const_value set 2 const LANCESROOM_LANCE const LANCESROOM_MARY const LANCESROOM_OAK LancesRoom_MapScriptHeader: .MapTriggers: db 2 ; triggers dw .Trigger0, 0 dw .Trigger1, 0 .MapCallbacks: db 1 ; callbacks dbw MAPCALLBACK_TILES, .CheckDoor .Trigger0: priorityjump LancesRoom_PlayerWalksIn_DoorsCloseBehind end .Trigger1: end .CheckDoor: checkevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED iffalse .LanceEntranceOpen changeblock $4, $16, $34 .LanceEntranceOpen: checkevent EVENT_LANCES_ROOM_EXIT_OPEN iffalse .LanceExitClosed changeblock $4, $0, $b .LanceExitClosed: return LancesRoom_PlayerWalksIn_DoorsCloseBehind: applymovement PLAYER, LancesRoom_PlayerWalksInMovementData refreshscreen $86 playsound SFX_STRENGTH earthquake 80 changeblock $4, $16, $34 reloadmappart closetext dotrigger $1 setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED end Script_ApproachLanceFromLeft: special Special_FadeOutMusic applymovement PLAYER, MovementData_ApproachLanceFromLeft jump LanceScript_0x180e7b Script_ApproachLanceFromRight: special Special_FadeOutMusic applymovement PLAYER, MovementData_ApproachLanceFromRight LanceScript_0x180e7b: spriteface LANCESROOM_LANCE, LEFT opentext writetext LanceBattleIntroText waitbutton closetext winlosstext LanceBattleWinText, 0 setlasttalked LANCESROOM_LANCE loadtrainer CHAMPION, LANCE startbattle dontrestartmapmusic reloadmapafterbattle setevent EVENT_BEAT_CHAMPION_LANCE opentext writetext LanceBattleAfterText waitbutton closetext playsound SFX_ENTER_DOOR changeblock $4, $0, $b reloadmappart closetext setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED musicfadeout MUSIC_BEAUTY_ENCOUNTER, $10 pause 30 showemote EMOTE_SHOCK, LANCESROOM_LANCE, 15 spriteface LANCESROOM_LANCE, DOWN pause 10 spriteface PLAYER, DOWN appear LANCESROOM_MARY applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRushesIn opentext writetext UnknownText_0x1811dd waitbutton closetext appear LANCESROOM_OAK applymovement LANCESROOM_OAK, LancesRoomMovementData_OakWalksIn follow LANCESROOM_MARY, LANCESROOM_OAK applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryYieldsToOak stopfollow spriteface LANCESROOM_OAK, UP spriteface LANCESROOM_LANCE, LEFT opentext writetext UnknownText_0x18121b waitbutton closetext applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryInterviewChampion spriteface PLAYER, LEFT opentext writetext UnknownText_0x18134b waitbutton closetext applymovement LANCESROOM_LANCE, LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway spriteface PLAYER, UP opentext writetext UnknownText_0x18137b waitbutton closetext follow LANCESROOM_LANCE, PLAYER spriteface LANCESROOM_MARY, UP spriteface LANCESROOM_OAK, UP applymovement LANCESROOM_LANCE, LancesRoomMovementData_LanceLeadsPlayerToHallOfFame stopfollow playsound SFX_EXIT_BUILDING disappear LANCESROOM_LANCE applymovement PLAYER, LancesRoomMovementData_PlayerExits playsound SFX_EXIT_BUILDING disappear PLAYER applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryTriesToFollow showemote EMOTE_SHOCK, LANCESROOM_MARY, 15 opentext writetext UnknownText_0x1813c5 pause 30 closetext applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRunsBackAndForth special FadeOutPalettes pause 15 warpfacing UP, HALL_OF_FAME, $4, $d end LancesRoom_PlayerWalksInMovementData: step_up step_up step_up step_up step_end MovementData_ApproachLanceFromLeft: step_up step_up turn_head_right step_end MovementData_ApproachLanceFromRight: step_up step_left step_up turn_head_right step_end LancesRoomMovementData_MaryRushesIn: big_step_up big_step_up big_step_up turn_head_down step_end LancesRoomMovementData_OakWalksIn: step_up step_up step_end LancesRoomMovementData_MaryYieldsToOak: step_left turn_head_right step_end LancesRoomMovementData_MaryInterviewChampion: big_step_up turn_head_right step_end LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway: step_up step_left turn_head_down step_end LancesRoomMovementData_LanceLeadsPlayerToHallOfFame: step_up step_end LancesRoomMovementData_PlayerExits: step_up step_end LancesRoomMovementData_MaryTriesToFollow: step_up step_right turn_head_up step_end LancesRoomMovementData_MaryRunsBackAndForth: big_step_right big_step_right big_step_left big_step_left big_step_left big_step_right big_step_right big_step_right big_step_left big_step_left turn_head_up step_end LanceBattleIntroText: text "LANCE: I've been" line "waiting for you." para "!" para "I knew that you," line "with your skills," para "would eventually" line "reach me here." para "There's no need" line "for words now." para "We will battle to" line "determine who is" para "the stronger of" line "the two of us." para "As the most power-" line "ful trainer and as" para "the #MON LEAGUE" line "CHAMPION…" para "I, LANCE the drag-" line "on master, accept" cont "your challenge!" done LanceBattleWinText: text "…It's over." para "But it's an odd" line "feeling." para "I'm not angry that" line "I lost. In fact, I" cont "feel happy." para "Happy that I" line "witnessed the rise" para "of a great new" line "CHAMPION!" done LanceBattleAfterText: text "…Whew." para "You have become" line "truly powerful," cont "." para "Your #MON have" line "responded to your" para "strong and up-" line "standing nature." para "As a trainer, you" line "will continue to" para "grow strong with" line "your #MON." done UnknownText_0x1811dd: text "MARY: Oh, no!" line "It's all over!" para "PROF.OAK, if you" line "weren't so slow…" done UnknownText_0x18121b: text "PROF.OAK: Ah," line "!" para "It's been a long" line "while." para "You certainly look" line "more impressive." para "Your conquest of" line "the LEAGUE is just" cont "fantastic!" para "Your dedication," line "trust and love for" para "your #MON made" line "this happen." para "Your #MON were" line "outstanding too." para "Because they be-" line "lieved in you as a" para "trainer, they per-" line "severed." para "Congratulations," line "!" done UnknownText_0x18134b: text "MARY: Let's inter-" line "view the brand new" cont "CHAMPION!" done UnknownText_0x18137b: text "LANCE: This is" line "getting to be a" cont "bit too noisy…" para ", could you" line "come with me?" done UnknownText_0x1813c5: text "MARY: Oh, wait!" line "We haven't done" cont "the interview!" done LancesRoom_MapEventHeader: ; filler db 0, 0 .Warps: db 4 warp_def $17, $4, 3, KARENS_ROOM warp_def $17, $5, 4, KARENS_ROOM warp_def $1, $4, 1, HALL_OF_FAME warp_def $1, $5, 2, HALL_OF_FAME .XYTriggers: db 2 xy_trigger 1, $5, $4, $0, Script_ApproachLanceFromLeft, $0, $0 xy_trigger 1, $5, $5, $0, Script_ApproachLanceFromRight, $0, $0 .Signposts: db 0 .PersonEvents: db 3 person_event SPRITE_LANCE, 3, 5, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, PERSONTYPE_SCRIPT, 0, LanceScript_0x180e7b, -1 person_event SPRITE_TEACHER, 7, 4, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, (1 << 3) | PAL_OW_GREEN, PERSONTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY person_event SPRITE_OAK, 7, 4, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, PERSONTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY