const_def 2 ; object constants const VICTORYROAD_SILVER const VICTORYROAD_POKE_BALL1 const VICTORYROAD_POKE_BALL2 const VICTORYROAD_POKE_BALL3 const VICTORYROAD_POKE_BALL4 const VICTORYROAD_POKE_BALL5 VictoryRoad_MapScripts: db 2 ; scene scripts scene_script .DummyScene0 ; SCENE_DEFAULT scene_script .DummyScene1 ; SCENE_FINISHED db 0 ; callbacks .DummyScene0: end .DummyScene1: end VictoryRoadRivalLeft: moveobject VICTORYROAD_SILVER, 18, 11 turnobject PLAYER, DOWN showemote EMOTE_SHOCK, PLAYER, 15 special FadeOutMusic pause 15 appear VICTORYROAD_SILVER applymovement VICTORYROAD_SILVER, MovementData_0x74539 scall VictoryRoadRivalNext applymovement VICTORYROAD_SILVER, MovementData_0x7454c disappear VICTORYROAD_SILVER setscene SCENE_FINISHED playmapmusic end VictoryRoadRivalRight: turnobject PLAYER, DOWN showemote EMOTE_SHOCK, PLAYER, 15 special FadeOutMusic pause 15 appear VICTORYROAD_SILVER applymovement VICTORYROAD_SILVER, MovementData_0x74542 scall VictoryRoadRivalNext applymovement VICTORYROAD_SILVER, MovementData_0x74555 disappear VICTORYROAD_SILVER setscene SCENE_FINISHED playmapmusic end VictoryRoadRivalNext: turnobject PLAYER, DOWN playmusic MUSIC_RIVAL_ENCOUNTER opentext writetext VictoryRoadRivalBeforeText waitbutton closetext setevent EVENT_RIVAL_VICTORY_ROAD checkevent EVENT_GOT_TOTODILE_FROM_ELM iftrue .GotTotodile checkevent EVENT_GOT_CHIKORITA_FROM_ELM iftrue .GotChikorita winlosstext VictoryRoadRivalDefeatText, VictoryRoadRivalVictoryText setlasttalked VICTORYROAD_SILVER loadtrainer RIVAL1, RIVAL1_5_TOTODILE startbattle dontrestartmapmusic reloadmapafterbattle jump .AfterBattle .GotTotodile: winlosstext VictoryRoadRivalDefeatText, VictoryRoadRivalVictoryText setlasttalked VICTORYROAD_SILVER loadtrainer RIVAL1, RIVAL1_5_CHIKORITA startbattle dontrestartmapmusic reloadmapafterbattle jump .AfterBattle .GotChikorita: winlosstext VictoryRoadRivalDefeatText, VictoryRoadRivalVictoryText setlasttalked VICTORYROAD_SILVER loadtrainer RIVAL1, RIVAL1_5_CYNDAQUIL startbattle dontrestartmapmusic reloadmapafterbattle jump .AfterBattle .AfterBattle: playmusic MUSIC_RIVAL_AFTER opentext writetext VictoryRoadRivalAfterText waitbutton closetext end VictoryRoadTMEarthquake: itemball TM_EARTHQUAKE VictoryRoadMaxRevive: itemball MAX_REVIVE VictoryRoadFullRestore: itemball FULL_RESTORE VictoryRoadFullHeal: itemball FULL_HEAL VictoryRoadHPUp: itemball HP_UP VictoryRoadHiddenMaxPotion: hiddenitem MAX_POTION, EVENT_VICTORY_ROAD_HIDDEN_MAX_POTION VictoryRoadHiddenFullHeal: hiddenitem FULL_HEAL, EVENT_VICTORY_ROAD_HIDDEN_FULL_HEAL MovementData_0x74539: step LEFT step LEFT step LEFT step LEFT step LEFT step LEFT step UP step UP step_end MovementData_0x74542: step UP step UP step LEFT step LEFT step LEFT step LEFT step LEFT step UP step UP step_end MovementData_0x7454c: step DOWN step DOWN step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT step_end MovementData_0x74555: step DOWN step DOWN step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT step DOWN step DOWN step_end VictoryRoadRivalBeforeText: text "Hold it." para "…Are you going to" line "take the #MON" cont "LEAGUE challenge?" para "…Don't make me" line "laugh." para "You're so much" line "weaker than I am." para "I'm not like I was" line "before." para "I now have the" line "best and strongest" para "#MON with me." line "I'm invincible!" para "!" line "I challenge you!" done VictoryRoadRivalDefeatText: text "…I couldn't win…" para "I gave it every-" line "thing I had…" para "What you possess," line "and what I lack…" para "I'm beginning to" line "understand what" para "that dragon master" line "said to me…" done VictoryRoadRivalAfterText: text "…I haven't given up" line "on becoming the" cont "greatest trainer…" para "I'm going to find" line "out why I can't" para "win and become" line "stronger…" para "When I do, I will" line "challenge you." para "And I'll beat you" line "down with all my" cont "power." para "…Humph! You keep" line "at it until then." done VictoryRoadRivalVictoryText: text "…Humph!" para "When it comes down" line "to it, nothing can" cont "beat power." para "I don't need any-" line "thing else." done VictoryRoad_MapEvents: db 0, 0 ; filler db 10 ; warp events warp_event 9, 67, VICTORY_ROAD_GATE, 5 warp_event 1, 49, VICTORY_ROAD, 3 warp_event 1, 35, VICTORY_ROAD, 2 warp_event 13, 31, VICTORY_ROAD, 5 warp_event 13, 17, VICTORY_ROAD, 4 warp_event 17, 33, VICTORY_ROAD, 7 warp_event 17, 19, VICTORY_ROAD, 6 warp_event 0, 11, VICTORY_ROAD, 9 warp_event 0, 27, VICTORY_ROAD, 8 warp_event 13, 5, ROUTE_23, 3 db 2 ; coord events coord_event 12, 8, SCENE_DEFAULT, VictoryRoadRivalLeft coord_event 13, 8, SCENE_DEFAULT, VictoryRoadRivalRight db 2 ; bg events bg_event 3, 29, BGEVENT_ITEM, VictoryRoadHiddenMaxPotion bg_event 3, 65, BGEVENT_ITEM, VictoryRoadHiddenFullHeal db 6 ; object events object_event 18, 13, SPRITE_SILVER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_RIVAL_VICTORY_ROAD object_event 3, 28, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadTMEarthquake, EVENT_VICTORY_ROAD_TM_EARTHQUAKE object_event 12, 48, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadMaxRevive, EVENT_VICTORY_ROAD_MAX_REVIVE object_event 18, 29, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadFullRestore, EVENT_VICTORY_ROAD_FULL_RESTORE object_event 15, 48, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadFullHeal, EVENT_VICTORY_ROAD_FULL_HEAL object_event 7, 38, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadHPUp, EVENT_VICTORY_ROAD_HP_UP