object_const_def ; object_event constants const POWERPLANT_OFFICER1 const POWERPLANT_GYM_GUY1 const POWERPLANT_GYM_GUY2 const POWERPLANT_OFFICER2 const POWERPLANT_GYM_GUY3 const POWERPLANT_MANAGER const POWERPLANT_FOREST PowerPlant_MapScripts: db 2 ; scene scripts scene_script .DummyScene0 ; SCENE_POWERPLANT_NOTHING scene_script .DummyScene1 ; SCENE_POWERPLANT_GUARD_GETS_PHONE_CALL db 0 ; callbacks .DummyScene0: end .DummyScene1: end PowerPlantGuardPhoneScript: playsound SFX_CALL showemote EMOTE_SHOCK, POWERPLANT_OFFICER1, 15 waitsfx pause 30 applymovement POWERPLANT_OFFICER1, PowerPlantOfficer1ApproachGymGuy2Movement turnobject POWERPLANT_GYM_GUY1, DOWN turnobject POWERPLANT_GYM_GUY2, DOWN opentext writetext PowerPlantOfficer1CeruleanShadyCharacterText waitbutton closetext turnobject POWERPLANT_OFFICER1, LEFT turnobject PLAYER, RIGHT opentext writetext PowerPlantOfficer1CouldIAskForYourCooperationText waitbutton closetext turnobject PLAYER, DOWN applymovement POWERPLANT_OFFICER1, PowerPlantOfficer1ReturnToPostMovement setscene SCENE_POWERPLANT_NOTHING end PowerPlantOfficerScript: faceplayer opentext checkevent EVENT_RETURNED_MACHINE_PART iftrue .ReturnedMachinePart checkevent EVENT_MET_MANAGER_AT_POWER_PLANT iftrue .MetManager writetext PowerPlantOfficer1AThiefBrokeInText waitbutton closetext end .MetManager: writetext PowerPlantOfficer1CouldIAskForYourCooperationText waitbutton closetext end .ReturnedMachinePart: writetext PowerPlantOfficer1HaveToBeefUpSecurityText waitbutton closetext end PowerPlantGymGuy1Script: faceplayer opentext checkevent EVENT_RETURNED_MACHINE_PART iftrue .ReturnedMachinePart writetext PowerPlantGymGuy1SomeoneStoleAPartText waitbutton closetext end .ReturnedMachinePart: writetext PowerPlantGymGuy1GeneratorUpAndRunningText waitbutton closetext end PowerPlantGymGuy2Script: faceplayer opentext checkevent EVENT_RETURNED_MACHINE_PART iftrue .ReturnedMachinePart writetext PowerPlantGymGuy2PowerPlantUpAndRunningText waitbutton closetext end .ReturnedMachinePart: writetext PowerPlantGymGuy2GeneratorIsRunningAgainText waitbutton closetext end PowerPlantOfficer2Script: faceplayer opentext checkevent EVENT_RETURNED_MACHINE_PART iftrue .ReturnedMachinePart writetext PowerPlantOfficer2ManagerHasBeenSadAndFuriousText waitbutton closetext end .ReturnedMachinePart: writetext PowerPlantOfficer2ManagerHasBeenCheerfulText waitbutton closetext end PowerPlantGymGuy4Script: faceplayer opentext checkevent EVENT_RETURNED_MACHINE_PART iftrue .ReturnedMachinePart writetext PowerPlantGymGuy4MagnetTrainConsumesElectricityText waitbutton closetext end .ReturnedMachinePart: writetext PowerPlantGymGuy4WeCanGetMagnetTrainRunningText waitbutton closetext end PowerPlantManager: faceplayer opentext checkevent EVENT_RETURNED_MACHINE_PART iftrue .ReturnedMachinePart checkitem MACHINE_PART iftrue .FoundMachinePart checkevent EVENT_MET_MANAGER_AT_POWER_PLANT iftrue .MetManager writetext PowerPlantManagerWhoWouldRuinMyGeneratorText waitbutton closetext setevent EVENT_MET_MANAGER_AT_POWER_PLANT clearevent EVENT_CERULEAN_GYM_ROCKET clearevent EVENT_FOUND_MACHINE_PART_IN_CERULEAN_GYM setmapscene CERULEAN_GYM, SCENE_CERULEANGYM_GRUNT_RUNS_OUT setscene SCENE_POWERPLANT_GUARD_GETS_PHONE_CALL end .MetManager: writetext PowerPlantManagerIWontForgiveCulpritText waitbutton closetext end .FoundMachinePart: writetext PowerPlantManagerThatsThePartText promptbutton takeitem MACHINE_PART setevent EVENT_RETURNED_MACHINE_PART clearevent EVENT_SAFFRON_TRAIN_STATION_POPULATION setevent EVENT_ROUTE_5_6_POKEFAN_M_BLOCKS_UNDERGROUND_PATH setevent EVENT_ROUTE_24_ROCKET setevent EVENT_RESTORED_POWER_TO_KANTO clearevent EVENT_GOLDENROD_TRAIN_STATION_GENTLEMAN .ReturnedMachinePart: checkevent EVENT_GOT_TM07_ZAP_CANNON iftrue .GotZapCannon writetext PowerPlantManagerTakeThisTMText promptbutton verbosegiveitem TM_ZAP_CANNON iffalse .NoRoom setevent EVENT_GOT_TM07_ZAP_CANNON writetext PowerPlantManagerTM07IsZapCannonText waitbutton .NoRoom: closetext end .GotZapCannon: writetext PowerPlantManagerMyBelovedGeneratorText waitbutton closetext end Forest: faceplayer opentext trade NPC_TRADE_FOREST waitbutton closetext end PowerPlantBookshelf: jumpstd DifficultBookshelfScript PowerPlantOfficer1ApproachGymGuy2Movement: step RIGHT step RIGHT step UP step UP step_end PowerPlantOfficer1ReturnToPostMovement: step DOWN step DOWN step LEFT step LEFT turn_head DOWN step_end PowerPlantOfficer1AThiefBrokeInText: text "A thief broke into" line "the POWER PLANT…" para "What is the world" line "coming to?" done PowerPlantOfficer1CeruleanShadyCharacterText: text "I just got word" line "from CERULEAN." para "It appears that a" line "shady character" para "has been loitering" line "around." done PowerPlantOfficer1CouldIAskForYourCooperationText: text "Could I ask for" line "your cooperation?" done PowerPlantOfficer1HaveToBeefUpSecurityText: text "We'll have to beef" line "up our security" cont "presence." done PowerPlantGymGuy1SomeoneStoleAPartText: text "Someone made off" line "with a part that's" para "essential for the" line "generator." para "Without it, the" line "new generator's" cont "useless!" done PowerPlantGymGuy1GeneratorUpAndRunningText: text "The generator's up" line "and running. It's" para "making electricity" line "to spare." done PowerPlantGymGuy2PowerPlantUpAndRunningText: text "This POWER PLANT" line "had been abandoned" cont "in the past." para "We got it back up" line "and running to" para "provide power to" line "the MAGNET TRAIN." done PowerPlantGymGuy2GeneratorIsRunningAgainText: text "The generator's" line "running again!" done PowerPlantOfficer2ManagerHasBeenSadAndFuriousText: text "The POWER PLANT's" line "MANAGER is up" cont "ahead." para "But since someone" line "wrecked the gener-" cont "ator, he's been" cont "both sad and" cont "furious…" done PowerPlantOfficer2ManagerHasBeenCheerfulText: text "Since the gener-" line "ator's been fixed," para "the MANAGER has" line "been cheerful." done PowerPlantGymGuy4MagnetTrainConsumesElectricityText: text "The MAGNET TRAIN" line "consumes a lot of" cont "electricity." para "It can't move if" line "the new generator" cont "isn't operating." done PowerPlantGymGuy4WeCanGetMagnetTrainRunningText: text "All right! We can" line "finally get the" para "MAGNET TRAIN" line "running again." done PowerPlantManagerWhoWouldRuinMyGeneratorText: text "MANAGER: I, I, I'm" line "ready to blast" cont "someone!" para "Who would dare" line "ruin my generator?" para "I spent so much" line "time on it!" para "If I catch him," line "he's going to get" para "a taste of my ZAP" line "CANNON!" done PowerPlantManagerIWontForgiveCulpritText: text "MANAGER: I won't" line "forgive him!" para "The culprit can" line "cry and apologize," para "but I'll still" line "hammer him!" para "Gahahahah!" done PowerPlantManagerThatsThePartText: text "MANAGER: Ah! Yeah!" para "That's the missing" line "PART from my be-" cont "loved generator!" cont "You found it?" done PowerPlantManagerTakeThisTMText: text "Wahah! Thanks!" para "Here! Take this TM" line "as a reward!" done PowerPlantManagerTM07IsZapCannonText: text "MANAGER: TM07 is" line "my ZAP CANNON." para "It's a powerful" line "technique!" para "It's not what any-" line "one would consider" para "accurate, but it" line "packs a wallop!" done PowerPlantManagerMyBelovedGeneratorText: text "MANAGER: My be-" line "loved generator!" para "Keep pumping the" line "electricity out!" done PowerPlant_MapEvents: db 0, 0 ; filler db 2 ; warp events warp_event 2, 17, ROUTE_10_NORTH, 2 warp_event 3, 17, ROUTE_10_NORTH, 2 db 1 ; coord events coord_event 5, 12, SCENE_POWERPLANT_GUARD_GETS_PHONE_CALL, PowerPlantGuardPhoneScript db 2 ; bg events bg_event 0, 1, BGEVENT_READ, PowerPlantBookshelf bg_event 1, 1, BGEVENT_READ, PowerPlantBookshelf db 7 ; object events object_event 4, 14, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PowerPlantOfficerScript, -1 object_event 2, 9, SPRITE_GYM_GUY, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy1Script, -1 object_event 6, 11, SPRITE_GYM_GUY, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy2Script, -1 object_event 9, 3, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PowerPlantOfficer2Script, -1 object_event 7, 2, SPRITE_GYM_GUY, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy4Script, -1 object_event 14, 10, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, PowerPlantManager, -1 object_event 5, 5, SPRITE_GYM_GUY, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, Forest, -1