const_value set 2 const BRUNOSROOM_BRUNO BrunosRoom_MapScriptHeader: .SceneScripts: db 2 scene_script .LockDoor scene_script .DummyScene .MapCallbacks: db 1 dbw MAPCALLBACK_TILES, .BrunosRoomDoors .LockDoor: priorityjump .BrunosDoorLocksBehindYou end .DummyScene: end .BrunosRoomDoors: checkevent EVENT_BRUNOS_ROOM_ENTRANCE_CLOSED iffalse .KeepDoorClosed changeblock 4, 14, $2a .KeepDoorClosed: checkevent EVENT_BRUNOS_ROOM_EXIT_OPEN iffalse .OpenDoor changeblock 4, 2, $16 .OpenDoor: return .BrunosDoorLocksBehindYou: applymovement PLAYER, MovementData_0x1809f9 refreshscreen $86 playsound SFX_STRENGTH earthquake 80 changeblock 4, 14, $2a reloadmappart closetext setscene 1 setevent EVENT_BRUNOS_ROOM_ENTRANCE_CLOSED waitsfx end BrunoScript_Battle: faceplayer opentext checkevent EVENT_BEAT_ELITE_4_BRUNO iftrue UnknownScript_0x1809f3 writetext BrunoScript_BrunoBeforeText waitbutton closetext winlosstext BrunoScript_BrunoBeatenText, 0 loadtrainer BRUNO, BRUNO1 startbattle reloadmapafterbattle setevent EVENT_BEAT_ELITE_4_BRUNO opentext writetext BrunoScript_BrunoDefeatText waitbutton closetext playsound SFX_ENTER_DOOR changeblock 4, 2, $16 reloadmappart closetext setevent EVENT_BRUNOS_ROOM_EXIT_OPEN waitsfx end UnknownScript_0x1809f3: writetext BrunoScript_BrunoDefeatText waitbutton closetext end MovementData_0x1809f9: step UP step UP step UP step UP step_end BrunoScript_BrunoBeforeText: text "I am BRUNO of the" line "ELITE FOUR." para "I always train to" line "the extreme be-" cont "cause I believe in" cont "our potential." para "That is how we" line "became strong." para "Can you withstand" line "our power?" para "Hm? I see no fear" line "in you. You look" para "determined. Per-" line "fect for battle!" para "Ready, ?" line "You will bow down" para "to our overwhelm-" line "ing power!" para "Hoo hah!" done BrunoScript_BrunoBeatenText: text "Why? How could we" line "lose?" done BrunoScript_BrunoDefeatText: text "Having lost, I" line "have no right to" cont "say anything…" para "Go face your next" line "challenge!" done BrunosRoom_MapEventHeader: ; filler db 0, 0 .Warps: db 4 warp_def 4, 17, 3, KOGAS_ROOM warp_def 5, 17, 4, KOGAS_ROOM warp_def 4, 2, 1, KARENS_ROOM warp_def 5, 2, 2, KARENS_ROOM .CoordEvents: db 0 .BGEvents: db 0 .ObjectEvents: db 1 object_event 5, 7, SPRITE_BRUNO, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, BrunoScript_Battle, -1