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494 lines
10 KiB
NASM
494 lines
10 KiB
NASM
object_const_def ; object_event constants
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const RADIOTOWER1F_RECEPTIONIST
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const RADIOTOWER1F_LASS
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const RADIOTOWER1F_YOUNGSTER
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const RADIOTOWER1F_ROCKET
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const RADIOTOWER1F_LUCKYNUMBERMAN
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const RADIOTOWER1F_CARD_WOMAN
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RadioTower1F_MapScripts:
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db 0 ; scene scripts
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db 0 ; callbacks
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RadioTower1FReceptionistScript:
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faceplayer
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opentext
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checkflag ENGINE_ROCKETS_IN_RADIO_TOWER
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iftrue .Rockets
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writetext RadioTower1FReceptionistWelcomeText
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waitbutton
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closetext
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end
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.Rockets:
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writetext RadioTower1FReceptionistNoToursText
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waitbutton
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closetext
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end
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RadioTower1FLuckyNumberManScript:
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faceplayer
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opentext
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writetext RadioTower1FLuckyNumberManAskToPlayText
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buttonsound
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special CheckLuckyNumberShowFlag
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iffalse .skip
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special ResetLuckyNumberShowFlag
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.skip
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special PrintTodaysLuckyNumber
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checkflag ENGINE_LUCKY_NUMBER_SHOW
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iftrue .GameOver
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writetext RadioTower1FLuckyNumberManThisWeeksIdIsText
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buttonsound
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closetext
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applymovement RADIOTOWER1F_LUCKYNUMBERMAN, RadioTower1FLuckyNumberManGoToPCMovement
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opentext
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writetext RadioTower1FLuckyNumberManCheckIfMatchText
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buttonsound
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waitsfx
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writetext RadioTower1FLuckyNumberManDotDotDotText
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playsound SFX_DEX_FANFARE_20_49
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waitsfx
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buttonsound
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special CheckForLuckyNumberWinners
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closetext
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applymovement RADIOTOWER1F_LUCKYNUMBERMAN, RadioTower1FLuckyNumberManReturnToPlayerMovement
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opentext
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ifequal 1, .FirstPlace
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ifequal 2, .SecondPlace
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ifequal 3, .ThirdPlace
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sjump .NoPrize
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.GameOver:
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writetext RadioTower1FLuckyNumberManComeAgainText
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waitbutton
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closetext
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end
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.FirstPlace:
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writetext RadioTower1FLuckyNumberManPerfectMatchText
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playsound SFX_1ST_PLACE
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waitsfx
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buttonsound
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giveitem MASTER_BALL
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iffalse .BagFull
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itemnotify
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setflag ENGINE_LUCKY_NUMBER_SHOW
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sjump .GameOver
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.SecondPlace:
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writetext RadioTower1FLuckyNumberManOkayMatchText
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playsound SFX_2ND_PLACE
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waitsfx
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buttonsound
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giveitem EXP_SHARE
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iffalse .BagFull
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itemnotify
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setflag ENGINE_LUCKY_NUMBER_SHOW
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sjump .GameOver
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.ThirdPlace:
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writetext RadioTower1FLuckyNumberManWeakMatchText
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playsound SFX_3RD_PLACE
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waitsfx
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buttonsound
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giveitem PP_UP
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iffalse .BagFull
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itemnotify
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setflag ENGINE_LUCKY_NUMBER_SHOW
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sjump .GameOver
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.NoPrize:
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writetext RadioTower1FLuckyNumberManNoneOfYourIDNumbersMatchText
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waitbutton
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closetext
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end
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.BagFull:
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writetext RadioTower1FLuckyNumberManNoRoomForYourPrizeText
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waitbutton
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closetext
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end
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RadioTower1FRadioCardWomanScript:
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faceplayer
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opentext
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checkflag ENGINE_RADIO_CARD
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iftrue .GotCard
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writetext RadioTower1FRadioCardWomanOfferQuizText
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yesorno
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iffalse .NoQuiz
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writetext RadioTower1FRadioCardWomanQuestion1Text
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yesorno
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iffalse .WrongAnswer
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playsound SFX_ELEVATOR_END
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waitsfx
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writetext RadioTower1FRadioCardWomanQuestion2Text
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yesorno
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iffalse .WrongAnswer
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playsound SFX_ELEVATOR_END
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waitsfx
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writetext RadioTower1FRadioCardWomanQuestion3Text
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yesorno
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iftrue .WrongAnswer
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playsound SFX_ELEVATOR_END
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waitsfx
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writetext RadioTower1FRadioCardWomanQuestion4Text
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yesorno
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iffalse .WrongAnswer
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playsound SFX_ELEVATOR_END
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waitsfx
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writetext RadioTower1FRadioCardWomanQuestion5Text
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yesorno
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iftrue .WrongAnswer
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playsound SFX_ELEVATOR_END
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waitsfx
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writetext RadioTower1FRadioCardWomanYouWinText
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buttonsound
