const_value set 2 const TINTOWER1F_SUICUNE const TINTOWER1F_RAIKOU const TINTOWER1F_ENTEI const TINTOWER1F_EUSINE const TINTOWER1F_SAGE1 const TINTOWER1F_SAGE2 const TINTOWER1F_SAGE3 const TINTOWER1F_SAGE4 const TINTOWER1F_SAGE5 const TINTOWER1F_SAGE6 TinTower1F_MapScriptHeader: .SceneScripts: db 2 scene_script .FaceSuicune scene_script .DummyScene .MapCallbacks: db 2 dbw MAPCALLBACK_OBJECTS, .NPCsCallback dbw MAPCALLBACK_TILES, .StairsCallback .FaceSuicune: priorityjump .SuicuneBattle end .DummyScene: end .NPCsCallback: checkevent EVENT_GOT_RAINBOW_WING iftrue .GotRainbowWing checkevent EVENT_BEAT_ELITE_FOUR iffalse .FaceBeasts special SpecialBeastsCheck iffalse .FaceBeasts clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_2 setevent EVENT_TIN_TOWER_1F_WISE_TRIO_1 .GotRainbowWing: checkevent EVENT_FOUGHT_HO_OH iffalse .Done appear TINTOWER1F_EUSINE .Done: return .FaceBeasts: checkevent EVENT_FOUGHT_SUICUNE iftrue .FoughtSuicune appear TINTOWER1F_SUICUNE writebyte RAIKOU special SpecialMonCheck iftrue .NoRaikou appear TINTOWER1F_RAIKOU jump .CheckEntei .NoRaikou: disappear TINTOWER1F_RAIKOU .CheckEntei: writebyte ENTEI special SpecialMonCheck iftrue .NoEntei appear TINTOWER1F_ENTEI jump .BeastsDone .NoEntei: disappear TINTOWER1F_ENTEI .BeastsDone: return .FoughtSuicune: disappear TINTOWER1F_SUICUNE disappear TINTOWER1F_RAIKOU disappear TINTOWER1F_ENTEI clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_1 setevent EVENT_TIN_TOWER_1F_WISE_TRIO_2 return .StairsCallback: checkevent EVENT_GOT_RAINBOW_WING iftrue .DontHideStairs changeblock $a, $2, $9 .DontHideStairs: return .SuicuneBattle: applymovement PLAYER, TinTowerPlayerMovement1 pause 15 writebyte RAIKOU special SpecialMonCheck iftrue .Next1 ; if player caught Raikou, he doesn't appear in Tin Tower applymovement TINTOWER1F_RAIKOU, TinTowerRaikouMovement1 spriteface PLAYER, LEFT cry RAIKOU pause 10 playsound SFX_WARP_FROM applymovement TINTOWER1F_RAIKOU, TinTowerRaikouMovement2 disappear TINTOWER1F_RAIKOU playsound SFX_EXIT_BUILDING waitsfx .Next1: writebyte ENTEI special SpecialMonCheck iftrue .Next2 ; if player caught Entei, he doesn't appear in Tin Tower applymovement TINTOWER1F_ENTEI, TinTowerEnteiMovement1 spriteface PLAYER, RIGHT cry ENTEI pause 10 playsound SFX_WARP_FROM applymovement TINTOWER1F_ENTEI, TinTowerEnteiMovement2 disappear TINTOWER1F_ENTEI playsound SFX_EXIT_BUILDING waitsfx .Next2: spriteface PLAYER, UP pause 10 applymovement PLAYER, TinTowerPlayerMovement2 applymovement TINTOWER1F_SUICUNE, TinTowerSuicuneMovement cry SUICUNE pause 20 loadwildmon SUICUNE, 40 writecode VAR_BATTLETYPE, BATTLETYPE_SUICUNE startbattle dontrestartmapmusic disappear TINTOWER1F_SUICUNE setevent EVENT_FOUGHT_SUICUNE setevent EVENT_SAW_SUICUNE_ON_ROUTE_42 setmapscene ROUTE_42, $0 setevent EVENT_SAW_SUICUNE_ON_ROUTE_36 setmapscene ROUTE_36, $0 setevent EVENT_SAW_SUICUNE_AT_CIANWOOD_CITY setmapscene CIANWOOD_CITY, $0 setscene $1 clearevent EVENT_SET_WHEN_FOUGHT_HO_OH reloadmapafterbattle pause 20 spriteface PLAYER, DOWN playmusic MUSIC_MYSTICALMAN_ENCOUNTER playsound SFX_ENTER_DOOR moveobject TINTOWER1F_EUSINE, $a, $f appear TINTOWER1F_EUSINE applymovement TINTOWER1F_EUSINE, MovementData_0x1851ec playsound SFX_ENTER_DOOR moveobject TINTOWER1F_SAGE1, $9, $f appear TINTOWER1F_SAGE1 applymovement TINTOWER1F_SAGE1, MovementData_0x1851f5 playsound SFX_ENTER_DOOR moveobject TINTOWER1F_SAGE2, $9, $f appear TINTOWER1F_SAGE2 applymovement TINTOWER1F_SAGE2, MovementData_0x1851fb playsound SFX_ENTER_DOOR moveobject TINTOWER1F_SAGE3, $9, $f appear TINTOWER1F_SAGE3 applymovement TINTOWER1F_SAGE3, MovementData_0x1851fe moveobject TINTOWER1F_SAGE1, $7, $d moveobject TINTOWER1F_SAGE2, $9, $d moveobject TINTOWER1F_SAGE3, $b, $d spriteface PLAYER, RIGHT opentext writetext TinTowerEusineSuicuneText waitbutton closetext applymovement TINTOWER1F_EUSINE, MovementData_0x1851f1 playsound SFX_EXIT_BUILDING disappear TINTOWER1F_EUSINE waitsfx special Special_FadeOutMusic pause 20 playmapmusic end TinTower1FSage1Script: jumptextfaceplayer TinTower1FSage1Text TinTower1FSage2Script: jumptextfaceplayer TinTower1FSage2Text TinTower1FSage3Script: jumptextfaceplayer TinTower1FSage3Text TinTower1FSage4Script: checkevent EVENT_FOUGHT_HO_OH iftrue .FoughtHoOh jumptextfaceplayer TinTower1FSage4Text1 .FoughtHoOh: jumptextfaceplayer TinTower1FSage4Text2 TinTower1FSage5Script: faceplayer opentext checkevent EVENT_FOUGHT_HO_OH iftrue .FoughtHoOh checkevent EVENT_GOT_RAINBOW_WING iftrue .GotRainbowWing writetext TinTower1FSage5Text1 buttonsound verbosegiveitem RAINBOW_WING closetext refreshscreen $0 earthquake 72 waitsfx playsound SFX_STRENGTH changeblock $a, $2, $20 reloadmappart setevent EVENT_GOT_RAINBOW_WING closetext opentext .GotRainbowWing: writetext TinTower1FSage5Text2 waitbutton closetext end .FoughtHoOh: writetext TinTower1FSage5Text3 waitbutton closetext end TinTower1FSage6Script: checkevent EVENT_FOUGHT_HO_OH iftrue .FoughtHoOh jumptextfaceplayer TinTower1FSage6Text1 .FoughtHoOh: jumptextfaceplayer TinTower1FSage6Text2 TinTowerEusine: jumptextfaceplayer TinTowerEusineHoOhText TinTowerPlayerMovement1: slow_step UP slow_step UP slow_step UP slow_step UP step_end TinTowerRaikouMovement1: set_sliding fast_jump_step DOWN remove_sliding step_end TinTowerRaikouMovement2: set_sliding fast_jump_step DOWN fast_jump_step RIGHT fast_jump_step DOWN remove_sliding step_end TinTowerEnteiMovement1: set_sliding fast_jump_step DOWN remove_sliding step_end TinTowerEnteiMovement2: set_sliding fast_jump_step DOWN fast_jump_step LEFT fast_jump_step DOWN remove_sliding step_end TinTowerSuicuneMovement: set_sliding fast_jump_step DOWN remove_sliding step_end TinTowerPlayerMovement2: fix_facing big_step DOWN remove_fixed_facing step_end MovementData_0x1851ec: step UP step UP step UP turn_head LEFT step_end MovementData_0x1851f1: step DOWN step DOWN step DOWN step_end MovementData_0x1851f5: step UP step UP step LEFT step LEFT turn_head UP step_end MovementData_0x1851fb: step UP step UP step_end MovementData_0x1851fe: step UP step RIGHT step RIGHT step UP step_end TinTowerEusineSuicuneText: text "EUSINE: Awesome!" line "Too awesome, even!" para "I've never seen a" line "battle that great." para "That was truly" line "inspiring to see." para "SUICUNE was tough," line "but you were even" para "more incredible," line "." para "I heard SUICUNE's" line "mystic power" para "summons a rainbow-" line "colored #MON." para "Maybe, just maybe," line "what went on today" para "will cause that" line "#MON to appear." para "I'm going to study" line "the legends more." para "Thanks for showing" line "me that fantastic" cont "battle." para "Later, !" done TinTower1FSage1Text: text "According to" line "legend…" para "When the souls of" line "#MON and humans" para "commune, from the" line "heavens descends a" para "#MON of rainbow" line "colors…" para "Could it mean the" line "legendary #MON" para "are testing us" line "humans?" done TinTower1FSage2Text: text "When the BRASS" line "TOWER burned down," para "three nameless" line "#MON were said" para "to have perished." line "It was tragic." para "However…" para "A rainbow-colored" line "#MON…" para "In other words…" para "HO-OH descended" line "from the sky and" para "gave new life to" line "the three #MON." para "They are…" para "SUICUNE, ENTEI and" line "RAIKOU." para "That is what they" line "say." done TinTower1FSage3Text: text "The two TOWERS are" line "said to have been" para "built to foster" line "friendship and" para "hope between #-" line "MON and people." para "That was 700 years" line "ago, but the ideal" para "still remains" line "important today." done TinTower1FSage4Text1: text "HO-OH appears to" line "have descended" para "upon this, the TIN" line "TOWER!" done TinTower1FSage5Text1: text "This will protect" line "you. Take it." done TinTower1FSage5Text2: text "Now, go." done TinTower1FSage6Text1: text "I believe you are" line "being tested." para "Free your mind" line "from uncertainty," cont "and advance." done TinTowerEusineHoOhText: text "I knew it." para "I knew you'd get" line "to see the #MON" para "of rainbow colors," line "." para "It happened just" line "as I envisioned." para "My research isn't" line "bad, I might say." para "I'm going to keep" line "studying #MON" para "to become a famous" line "#MANIAC!" done TinTower1FSage4Text2: text "The legendary" line "#MON are said" para "to embody three" line "powers…" para "The lightning that" line "struck the TOWER." para "The fire that" line "burned the TOWER." para "And the rain that" line "put out the fire…" done TinTower1FSage5Text3: text "When the legendary" line "#MON appeared…" para "They struck terror" line "in those who saw" cont "their rise." para "And…" para "Some even took to" line "futile attacks." para "The legendary" line "#MON, knowing" para "their own power," line "fled, ignoring the" cont "frightened people." done TinTower1FSage6Text2: text "Of the legendary" line "#MON, SUICUNE" para "is said to be the" line "closest to HO-OH." para "I hear there may" line "also be a link to" para "#MON known as" line "UNOWN." para "The #MON UNOWN" line "must be sharing a" para "cooperative bond" line "with SUICUNE." done TinTower1F_MapEventHeader: ; filler db 0, 0 .Warps: db 3 warp_def $f, $9, 12, ECRUTEAK_CITY warp_def $f, $a, 12, ECRUTEAK_CITY warp_def $2, $a, 2, TIN_TOWER_2F .CoordEvents: db 0 .BGEvents: db 0 .ObjectEvents: db 10 object_event SPRITE_SUICUNE, 9, 9, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_SUICUNE object_event SPRITE_RAIKOU, 9, 7, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_RAIKOU object_event SPRITE_ENTEI, 9, 12, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_ENTEI object_event SPRITE_SUPER_NERD, 3, 8, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, TinTowerEusine, EVENT_TIN_TOWER_1F_EUSINE object_event SPRITE_SAGE, 9, 5, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage1Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1 object_event SPRITE_SAGE, 11, 11, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage2Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1 object_event SPRITE_SAGE, 6, 14, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage3Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1 object_event SPRITE_SAGE, 2, 4, SPRITEMOVEDATA_WALK_UP_DOWN, 1, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage4Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2 object_event SPRITE_SAGE, 1, 9, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage5Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2 object_event SPRITE_SAGE, 2, 14, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage6Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2