object_const_def ; object_event constants const OLIVINELIGHTHOUSE6F_JASMINE const OLIVINELIGHTHOUSE6F_MONSTER const OLIVINELIGHTHOUSE6F_POKE_BALL OlivineLighthouse6F_MapScripts: db 0 ; scene scripts db 0 ; callbacks OlivineLighthouseJasmine: faceplayer opentext checkitem SECRETPOTION iftrue .BroughtSecretpotion checkevent EVENT_JASMINE_EXPLAINED_AMPHYS_SICKNESS iftrue .ExplainedSickness writetext JasmineCianwoodPharmacyText buttonsound setevent EVENT_JASMINE_EXPLAINED_AMPHYS_SICKNESS .ExplainedSickness: writetext JasmineGetSomeMedicineText waitbutton closetext end .BroughtSecretpotion: writetext JasmineCureAmphyText yesorno iffalse .no writetext PlayerHandedSecretpotionText buttonsound takeitem SECRETPOTION writetext JasmineDontBeOffendedText waitbutton closetext turnobject OLIVINELIGHTHOUSE6F_JASMINE, RIGHT pause 15 turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT opentext playmusic MUSIC_HEAL writetext JasmineAmphyHowAreYouFeelingText pause 60 buttonsound closetext special RestartMapMusic cry AMPHAROS special FadeOutPalettes pause 10 special FadeInPalettes opentext writetext AmphyPaluPaluluText waitbutton closetext turnobject OLIVINELIGHTHOUSE6F_MONSTER, RIGHT pause 10 turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT pause 10 turnobject OLIVINELIGHTHOUSE6F_MONSTER, RIGHT pause 10 turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT pause 10 faceplayer opentext writetext JasmineThankYouText waitbutton closetext setevent EVENT_JASMINE_RETURNED_TO_GYM clearevent EVENT_OLIVINE_GYM_JASMINE readvar VAR_FACING ifequal DOWN, .FacingDown ifequal RIGHT, .FacingRight applymovement OLIVINELIGHTHOUSE6F_JASMINE, MovementData_0x60c68 disappear OLIVINELIGHTHOUSE6F_JASMINE end .FacingDown: applymovement OLIVINELIGHTHOUSE6F_JASMINE, MovementData_0x60c70 disappear OLIVINELIGHTHOUSE6F_JASMINE end .FacingRight: applymovement OLIVINELIGHTHOUSE6F_JASMINE, MovementData_0x60c79 disappear OLIVINELIGHTHOUSE6F_JASMINE end .no: writetext JasmineISeeText waitbutton closetext turnobject OLIVINELIGHTHOUSE6F_JASMINE, RIGHT pause 15 turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT opentext writetext JasmineAmphyHangOnText waitbutton closetext end OlivineLighthouseUnusedDummyScript: ; unused end OlivineLighthouseAmphy: faceplayer opentext checkevent EVENT_JASMINE_RETURNED_TO_GYM iftrue .HealthyNow writetext AmphyPalPalooText setval AMPHAROS special PlaySlowCry buttonsound writetext AmphyBreathingLaboredText waitbutton closetext end .HealthyNow: writetext AmphyPaluPaluluText cry AMPHAROS waitbutton closetext special FadeOutPalettes special FadeInPalettes special FadeOutPalettes special FadeInPalettes end OlivineLighthouse6FSuperPotion: itemball SUPER_POTION MovementData_0x60c68: slow_step UP slow_step UP slow_step RIGHT slow_step UP slow_step UP step_sleep 8 step_sleep 8 step_end MovementData_0x60c70: slow_step DOWN slow_step RIGHT slow_step RIGHT slow_step RIGHT slow_step UP slow_step RIGHT slow_step RIGHT slow_step RIGHT step_end MovementData_0x60c79: slow_step UP slow_step UP slow_step RIGHT slow_step UP slow_step UP slow_step UP step_sleep 8 step_end JasmineCianwoodPharmacyText: text "JASMINE: … This" line "#MON always" para "kept the sea lit" line "at night." para "…But it suddenly" line "got sick… It's" cont "gasping for air…" para "…I understand" line "that there is a" para "wonderful PHARMACY" line "in CIANWOOD…" para "But that's across" line "the sea…" para "And I can't leave" line "AMPHY unattended…" done JasmineGetSomeMedicineText: text "…May I ask you to" line "get some medicine" cont "for me? Please?" done JasmineCureAmphyText: text "JASMINE: …Will" line "that medicine cure" cont "AMPHY?" done PlayerHandedSecretpotionText: text " handed the" line "SECRETPOTION to" cont "JASMINE." done JasmineDontBeOffendedText: text "JASMINE: …Um," line "please don't be" cont "offended…" para "…AMPHY will not" line "take anything from" cont "anyone but me…" done JasmineAmphyHowAreYouFeelingText: text "JASMINE: …" para "AMPHY, how are you" line "feeling?" done JasmineThankYouText: text "JASMINE: …Oh, I'm" line "so relieved…" para "This is just so" line "wonderful…" para "Thank you so very," line "very much." para "…I will return to" line "the GYM…" done JasmineISeeText: text "JASMINE: …I see…" done JasmineAmphyHangOnText: text "…AMPHY, hang on!" done AmphyPalPalooText: text "AMPHY: …" line "…Pa… paloo…" done AmphyBreathingLaboredText: text "Its breathing is" line "terribly labored…" done AmphyPaluPaluluText: text "AMPHY: Palu!" line "Palulu!" done OlivineLighthouse6F_MapEvents: db 0, 0 ; filler db 3 ; warp events warp_event 9, 15, OLIVINE_LIGHTHOUSE_5F, 1 warp_event 16, 5, OLIVINE_LIGHTHOUSE_5F, 6 warp_event 17, 5, OLIVINE_LIGHTHOUSE_5F, 7 db 0 ; coord events db 0 ; bg events db 3 ; object events object_event 8, 8, SPRITE_JASMINE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, OlivineLighthouseJasmine, EVENT_OLIVINE_LIGHTHOUSE_JASMINE object_event 9, 8, SPRITE_MONSTER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, OlivineLighthouseAmphy, -1 object_event 3, 4, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, OlivineLighthouse6FSuperPotion, EVENT_OLIVINE_LIGHTHOUSE_6F_SUPER_POTION