object_const_def ; object_event constants const OLIVINELIGHTHOUSE2F_SAILOR const OLIVINELIGHTHOUSE2F_GENTLEMAN OlivineLighthouse2F_MapScripts: db 0 ; scene scripts db 0 ; callbacks TrainerGentlemanAlfred: trainer GENTLEMAN, ALFRED, EVENT_BEAT_GENTLEMAN_ALFRED, GentlemanAlfredSeenText, GentlemanAlfredBeatenText, 0, .Script .Script: endifjustbattled opentext writetext GentlemanAlfredAfterBattleText waitbutton closetext end TrainerSailorHuey: trainer SAILOR, HUEY1, EVENT_BEAT_SAILOR_HUEY, SailorHueySeenText, SailorHueyBeatenText, 0, .Script .Script: loadvar VAR_CALLERID, PHONE_SAILOR_HUEY endifjustbattled opentext checkflag ENGINE_HUEY iftrue .WantsBattle checkcellnum PHONE_SAILOR_HUEY iftrue .NumberAccepted checkevent EVENT_HUEY_ASKED_FOR_PHONE_NUMBER iftrue .AskedBefore setevent EVENT_HUEY_ASKED_FOR_PHONE_NUMBER scall .AskNumber1 sjump .AskForNumber .AskedBefore: scall .AskNumber2 .AskForNumber: askforphonenumber PHONE_SAILOR_HUEY ifequal PHONE_CONTACTS_FULL, .PhoneFull ifequal PHONE_CONTACT_REFUSED, .NumberDeclined gettrainername STRING_BUFFER_3, SAILOR, HUEY1 scall .RegisteredNumber sjump .NumberAccepted .WantsBattle: scall .Rematch winlosstext SailorHueyBeatenText, 0 readmem wHueyFightCount ifequal 3, .Fight3 ifequal 2, .Fight2 ifequal 1, .Fight1 ifequal 0, .LoadFight0 .Fight3: checkevent EVENT_RESTORED_POWER_TO_KANTO iftrue .LoadFight3 .Fight2: checkevent EVENT_BEAT_ELITE_FOUR iftrue .LoadFight2 .Fight1: checkevent EVENT_CLEARED_RADIO_TOWER iftrue .LoadFight1 .LoadFight0: loadtrainer SAILOR, HUEY1 startbattle reloadmapafterbattle loadmem wHueyFightCount, 1 clearflag ENGINE_HUEY end .LoadFight1: loadtrainer SAILOR, HUEY2 startbattle reloadmapafterbattle loadmem wHueyFightCount, 2 clearflag ENGINE_HUEY end .LoadFight2: loadtrainer SAILOR, HUEY3 startbattle reloadmapafterbattle loadmem wHueyFightCount, 3 clearflag ENGINE_HUEY end .LoadFight3: loadtrainer SAILOR, HUEY4 startbattle reloadmapafterbattle clearflag ENGINE_HUEY checkevent EVENT_HUEY_PROTEIN iftrue .HasProtein checkevent EVENT_GOT_PROTEIN_FROM_HUEY iftrue .SkipGift scall .RematchGift verbosegiveitem PROTEIN iffalse .PackFull setevent EVENT_GOT_PROTEIN_FROM_HUEY sjump .NumberAccepted .SkipGift: end .HasProtein: opentext writetext SailorHueyGiveProteinText waitbutton verbosegiveitem PROTEIN iffalse .PackFull clearevent EVENT_HUEY_PROTEIN setevent EVENT_GOT_PROTEIN_FROM_HUEY sjump .NumberAccepted .AskNumber1: jumpstd asknumber1m end .AskNumber2: jumpstd asknumber2m end .RegisteredNumber: jumpstd registerednumberm end .NumberAccepted: jumpstd numberacceptedm end .NumberDeclined: jumpstd numberdeclinedm end .PhoneFull: jumpstd phonefullm end .Rematch: jumpstd rematchm end .PackFull: setevent EVENT_HUEY_PROTEIN jumpstd packfullm end .RematchGift: jumpstd rematchgiftm end SailorHueySeenText: text "Men of the sea are" line "always spoiling" cont "for a good fight!" done SailorHueyBeatenText: text "Urf!" line "I lose!" done SailorHueyUnusedText: ; unused text "What power!" line "How would you like" para "to sail the seas" line "with me?" done GentlemanAlfredSeenText: text "Hm? This is no" line "place for playing." done GentlemanAlfredBeatenText: text "Ah! I can see that" line "you're serious." done GentlemanAlfredAfterBattleText: text "Up top is a #-" line "MON that keeps the" cont "LIGHTHOUSE lit." para "But I hear that" line "it's sick now and" para "can't be cured by" line "ordinary medicine." done SailorHueyGiveProteinText: text "Man! You're as" line "tough as ever!" para "Anyway, here's" line "that medicine from" cont "before." done OlivineLighthouse2F_MapEvents: db 0, 0 ; filler db 6 ; warp events warp_event 3, 11, OLIVINE_LIGHTHOUSE_1F, 3 warp_event 5, 3, OLIVINE_LIGHTHOUSE_3F, 2 warp_event 16, 13, OLIVINE_LIGHTHOUSE_1F, 4 warp_event 17, 13, OLIVINE_LIGHTHOUSE_1F, 5 warp_event 16, 11, OLIVINE_LIGHTHOUSE_3F, 4 warp_event 17, 11, OLIVINE_LIGHTHOUSE_3F, 5 db 0 ; coord events db 0 ; bg events db 2 ; object events object_event 9, 3, SPRITE_SAILOR, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 3, TrainerSailorHuey, -1 object_event 17, 8, SPRITE_GENTLEMAN, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 3, TrainerGentlemanAlfred, -1