_TrainerHouseTurnBack end .FoughtTooManyTimes: writetext TrainerHouseB1FSecondChallengeDeniedText waitbutton closetext applymovement PLAYER, Movement_TrainerHouseTurnBack end Movement_EnterTrainerHouseBattleRoom: step_left step_left step_left step_down step_down step_down step_down step_down step_down step_down step_down step_left turn_head_right step_end Movement_ExitTrainerHouseBattleRoom: step_up step_up step_up step_right step_up step_up step_up step_up step_up step_right step_right step_right step_right step_end Movement_TrainerHouseTurnBack: step_right turn_head_left step_end TrainerHouseB1FIntroText: text "Hi. Welcome to our" line "TRAINING HALL." para "You may battle a" line "trainer once per" cont "day." done TrainerHouseB1FYourOpponentIsText: text_from_ram StringBuffer3 text " is your" line "opponent today." done TrainerHouseB1FAskWantToBattleText: text "Would you like to" line "battle?" done TrainerHouseB1FGoRightInText: text "Please go right" line "through." para "You may begin" line "right away." done TrainerHouseB1FPleaseComeAgainText: text "Sorry. Only those" line "trainers who will" para "be battling are" line "allowed to go in." done TrainerHouseB1FSecondChallengeDeniedText: text "I'm sorry." line "This would be your" para "second time today." line "You're permitted" para "to enter just once" line "a day." done TrainerHouseB1FCalBeatenText: text "I lost…" line "Darn…" done TrainerHouseB1FCalBeforeText: text "I traveled out" line "here just so I" cont "could battle you." done TrainerHouseB1F_MapEventHeader: ; filler db 0, 0 .Warps: db 1 warp_def $4, $9, 3, TRAINER_HOUSE_1F .XYTriggers: db 1 xy_trigger 0, $3, $7, $0, TrainerHouseReceptionistScript, $0, $0 .Signposts: db 0 .PersonEvents: db 2 person_event SPRITE_RECEPTIONIST, 1, 7, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, (1 << 3) | PAL_OW_GREEN, PERSONTYPE_SCRIPT, 0, ObjectEvent, -1 person_event SPRITE_CHRIS, 11, 6, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, (1 << 3) | PAL_OW_RED, PERSONTYPE_SCRIPT, 0, ObjectEvent, -1