object_const_def ; object_event constants const RADIOTOWER1F_RECEPTIONIST const RADIOTOWER1F_LASS const RADIOTOWER1F_YOUNGSTER const RADIOTOWER1F_ROCKET const RADIOTOWER1F_LUCKYNUMBERMAN const RADIOTOWER1F_CARD_WOMAN RadioTower1F_MapScripts: db 0 ; scene scripts db 0 ; callbacks RadioTower1FReceptionistScript: faceplayer opentext checkflag ENGINE_ROCKETS_IN_RADIO_TOWER iftrue .Rockets writetext RadioTower1FReceptionistWelcomeText waitbutton closetext end .Rockets: writetext RadioTower1FReceptionistNoToursText waitbutton closetext end RadioTower1FLuckyNumberManScript: faceplayer opentext writetext RadioTower1FLuckyNumberManAskToPlayText buttonsound special CheckLuckyNumberShowFlag iffalse .skip special ResetLuckyNumberShowFlag .skip special PrintTodaysLuckyNumber checkflag ENGINE_LUCKY_NUMBER_SHOW iftrue .GameOver writetext RadioTower1FLuckyNumberManThisWeeksIdIsText buttonsound closetext applymovement RADIOTOWER1F_LUCKYNUMBERMAN, RadioTower1FLuckyNumberManGoToPCMovement opentext writetext RadioTower1FLuckyNumberManCheckIfMatchText buttonsound waitsfx writetext RadioTower1FLuckyNumberManDotDotDotText playsound SFX_DEX_FANFARE_20_49 waitsfx buttonsound special CheckForLuckyNumberWinners closetext applymovement RADIOTOWER1F_LUCKYNUMBERMAN, RadioTower1FLuckyNumberManReturnToPlayerMovement opentext ifequal 1, .FirstPlace ifequal 2, .SecondPlace ifequal 3, .ThirdPlace sjump .NoPrize .GameOver: writetext RadioTower1FLuckyNumberManComeAgainText waitbutton closetext end .FirstPlace: writetext RadioTower1FLuckyNumberManPerfectMatchText playsound SFX_1ST_PLACE waitsfx buttonsound giveitem MASTER_BALL iffalse .BagFull itemnotify setflag ENGINE_LUCKY_NUMBER_SHOW sjump .GameOver .SecondPlace: writetext RadioTower1FLuckyNumberManOkayMatchText playsound SFX_2ND_PLACE waitsfx buttonsound giveitem EXP_SHARE iffalse .BagFull itemnotify setflag ENGINE_LUCKY_NUMBER_SHOW sjump .GameOver .ThirdPlace: writetext RadioTower1FLuckyNumberManWeakMatchText playsound SFX_3RD_PLACE waitsfx buttonsound giveitem PP_UP iffalse .BagFull itemnotify setflag ENGINE_LUCKY_NUMBER_SHOW sjump .GameOver .NoPrize: writetext RadioTower1FLuckyNumberManNoneOfYourIDNumbersMatchText waitbutton closetext end .BagFull: writetext RadioTower1FLuckyNumberManNoRoomForYourPrizeText waitbutton closetext end RadioTower1FRadioCardWomanScript: faceplayer opentext checkflag ENGINE_RADIO_CARD iftrue .GotCard writetext RadioTower1FRadioCardWomanOfferQuizText yesorno iffalse .NoQuiz writetext RadioTower1FRadioCardWomanQuestion1Text yesorno iffalse .WrongAnswer playsound SFX_ELEVATOR_END waitsfx writetext RadioTower1FRadioCardWomanQuestion2Text yesorno iffalse .WrongAnswer playsound SFX_ELEVATOR_END waitsfx writetext RadioTower1FRadioCardWomanQuestion3Text yesorno iftrue .WrongAnswer playsound SFX_ELEVATOR_END waitsfx writetext RadioTower1FRadioCardWomanQuestion4Text yesorno iffalse .WrongAnswer playsound SFX_ELEVATOR_END waitsfx writetext RadioTower1FRadioCardWomanQuestion5Text yesorno iftrue .WrongAnswer playsound SFX_ELEVATOR_END waitsfx writetext RadioTower1FRadioCardWomanYouWinText buttonsound getstring STRING_BUFFER_4, .RadioCardText scall .ReceiveItem writetext RadioTower1FPokegearIsARadioText buttonsound setflag ENGINE_RADIO_CARD .GotCard: writetext RadioTower1FRadioCardWomanTuneInText waitbutton closetext end .RadioCardText: db "RADIO CARD@" .ReceiveItem: jumpstd receiveitem end .WrongAnswer: playsound SFX_WRONG writetext RadioTower1FRadioCardWomanWrongAnswerText waitbutton closetext end .NoQuiz: writetext RadioTower1FRadioCardWomanNotTakingQuizText waitbutton closetext end RadioTower1FLassScript: jumptextfaceplayer RadioTower1FLassText RadioTower1FYoungsterScript: jumptextfaceplayer RadioTower1FYoungsterText TrainerGruntM3: trainer GRUNTM, GRUNTM_3, EVENT_BEAT_ROCKET_GRUNTM_3, GruntM3SeenText, GruntM3BeatenText, 0, .Script .Script: endifjustbattled opentext writetext GruntM3AfterBattleText waitbutton closetext end RadioTower1FDirectory: jumptext RadioTower1FDirectoryText RadioTower1FLuckyChannelSign: jumptext RadioTower1FLuckyChannelSignText RadioTower1FLuckyNumberManGoToPCMovement: step RIGHT turn_head UP step_end RadioTower1FLuckyNumberManReturnToPlayerMovement: step LEFT turn_head UP step_end RadioTower1FReceptionistWelcomeText: text "Welcome!" done RadioTower1FReceptionistNoToursText: text "Hello. I'm sorry," line "but we're not" cont "offering any tours" cont "today." done RadioTower1FLuckyNumberManAskToPlayText: text "Hi, are you here" line "for the LUCKY NUM-" cont "BER SHOW?" para "Want me to check" line "the ID numbers of" cont "your #MON?" para "If you get lucky," line "you win a prize." done RadioTower1FLuckyNumberManThisWeeksIdIsText: text "This week's ID" line "number is @" text_ram wStringBuffer3 text "." done RadioTower1FLuckyNumberManCheckIfMatchText: text "Let's see if you" line "have a match." done RadioTower1FLuckyNumberManDotDotDotText: text "<……>" line "<……>" done RadioTower1FLuckyNumberManComeAgainText: text "Please come back" line "next week for the" cont "next LUCKY NUMBER." done RadioTower1FLuckyNumberManPerfectMatchText: text "Wow! You have a" line "perfect match of" cont "all five numbers!" para "We have a grand" line "prize winner!" para "You have won a" line "MASTER BALL!" done RadioTower1FLuckyNumberManOkayMatchText: text "Hey! You've" line "matched the last" cont "three numbers!" para "You've won second" line "prize, an EXP." cont "SHARE!" done RadioTower1FLuckyNumberManWeakMatchText: text "Ooh, you've" line "matched the last" cont "two numbers." para "You've won third" line "prize, a PP UP." done RadioTower1FLuckyNumberManNoneOfYourIDNumbersMatchText: text "Nope, none of your" line "ID numbers match." done RadioTower1FLuckyNumberManNoRoomForYourPrizeText: text "You've got no room" line "for your prize." para "Make room and come" line "back right away." done RadioTower1FRadioCardWomanOfferQuizText: text "We have a special" line "quiz campaign on" cont "right now." para "Answer five ques-" line "tions correctly to" cont "win a RADIO CARD." para "Slide it into your" line "#GEAR to play" para "the radio anytime," line "anywhere." para "Would you like to" line "take the quiz?" done RadioTower1FRadioCardWomanQuestion1Text: text "Question 1:" para "Is there a #MON" line "that appears only" cont "in the morning?" done RadioTower1FRadioCardWomanQuestion2Text: text "Correct!" line "Question 2:" para "Is this statement" line "correct?" para "You can't buy a" line "BERRY at a MART." done RadioTower1FRadioCardWomanQuestion3Text: text "Bull's-eye!" line "Question 3:" para "Does HM01 contain" line "the move FLASH?" done RadioTower1FRadioCardWomanQuestion4Text: text "So far so good!" line "Question 4:" para "Is FALKNER the" line "VIOLET GYM LEADER" para "who uses bird" line "#MON?" done RadioTower1FRadioCardWomanQuestion5Text: text "Wow! Right again!" line "Here's the final" cont "question:" para "Do GOLDENROD GAME" line "CORNER's slots" para "have CHARMANDER" line "on their reels?" done RadioTower1FRadioCardWomanYouWinText: text "Bingo! You got it!" line "Congratulations!" para "Here's your prize," line "a RADIO CARD!" done RadioTower1FPokegearIsARadioText: text "'s #GEAR" line "can now double as" cont "a radio!" done RadioTower1FRadioCardWomanTuneInText: text "Please tune in to" line "our radio shows." done RadioTower1FRadioCardWomanWrongAnswerText: text "Oh, dear." line "Sorry, but you" para "got it wrong." line "Please try again!" done RadioTower1FRadioCardWomanNotTakingQuizText: text "Oh. I see. Please" line "see me if you" cont "change your mind." done RadioTower1FLassText: text "BEN is a fabulous" line "DJ." para "His sweet voice" line "makes me melt!" done RadioTower1FYoungsterText: text "I love MARY, from" line "#MON TALK." para "I only know what" line "she sounds like," cont "though." done GruntM3SeenText: text "We've finally" line "taken over the" cont "RADIO TOWER!" para "Now everyone will" line "get to experience" para "the true terror of" line "TEAM ROCKET!" para "We'll show you" line "how scary we are!" done GruntM3BeatenText: text "Too strong! We" line "must watch you…" done GruntM3AfterBattleText: text "You're too strong." para "Our plan could be" line "ruined. I must" cont "warn the others…" done RadioTower1FDirectoryText: text "1F RECEPTION" line "2F SALES" para "3F PERSONNEL" line "4F PRODUCTION" para "5F DIRECTOR'S" line " OFFICE" done RadioTower1FLuckyChannelSignText: text "LUCKY CHANNEL!" para "Win with #MON" line "ID numbers!" para "Trade your #MON" line "to collect differ-" cont "ent ID numbers!" done RadioTower1F_MapEvents: db 0, 0 ; filler db 3 ; warp events warp_event 2, 7, GOLDENROD_CITY, 11 warp_event 3, 7, GOLDENROD_CITY, 11 warp_event 15, 0, RADIO_TOWER_2F, 2 db 0 ; coord events db 2 ; bg events bg_event 3, 0, BGEVENT_READ, RadioTower1FDirectory bg_event 13, 0, BGEVENT_READ, RadioTower1FLuckyChannelSign db 6 ; object events object_event 5, 6, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, RadioTower1FReceptionistScript, -1 object_event 16, 4, SPRITE_LASS, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, RadioTower1FLassScript, EVENT_GOLDENROD_CITY_CIVILIANS object_event 15, 4, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, RadioTower1FYoungsterScript, EVENT_GOLDENROD_CITY_CIVILIANS object_event 14, 1, SPRITE_ROCKET, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 3, TrainerGruntM3, EVENT_RADIO_TOWER_ROCKET_TAKEOVER object_event 8, 6, SPRITE_GENTLEMAN, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, RadioTower1FLuckyNumberManScript, EVENT_GOLDENROD_CITY_CIVILIANS object_event 12, 6, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, RadioTower1FRadioCardWomanScript, EVENT_GOLDENROD_CITY_CIVILIANS