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getstring STRING_BUFFER_4, .RadioCardText
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scall .ReceiveItem
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writetext RadioTower1FPokegearIsARadioText
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buttonsound
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setflag ENGINE_RADIO_CARD
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.GotCard:
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writetext RadioTower1FRadioCardWomanTuneInText
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waitbutton
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closetext
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end
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.RadioCardText:
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db "RADIO CARD@"
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.ReceiveItem:
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jumpstd receiveitem
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end
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.WrongAnswer:
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playsound SFX_WRONG
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writetext RadioTower1FRadioCardWomanWrongAnswerText
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waitbutton
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closetext
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end
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.NoQuiz:
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writetext RadioTower1FRadioCardWomanNotTakingQuizText
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waitbutton
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closetext
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end
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RadioTower1FLassScript:
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jumptextfaceplayer RadioTower1FLassText
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RadioTower1FYoungsterScript:
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jumptextfaceplayer RadioTower1FYoungsterText
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TrainerGruntM3:
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trainer GRUNTM, GRUNTM_3, EVENT_BEAT_ROCKET_GRUNTM_3, GruntM3SeenText, GruntM3BeatenText, 0, .Script
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.Script:
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endifjustbattled
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opentext
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writetext GruntM3AfterBattleText
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waitbutton
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closetext
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end
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RadioTower1FDirectory:
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jumptext RadioTower1FDirectoryText
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RadioTower1FLuckyChannelSign:
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jumptext RadioTower1FLuckyChannelSignText
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RadioTower1FLuckyNumberManGoToPCMovement:
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step RIGHT
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turn_head UP
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step_end
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RadioTower1FLuckyNumberManReturnToPlayerMovement:
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step LEFT
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turn_head UP
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step_end
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RadioTower1FReceptionistWelcomeText:
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text "Welcome!"
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done
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RadioTower1FReceptionistNoToursText:
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text "Hello. I'm sorry,"
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line "but we're not"
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cont "offering any tours"
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cont "today."
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done
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RadioTower1FLuckyNumberManAskToPlayText:
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text "Hi, are you here"
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line "for the LUCKY NUM-"
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cont "BER SHOW?"
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para "Want me to check"
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line "the ID numbers of"
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cont "your #MON?"
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para "If you get lucky,"
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line "you win a prize."
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done
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RadioTower1FLuckyNumberManThisWeeksIdIsText:
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text "This week's ID"
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line "number is @"
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text_ram wStringBuffer3
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text "."
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done
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RadioTower1FLuckyNumberManCheckIfMatchText:
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text "Let's see if you"
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line "have a match."
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done
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RadioTower1FLuckyNumberManDotDotDotText:
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text "<……>"
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line "<……>"
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done
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RadioTower1FLuckyNumberManComeAgainText:
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text "Please come back"
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line "next week for the"
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cont "next LUCKY NUMBER."
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done
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RadioTower1FLuckyNumberManPerfectMatchText:
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text "Wow! You have a"
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line "perfect match of"
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cont "all five numbers!"
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para "We have a grand"
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line "prize winner!"
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para "You have won a"
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line "MASTER BALL!"
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done
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RadioTower1FLuckyNumberManOkayMatchText:
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text "Hey! You've"
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line "matched the last"
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cont "three numbers!"
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para "You've won second"
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line "prize, an EXP."
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cont "SHARE!"
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done
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RadioTower1FLuckyNumberManWeakMatchText:
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text "Ooh, you've"
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line "matched the last"
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cont "two numbers."
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para "You've won third"
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line "prize, a PP UP."
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done
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RadioTower1FLuckyNumberManNoneOfYourIDNumbersMatchText:
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text "Nope, none of your"
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line "ID numbers match."
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done
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RadioTower1FLuckyNumberManNoRoomForYourPrizeText:
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text "You've got no room"
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line "for your prize."
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para "Make room and come"
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line "back right away."
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done
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RadioTower1FRadioCardWomanOfferQuizText:
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text "We have a special"
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line "quiz campaign on"
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cont "right now."
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para "Answer five ques-"
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line "tions correctly to"
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cont "win a RADIO CARD."
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para "Slide it into your"
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line "#GEAR to play"
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para "the radio anytime,"
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line "anywhere."
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para "Would you like to"
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line "take the quiz?"
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done
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RadioTower1FRadioCardWomanQuestion1Text:
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text "Question 1:"
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para "Is there a #MON"
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line "that appears only"
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cont "in the morning?"
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done
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RadioTower1FRadioCardWomanQuestion2Text:
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text "Correct!"
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line "Question 2:"
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para "Is this statement"
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line "correct?"
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para "You can't buy a"
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line "BERRY at a MART."
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done
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RadioTower1FRadioCardWomanQuestion3Text:
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text "Bull's-eye!"
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line "Question 3:"
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para "Does HM01 contain"
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line "the move FLASH?"
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done
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RadioTower1FRadioCardWomanQuestion4Text:
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text "So far so good!"
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line "Question 4:"
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para "Is FALKNER the"
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line "VIOLET GYM LEADER"
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para "who uses bird"
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line "#MON?"
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done
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RadioTower1FRadioCardWomanQuestion5Text:
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text "Wow! Right again!"
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line "Here's the final"
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cont "question:"
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para "Do GOLDENROD GAME"
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line "CORNER's slots"
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para "have CHARMANDER"
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line "on their reels?"
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done
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RadioTower1FRadioCardWomanYouWinText:
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text "Bingo! You got it!"
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line "Congratulations!"
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para "Here's your prize,"
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line "a RADIO CARD!"
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done
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RadioTower1FPokegearIsARadioText:
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text "<PLAYER>'s #GEAR"
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line "can now double as"
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cont "a radio!"
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done
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RadioTower1FRadioCardWomanTuneInText:
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text "Please tune in to"
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line "our radio shows."
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done
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RadioTower1FRadioCardWomanWrongAnswerText:
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text "Oh, dear."
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line "Sorry, but you"
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para "got it wrong."
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line "Please try again!"
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done
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RadioTower1FRadioCardWomanNotTakingQuizText:
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text "Oh. I see. Please"
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line "see me if you"
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cont "change your mind."
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done
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RadioTower1FLassText:
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text "BEN is a fabulous"
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line "DJ."
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para "His sweet voice"
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line "makes me melt!"
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done
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RadioTower1FYoungsterText:
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text "I love MARY, from"
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line "#MON TALK."
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para "I only know what"
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line "she sounds like,"
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cont "though."
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done
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GruntM3SeenText:
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text "We've finally"
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line "taken over the"
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cont "RADIO TOWER!"
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para "Now everyone will"
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line "get to experience"
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para "the true terror of"
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line "TEAM ROCKET!"
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para "We'll show you"
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line "how scary we are!"
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done
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GruntM3BeatenText:
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text "Too strong! We"
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line "must watch you…"
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done
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GruntM3AfterBattleText:
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text "You're too strong."
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para "Our plan could be"
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line "ruined. I must"
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cont "warn the others…"
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done
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RadioTower1FDirectoryText:
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text "1F RECEPTION"
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line "2F SALES"
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para "3F PERSONNEL"
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line "4F PRODUCTION"
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para "5F DIRECTOR'S"
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line " OFFICE"
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done
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RadioTower1FLuckyChannelSignText:
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text "LUCKY CHANNEL!"
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para "Win with #MON"
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line "ID numbers!"
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para "Trade your #MON"
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line "to collect differ-"
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cont "ent ID numbers!"
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done
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RadioTower1F_MapEvents:
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db 0, 0 ; filler
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db 3 ; warp events
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warp_event 2, 7, GOLDENROD_CITY, 11
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warp_event 3, 7, GOLDENROD_CITY, 11
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warp_event 15, 0, RADIO_TOWER_2F, 2
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db 0 ; coord events
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db 2 ; bg events
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bg_event 3, 0, BGEVENT_READ, RadioTower1FDirectory
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bg_event 13, 0, BGEVENT_READ, RadioTower1FLuckyChannelSign
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db 6 ; object events
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object_event 5, 6, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, RadioTower1FReceptionistScript, -1
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object_event 16, 4, SPRITE_LASS, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, RadioTower1FLassScript, EVENT_GOLDENROD_CITY_CIVILIANS
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object_event 15, 4, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, RadioTower1FYoungsterScript, EVENT_GOLDENROD_CITY_CIVILIANS
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object_event 14, 1, SPRITE_ROCKET, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 3, TrainerGruntM3, EVENT_RADIO_TOWER_ROCKET_TAKEOVER
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object_event 8, 6, SPRITE_GENTLEMAN, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, RadioTower1FLuckyNumberManScript, EVENT_GOLDENROD_CITY_CIVILIANS
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object_event 12, 6, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, RadioTower1FRadioCardWomanScript, EVENT_GOLDENROD_CITY_CIVILIANS
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