const_value set 2 const CELADONDEPTSTORE6F_SUPER_NERD const CELADONDEPTSTORE6F_YOUNGSTER CeladonDeptStore6F_MapScripts: .SceneScripts: db 0 .MapCallbacks: db 1 callback MAPCALLBACK_TILES, .HideRooftopStairs .HideRooftopStairs: changeblock 12, 0, $03 ; wall return CeladonDeptStore6FSuperNerdScript: jumptextfaceplayer CeladonDeptStore6FSuperNerdText CeladonDeptStore6FYoungsterScript: jumptextfaceplayer CeladonDeptStore6FYoungsterText CeladonDeptStore6FVendingMachine: opentext writetext CeladonVendingText .Start: special Special_PlaceMoneyTopRight loadmenudata .MenuData verticalmenu closewindow if_equal 1, .FreshWater if_equal 2, .SodaPop if_equal 3, .Lemonade closetext end .FreshWater: checkmoney YOUR_MONEY, 200 if_equal HAVE_LESS, .NotEnoughMoney giveitem FRESH_WATER iffalse .NotEnoughSpace takemoney YOUR_MONEY, 200 itemtotext FRESH_WATER, MEM_BUFFER_0 jump .VendItem .SodaPop: checkmoney YOUR_MONEY, 300 if_equal HAVE_LESS, .NotEnoughMoney giveitem SODA_POP iffalse .NotEnoughSpace takemoney YOUR_MONEY, 300 itemtotext SODA_POP, MEM_BUFFER_0 jump .VendItem .Lemonade: checkmoney YOUR_MONEY, 350 if_equal HAVE_LESS, .NotEnoughMoney giveitem LEMONADE iffalse .NotEnoughSpace takemoney YOUR_MONEY, 350 itemtotext LEMONADE, MEM_BUFFER_0 jump .VendItem .VendItem: pause 10 playsound SFX_ENTER_DOOR writetext CeladonClangText buttonsound itemnotify jump .Start .NotEnoughMoney: writetext CeladonVendingNoMoneyText waitbutton jump .Start .NotEnoughSpace: writetext CeladonVendingNoSpaceText waitbutton jump .Start .MenuData: db MENU_BACKUP_TILES ; flags menu_coords 0, 2, SCREEN_WIDTH - 1, TEXTBOX_Y - 1 dw .MenuData2 db 1 ; default option .MenuData2: db STATICMENU_CURSOR ; flags db 4 ; items db "FRESH WATER ¥200@" db "SODA POP ¥300@" db "LEMONADE ¥350@" db "CANCEL@" CeladonDeptStore6FDirectory: jumptext CeladonDeptStore6FDirectoryText ; unused CeladonDeptStore6FElevatorButton: jumpstd elevatorbutton CeladonVendingText: text "A vending machine!" line "Here's the menu." done CeladonClangText: text "Clang!" para "@" text_from_ram wStringBuffer3 text_start line "popped out." done CeladonVendingNoMoneyText: text "Oops, not enough" line "money…" done CeladonVendingNoSpaceText: text "There's no more" line "room for stuff…" done CeladonDeptStore6FSuperNerdText: text "A vending machine" line "with a prize rou-" cont "lette…" para "You never see" line "those anymore." done CeladonDeptStore6FYoungsterText: text "Aww! There's no" line "games here!" para "I wanted to play…" done CeladonDeptStore6FDirectoryText: text "6F: ROOFTOP SQUARE" line "VENDING MACHINES" done CeladonDeptStore6F_MapEvents: ; filler db 0, 0 .Warps: db 2 warp_def 15, 0, 2, CELADON_DEPT_STORE_5F warp_def 2, 0, 1, CELADON_DEPT_STORE_ELEVATOR .CoordEvents: db 0 .BGEvents: db 6 bg_event 14, 0, BGEVENT_READ, CeladonDeptStore6FDirectory bg_event 3, 0, BGEVENT_READ, CeladonDeptStore1FElevatorButton bg_event 8, 1, BGEVENT_UP, CeladonDeptStore6FVendingMachine bg_event 9, 1, BGEVENT_UP, CeladonDeptStore6FVendingMachine bg_event 10, 1, BGEVENT_UP, CeladonDeptStore6FVendingMachine bg_event 11, 1, BGEVENT_UP, CeladonDeptStore6FVendingMachine .ObjectEvents: db 2 object_event 9, 2, SPRITE_SUPER_NERD, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, CeladonDeptStore6FSuperNerdScript, -1 object_event 12, 5, SPRITE_YOUNGSTER, SPRITEMOVEDATA_WANDER, 2, 1, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, CeladonDeptStore6FYoungsterScript, -1