const_value set 2 ; object constants const CELADONMANSIONROOFHOUSE_PHARMACIST CeladonMansionRoofHouse_MapScripts: db 0 ; scene scripts db 0 ; callbacks PharmacistScript_0x71afd: faceplayer opentext checkevent EVENT_GOT_TM03_CURSE iftrue UnknownScript_0x71b21 writetext UnknownText_0x71b27 buttonsound checknite iftrue UnknownScript_0x71b14 writetext UnknownText_0x71b4a waitbutton closetext end UnknownScript_0x71b14: writetext UnknownText_0x71ba3 buttonsound verbosegiveitem TM_CURSE iffalse UnknownScript_0x71b25 setevent EVENT_GOT_TM03_CURSE UnknownScript_0x71b21: writetext UnknownText_0x71db3 waitbutton UnknownScript_0x71b25: closetext end UnknownText_0x71b27: text "Let me recount a" line "terrifying tale…" done UnknownText_0x71b4a: 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 UnknownText_0x71ba3: 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 UnknownText_0x71db3: 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 db 2 ; warp events warp_event 2, 7, 3, CELADON_MANSION_ROOF warp_event 3, 7, 3, CELADON_MANSION_ROOF db 0 ; coord events db 0 ; bg events db 1 ; object events object_event 3, 2, SPRITE_PHARMACIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PharmacistScript_0x71afd, -1