const_value set 2 const NEWBARKTOWN_TEACHER const NEWBARKTOWN_FISHER const NEWBARKTOWN_SILVER NewBarkTown_MapScriptHeader: .MapTriggers: db 2 maptrigger .DummyTrigger0 maptrigger .DummyTrigger1 .MapCallbacks: db 1 dbw MAPCALLBACK_NEWMAP, .FlyPoint .DummyTrigger0: end .DummyTrigger1: end .FlyPoint: setflag ENGINE_FLYPOINT_NEW_BARK clearevent EVENT_FIRST_TIME_BANKING_WITH_MOM return NewBarkTown_TeacherStopsYouTrigger1: playmusic MUSIC_MOM spriteface NEWBARKTOWN_TEACHER, LEFT opentext writetext Text_WaitPlayer waitbutton closetext spriteface PLAYER, RIGHT applymovement NEWBARKTOWN_TEACHER, Movement_TeacherRunsToYou1_NBT opentext writetext Text_WhatDoYouThinkYoureDoing waitbutton closetext follow NEWBARKTOWN_TEACHER, PLAYER applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack1_NBT stopfollow opentext writetext Text_ItsDangerousToGoAlone waitbutton closetext special RestartMapMusic end NewBarkTown_TeacherStopsYouTrigger2: playmusic MUSIC_MOM spriteface NEWBARKTOWN_TEACHER, LEFT opentext writetext Text_WaitPlayer waitbutton closetext spriteface PLAYER, RIGHT applymovement NEWBARKTOWN_TEACHER, Movement_TeacherRunsToYou2_NBT spriteface PLAYER, UP opentext writetext Text_WhatDoYouThinkYoureDoing waitbutton closetext follow NEWBARKTOWN_TEACHER, PLAYER applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack2_NBT stopfollow opentext writetext Text_ItsDangerousToGoAlone waitbutton closetext special RestartMapMusic end NewBarkTownTeacherScript: faceplayer opentext checkevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST iftrue .CallMom checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM iftrue .TellMomYoureLeaving checkevent EVENT_GOT_A_POKEMON_FROM_ELM iftrue .MonIsAdorable writetext Text_GearIsImpressive waitbutton closetext end .MonIsAdorable: writetext Text_YourMonIsAdorable waitbutton closetext end .TellMomYoureLeaving: writetext Text_TellMomIfLeaving waitbutton closetext end .CallMom: writetext Text_CallMomOnGear waitbutton closetext end NewBarkTownFisherScript: jumptextfaceplayer Text_ElmDiscoveredNewMon NewBarkTownSilverScript: opentext writetext NewBarkTownRivalText1 waitbutton closetext spriteface NEWBARKTOWN_SILVER, LEFT opentext writetext NewBarkTownRivalText2 waitbutton closetext follow PLAYER, NEWBARKTOWN_SILVER applymovement PLAYER, Movement_SilverPushesYouAway_NBT stopfollow pause 5 spriteface NEWBARKTOWN_SILVER, DOWN pause 5 playsound SFX_TACKLE applymovement PLAYER, Movement_SilverShovesYouOut_NBT applymovement NEWBARKTOWN_SILVER, Movement_SilverReturnsToTheShadows_NBT end NewBarkTownSign: jumptext NewBarkTownSignText MapNewBarkTownSignpost1Script: jumptext PlayersHouseSignText MapNewBarkTownSignpost2Script: jumptext ElmsLabSignText MapNewBarkTownSignpost3Script: jumptext ElmsHouseSignText Movement_TeacherRunsToYou1_NBT: step LEFT step LEFT step LEFT step LEFT step_end Movement_TeacherRunsToYou2_NBT: step LEFT step LEFT step LEFT step LEFT step LEFT turn_head DOWN step_end Movement_TeacherBringsYouBack1_NBT: step RIGHT step RIGHT step RIGHT step RIGHT turn_head LEFT step_end Movement_TeacherBringsYouBack2_NBT: step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT turn_head LEFT step_end Movement_SilverPushesYouAway_NBT: turn_head UP step DOWN step_end Movement_SilverShovesYouOut_NBT: turn_head UP fix_facing jump_step DOWN remove_fixed_facing step_end Movement_SilverReturnsToTheShadows_NBT: step RIGHT step_end Text_GearIsImpressive: text "Wow, your #GEAR" line "is impressive!" para "Did your mom get" line "it for you?" done Text_WaitPlayer: text "Wait, !" done Text_WhatDoYouThinkYoureDoing: text "What do you think" line "you're doing?" done Text_ItsDangerousToGoAlone: text "It's dangerous to" line "go out without a" cont "#MON!" para "Wild #MON" line "jump out of the" para "grass on the way" line "to the next town." done Text_YourMonIsAdorable: text "Oh! Your #MON" line "is adorable!" cont "I wish I had one!" done Text_TellMomIfLeaving: text "Hi, !" line "Leaving again?" para "You should tell" line "your mom if you" cont "are leaving." done Text_CallMomOnGear: text "Call your mom on" line "your #GEAR to" para "let her know how" line "you're doing." done Text_ElmDiscoveredNewMon: text "Yo, !" para "I hear PROF.ELM" line "discovered some" cont "new #MON." done NewBarkTownRivalText1: text "<......>" para "So this is the" line "famous ELM #MON" cont "LAB…" done NewBarkTownRivalText2: text "…What are you" line "staring at?" done NewBarkTownSignText: text "NEW BARK TOWN" para "The Town Where the" line "Winds of a New" cont "Beginning Blow" done PlayersHouseSignText: text "'s House" done ElmsLabSignText: text "ELM #MON LAB" done ElmsHouseSignText: text "ELM'S HOUSE" done NewBarkTown_MapEventHeader: ; filler db 0, 0 .Warps: db 4 warp_def $3, $6, 1, ELMS_LAB warp_def $5, $d, 1, KRISS_HOUSE_1F warp_def $b, $3, 1, KRISS_NEIGHBORS_HOUSE warp_def $d, $b, 1, ELMS_HOUSE .XYTriggers: db 2 xy_trigger 0, $8, $1, NewBarkTown_TeacherStopsYouTrigger1 xy_trigger 0, $9, $1, NewBarkTown_TeacherStopsYouTrigger2 .Signposts: db 4 signpost 8, 8, SIGNPOST_READ, NewBarkTownSign signpost 5, 11, SIGNPOST_READ, MapNewBarkTownSignpost1Script signpost 3, 3, SIGNPOST_READ, MapNewBarkTownSignpost2Script signpost 13, 9, SIGNPOST_READ, MapNewBarkTownSignpost3Script .PersonEvents: db 3 person_event SPRITE_TEACHER, 8, 6, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 1, -1, -1, 0, PERSONTYPE_SCRIPT, 0, NewBarkTownTeacherScript, -1 person_event SPRITE_FISHER, 9, 12, SPRITEMOVEDATA_WALK_UP_DOWN, 1, 0, -1, -1, PAL_NPC_GREEN, PERSONTYPE_SCRIPT, 0, NewBarkTownFisherScript, -1 person_event SPRITE_SILVER, 2, 3, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, PERSONTYPE_SCRIPT, 0, NewBarkTownSilverScript, EVENT_RIVAL_NEW_BARK_TOWN