object_const_def const CELADONMANSIONROOFHOUSE_PHARMACIST CeladonMansionRoofHouse_MapScripts: def_scene_scripts def_callbacks CeladonMansionRoofHousePharmacistScript: faceplayer opentext checkevent EVENT_GOT_TM03_CURSE iftrue .GotCurse writetext CeladonMansionRoofHousePharmacistIntroText promptbutton checktime NITE iftrue .Night writetext CeladonMansionRoofHousePharmacistNotNightText waitbutton closetext end .Night: writetext CeladonMansionRoofHousePharmacistStoryText promptbutton verbosegiveitem TM_CURSE iffalse .NoRoom setevent EVENT_GOT_TM03_CURSE .GotCurse: writetext CeladonMansionRoofHousePharmacistCurseText waitbutton .NoRoom: closetext end CeladonMansionRoofHousePharmacistIntroText: text "Let me recount a" line "terrifying tale…" done CeladonMansionRoofHousePharmacistNotNightText: text "Then again, it's" line "not as scary while" para "it's still light" line "outside." para "Come back after" line "sunset, OK?" done CeladonMansionRoofHousePharmacistStoryText: text "Once upon a time," line "there was a little" para "boy who was given" line "a new BICYCLE…" para "He wanted to try" line "it right away…" para "He was having so" line "much fun that he" para "didn't notice the" line "sun had set…" para "While riding home" line "in the pitch-black" para "night, the bike" line "suddenly slowed!" para "The pedals became" line "heavy!" para "When he stopped" line "pedaling, the bike" para "began slipping" line "backwards!" para "It was as if the" line "bike were cursed" para "and trying to drag" line "him into oblivion!" para "…" para "…" para "SHRIEEEEK!" para "The boy had been" line "riding uphill on" cont "CYCLING ROAD!" para "…" line "Ba-dum ba-dum!" para "For listening so" line "patiently, you may" cont "take this--TM03!" done CeladonMansionRoofHousePharmacistCurseText: text "TM03 is CURSE." para "It's a terrifying" line "move that slowly" para "whittles down the" line "victim's HP." done CeladonMansionRoofHouse_MapEvents: db 0, 0 ; filler def_warp_events warp_event 2, 7, CELADON_MANSION_ROOF, 3 warp_event 3, 7, CELADON_MANSION_ROOF, 3 def_coord_events def_bg_events def_object_events object_event 3, 2, SPRITE_PHARMACIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, CeladonMansionRoofHousePharmacistScript, -1