object_const_def const LANCESROOM_LANCE const LANCESROOM_MARY const LANCESROOM_OAK LancesRoom_MapScripts: def_scene_scripts scene_script LancesRoomLockDoorScene, SCENE_LANCESROOM_LOCK_DOOR scene_script LancesRoomNoopScene, SCENE_LANCESROOM_APPROACH_LANCE def_callbacks callback MAPCALLBACK_TILES, LancesRoomDoorsCallback LancesRoomLockDoorScene: sdefer LancesRoomDoorLocksBehindYouScript end LancesRoomNoopScene: end LancesRoomDoorsCallback: checkevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED iffalse .KeepEntranceOpen changeblock 4, 22, $34 ; wall .KeepEntranceOpen: checkevent EVENT_LANCES_ROOM_EXIT_OPEN iffalse .KeepExitClosed changeblock 4, 0, $0b ; open door .KeepExitClosed: endcallback LancesRoomDoorLocksBehindYouScript: applymovement PLAYER, LancesRoom_EnterMovement refreshscreen $86 playsound SFX_STRENGTH earthquake 80 changeblock 4, 22, $34 ; wall reloadmappart closetext setscene SCENE_LANCESROOM_APPROACH_LANCE setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED end Script_ApproachLanceFromLeft: special FadeOutMusic applymovement PLAYER, MovementData_ApproachLanceFromLeft sjump LancesRoomLanceScript Script_ApproachLanceFromRight: special FadeOutMusic applymovement PLAYER, MovementData_ApproachLanceFromRight LancesRoomLanceScript: turnobject LANCESROOM_LANCE, LEFT opentext writetext LanceBattleIntroText waitbutton closetext winlosstext LanceBattleWinText, 0 setlasttalked LANCESROOM_LANCE loadtrainer CHAMPION, LANCE startbattle dontrestartmapmusic reloadmapafterbattle setevent EVENT_BEAT_CHAMPION_LANCE opentext writetext LanceBattleAfterText waitbutton closetext playsound SFX_ENTER_DOOR changeblock 4, 0, $0b ; open door reloadmappart closetext setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED musicfadeout MUSIC_BEAUTY_ENCOUNTER, 16 pause 30 showemote EMOTE_SHOCK, LANCESROOM_LANCE, 15 turnobject LANCESROOM_LANCE, DOWN pause 10 turnobject PLAYER, DOWN appear LANCESROOM_MARY applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRushesIn opentext writetext LancesRoomMaryOhNoOakText waitbutton closetext appear LANCESROOM_OAK applymovement LANCESROOM_OAK, LancesRoomMovementData_OakWalksIn follow LANCESROOM_MARY, LANCESROOM_OAK applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryYieldsToOak stopfollow turnobject LANCESROOM_OAK, UP turnobject LANCESROOM_LANCE, LEFT opentext writetext LancesRoomOakCongratulationsText waitbutton closetext applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryInterviewChampion turnobject PLAYER, LEFT opentext writetext LancesRoomMaryInterviewText waitbutton closetext applymovement LANCESROOM_LANCE, LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway turnobject PLAYER, UP opentext writetext LancesRoomNoisyText waitbutton closetext follow LANCESROOM_LANCE, PLAYER turnobject LANCESROOM_MARY, UP turnobject LANCESROOM_OAK, UP applymovement LANCESROOM_LANCE, LancesRoomMovementData_LanceLeadsPlayerToHallOfFame stopfollow playsound SFX_EXIT_BUILDING disappear LANCESROOM_LANCE applymovement PLAYER, LancesRoomMovementData_PlayerExits playsound SFX_EXIT_BUILDING disappear PLAYER applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryTriesToFollow showemote EMOTE_SHOCK, LANCESROOM_MARY, 15 opentext writetext LancesRoomMaryNoInterviewText pause 30 closetext applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRunsBackAndForth special FadeOutPalettes pause 15 warpfacing UP, HALL_OF_FAME, 4, 13 end LancesRoom_EnterMovement: step UP step UP step UP step UP step_end MovementData_ApproachLanceFromLeft: step UP step UP turn_head RIGHT step_end MovementData_ApproachLanceFromRight: step UP step LEFT step UP turn_head RIGHT step_end LancesRoomMovementData_MaryRushesIn: big_step UP big_step UP big_step UP turn_head DOWN step_end LancesRoomMovementData_OakWalksIn: step UP step UP step_end LancesRoomMovementData_MaryYieldsToOak: step LEFT turn_head RIGHT step_end LancesRoomMovementData_MaryInterviewChampion: big_step UP turn_head RIGHT step_end LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway: step UP step LEFT turn_head DOWN step_end LancesRoomMovementData_LanceLeadsPlayerToHallOfFame: step UP step_end LancesRoomMovementData_PlayerExits: step UP step_end LancesRoomMovementData_MaryTriesToFollow: step UP step RIGHT turn_head UP step_end LancesRoomMovementData_MaryRunsBackAndForth: big_step RIGHT big_step RIGHT big_step LEFT big_step LEFT big_step LEFT big_step RIGHT big_step RIGHT big_step RIGHT big_step LEFT big_step LEFT turn_head UP step_end LanceBattleIntroText: text "LANCE: I've been" line "waiting for you." para "!" para "I knew that you," line "with your skills," para "would eventually" line "reach me here." para "There's no need" line "for words now." para "We will battle to" line "determine who is" para "the stronger of" line "the two of us." para "As the most power-" line "ful trainer and as" para "the #MON LEAGUE" line "CHAMPION…" para "I, LANCE the drag-" line "on master, accept" cont "your challenge!" done LanceBattleWinText: text "…It's over." para "But it's an odd" line "feeling." para "I'm not angry that" line "I lost. In fact, I" cont "feel happy." para "Happy that I" line "witnessed the rise" para "of a great new" line "CHAMPION!" done LanceBattleAfterText: text "…Whew." para "You have become" line "truly powerful," cont "." para "Your #MON have" line "responded to your" para "strong and up-" line "standing nature." para "As a trainer, you" line "will continue to" para "grow strong with" line "your #MON." done LancesRoomMaryOhNoOakText: text "MARY: Oh, no!" line "It's all over!" para "PROF.OAK, if you" line "weren't so slow…" done LancesRoomOakCongratulationsText: text "PROF.OAK: Ah," line "!" para "It's been a long" line "while." para "You certainly look" line "more impressive." para "Your conquest of" line "the LEAGUE is just" cont "fantastic!" para "Your dedication," line "trust and love for" para "your #MON made" line "this happen." para "Your #MON were" line "outstanding too." para "Because they be-" line "lieved in you as a" para "trainer, they per-" line "severed." para "Congratulations," line "!" done LancesRoomMaryInterviewText: text "MARY: Let's inter-" line "view the brand new" cont "CHAMPION!" done LancesRoomNoisyText: text "LANCE: This is" line "getting to be a" cont "bit too noisy…" para ", could you" line "come with me?" done LancesRoomMaryNoInterviewText: text "MARY: Oh, wait!" line "We haven't done" cont "the interview!" done LancesRoom_MapEvents: db 0, 0 ; filler def_warp_events warp_event 4, 23, KARENS_ROOM, 3 warp_event 5, 23, KARENS_ROOM, 4 warp_event 4, 1, HALL_OF_FAME, 1 warp_event 5, 1, HALL_OF_FAME, 2 def_coord_events coord_event 4, 5, SCENE_LANCESROOM_APPROACH_LANCE, Script_ApproachLanceFromLeft coord_event 5, 5, SCENE_LANCESROOM_APPROACH_LANCE, Script_ApproachLanceFromRight def_bg_events def_object_events object_event 5, 3, SPRITE_LANCE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, LancesRoomLanceScript, -1 object_event 4, 7, SPRITE_TEACHER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY object_event 4, 7, SPRITE_OAK, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY