pokecrystal-board/maps/ElmsLab.asm

1417 lines
25 KiB
NASM

ElmsLab_MapScriptHeader:
; trigger count
db 6
; triggers
dw UnknownScript_0x78b7a, $0000
dw UnknownScript_0x78b7e, $0000
dw UnknownScript_0x78b7f, $0000
dw UnknownScript_0x78b80, $0000
dw UnknownScript_0x78b81, $0000
dw UnknownScript_0x78b82, $0000
; callback count
db 1
; callbacks
dbw 2, ElmsLab_PutElmAtLaptop
UnknownScript_0x78b7a:
priorityjump ElmsLab_AutowalkUpToElm
end
UnknownScript_0x78b7e:
end
UnknownScript_0x78b7f:
end
UnknownScript_0x78b80:
end
UnknownScript_0x78b81:
end
UnknownScript_0x78b82:
end
ElmsLab_PutElmAtLaptop:
checktriggers
iftrue .Skip
moveperson $2, $3, $4
.Skip:
return
ElmsLab_AutowalkUpToElm:
applymovement $0, ElmsLab_WalkUpToElmMovement
showemote EMOTE_SHOCK, $2, 15
spriteface $2, RIGHT
loadfont
writetext ElmText_Intro
ElmsLab_RefuseLoop:
yesorno
iftrue ElmsLab_ElmGetsEmail
writetext ElmText_Refused
jump ElmsLab_RefuseLoop
ElmsLab_ElmGetsEmail:
writetext ElmText_Accepted
keeptextopen
writetext ElmText_ResearchAmbitions
closetext
loadmovesprites
playsound SFX_GLASS_TING
pause 30
showemote EMOTE_SHOCK, $2, 10
spriteface $2, DOWN
loadfont
writetext ElmText_GotAnEmail
closetext
loadmovesprites
loadfont
spriteface $2, RIGHT
writetext ElmText_MissionFromMrPokemon
closetext
loadmovesprites
applymovement $2, ElmsLab_ElmToDefaultPositionMovement1
spriteface $0, UP
applymovement $2, ElmsLab_ElmToDefaultPositionMovement2
spriteface $0, RIGHT
loadfont
writetext ElmText_ChooseAPokemon
closetext
dotrigger $1
loadmovesprites
end
ProfElmScript:
faceplayer
loadfont
checkevent EVENT_GOT_SS_TICKET_FROM_ELM
iftrue ElmCheckMasterBall
checkevent EVENT_BEAT_ELITE_FOUR
iftrue ElmGiveTicketScript
ElmCheckMasterBall:
checkevent EVENT_GOT_MASTER_BALL_FROM_ELM
iftrue ElmCheckEverstone
checkflag ENGINE_RISINGBADGE
iftrue ElmGiveMasterBallScript
ElmCheckEverstone:
checkevent EVENT_GOT_EVERSTONE_FROM_ELM
iftrue ElmScript_CallYou
checkevent EVENT_SHOWED_TOGEPI_TO_ELM
iftrue ElmGiveEverstoneScript
checkevent EVENT_TOLD_ELM_ABOUT_TOGEPI_OVER_THE_PHONE
iffalse ElmCheckTogepiEgg
writebyte TOGEPI
special Functionc284
iftrue ShowElmTogepiScript
writebyte TOGETIC
special Functionc284
iftrue ShowElmTogepiScript
writetext UnknownText_0x79a40
closetext
loadmovesprites
end
ElmEggHatchedScript:
writebyte TOGEPI
special Functionc284
iftrue ShowElmTogepiScript
writebyte TOGETIC
special Functionc284
iftrue ShowElmTogepiScript
jump ElmCheckGotEggAgain
ElmCheckTogepiEgg:
checkevent EVENT_GOT_TOGEPI_EGG_FROM_ELMS_AIDE
iffalse ElmCheckGotEggAgain
checkevent EVENT_TOGEPI_HATCHED
iftrue ElmEggHatchedScript
ElmCheckGotEggAgain:
checkevent EVENT_GOT_TOGEPI_EGG_FROM_ELMS_AIDE ; why are we checking it again?
iftrue ElmWaitingEggHatchScript
checkflag ENGINE_ZEPHYRBADGE
iftrue ElmAideHasEggScript
checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
iftrue ElmStudyingEggScript
checkevent EVENT_GOT_MYSTERY_EGG_FROM_MR_POKEMON
iftrue ElmAfterTheftScript
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue ElmDescribesMrPokemonScript
writetext ElmText_LetYourMonBattleIt
closetext
loadmovesprites
end
LabTryToLeaveScript:
spriteface $2, DOWN
loadfont
writetext LabWhereGoingText
closetext
loadmovesprites
applymovement $0, MovementData_0x78f70
end
CyndaquilPokeBallScript:
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue LookAtElmPokeBallScript
spriteface $2, DOWN
refreshscreen $0
pokepic CYNDAQUIL
cry CYNDAQUIL
closetext
pokepicyesorno
loadfont
writetext TakeCyndaquilText
yesorno
iffalse DidntChooseStarterScript
disappear $4
setevent EVENT_GOT_CYNDAQUIL_FROM_ELM
writetext ChoseStarterText
keeptextopen
waitbutton
pokenamemem CYNDAQUIL, $0
writetext ReceivedStarterText
playsound SFX_CAUGHT_MON
waitbutton
keeptextopen
givepoke CYNDAQUIL, 5, BERRY, 0
loadmovesprites
checkcode VAR_FACING
if_equal $3, ElmDirectionsScript
applymovement $0, AfterCyndaquilMovement
jump ElmDirectionsScript
TotodilePokeBallScript:
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue LookAtElmPokeBallScript
spriteface $2, DOWN
refreshscreen $0
pokepic TOTODILE
cry TOTODILE
closetext
pokepicyesorno
loadfont
writetext TakeTotodileText
yesorno
iffalse DidntChooseStarterScript
disappear $5
setevent EVENT_GOT_TOTODILE_FROM_ELM
writetext ChoseStarterText
keeptextopen
waitbutton
pokenamemem TOTODILE, $0
writetext ReceivedStarterText
playsound SFX_CAUGHT_MON
waitbutton
keeptextopen
givepoke TOTODILE, 5, BERRY, 0
loadmovesprites
applymovement $0, AfterTotodileMovement
jump ElmDirectionsScript
ChikoritaPokeBallScript:
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue LookAtElmPokeBallScript
spriteface $2, DOWN
refreshscreen $0
pokepic CHIKORITA
cry CHIKORITA
closetext
pokepicyesorno
loadfont
writetext TakeChikoritaText
yesorno
iffalse DidntChooseStarterScript
disappear $6
setevent EVENT_GOT_CHIKORITA_FROM_ELM
writetext ChoseStarterText
keeptextopen
waitbutton
pokenamemem CHIKORITA, $0
writetext ReceivedStarterText
playsound SFX_CAUGHT_MON
waitbutton
keeptextopen
givepoke CHIKORITA, 5, BERRY, 0
loadmovesprites
applymovement $0, AfterChikoritaMovement
jump ElmDirectionsScript
DidntChooseStarterScript:
writetext DidntChooseStarterText
closetext
loadmovesprites
end
ElmDirectionsScript:
spriteface $0, UP
loadfont
writetext ElmDirectionsText1
closetext
loadmovesprites
addcellnum $4
loadfont
writetext GotElmsNumberText
playsound SFX_REGISTER_PHONE_NUMBER
waitbutton
closetext
loadmovesprites
spriteface $2, LEFT
loadfont
writetext ElmDirectionsText2
closetext
loadmovesprites
spriteface $2, DOWN
loadfont
writetext ElmDirectionsText3
closetext
loadmovesprites
setevent EVENT_GOT_A_POKEMON_FROM_ELM
setevent EVENT_6BE
dotrigger $5
domaptrigger GROUP_NEW_BARK_TOWN, MAP_NEW_BARK_TOWN, $1
end
ElmDescribesMrPokemonScript:
writetext ElmDescribesMrPokemonText
closetext
loadmovesprites
end
LookAtElmPokeBallScript:
loadfont
writetext ElmPokeBallText
closetext
loadmovesprites
end
ElmsLabHealingMachine:
loadfont
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue .CanHeal
writetext ElmsLabHealingMachineText1
closetext
loadmovesprites
end
.CanHeal
writetext ElmsLabHealingMachineText2
yesorno
iftrue ElmsLabHealingMachine_HealParty
loadmovesprites
end
ElmsLabHealingMachine_HealParty:
special Mobile_HealParty
special HealParty
playmusic MUSIC_NONE
writebyte 1 ; Machine is in Elm's Lab
special HealMachineAnim
pause 30
special RestartMapMusic
loadmovesprites
end
ElmAfterTheftDoneScript:
closetext
loadmovesprites
end
ElmAfterTheftScript:
writetext ElmAfterTheftText1
checkitem MYSTERY_EGG
iffalse ElmAfterTheftDoneScript
keeptextopen
writetext ElmAfterTheftText2
closetext
takeitem MYSTERY_EGG, 1
scall ElmJumpBackScript1
writetext ElmAfterTheftText3
closetext
scall ElmJumpBackScript2
writetext ElmAfterTheftText4
keeptextopen
writetext ElmAfterTheftText5
keeptextopen
setevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
setflag ENGINE_BUG_CONTEST_ON
domaptrigger GROUP_ROUTE_29, MAP_ROUTE_29, $1
clearevent EVENT_715
setevent EVENT_714
writetext ElmAfterTheftText6
closetext
loadmovesprites
dotrigger $6
end
ElmStudyingEggScript:
writetext ElmStudyingEggText
closetext
loadmovesprites
end
ElmAideHasEggScript:
writetext ElmAideHasEggText
closetext
loadmovesprites
end
ElmWaitingEggHatchScript:
writetext ElmWaitingEggHatchText
closetext
loadmovesprites
end
ShowElmTogepiScript:
writetext ShowElmTogepiText1
closetext
loadmovesprites
showemote EMOTE_SHOCK, $2, 15
setevent EVENT_SHOWED_TOGEPI_TO_ELM
loadfont
writetext ShowElmTogepiText2
keeptextopen
writetext ShowElmTogepiText3
keeptextopen
ElmGiveEverstoneScript:
writetext ElmGiveEverstoneText1
keeptextopen
verbosegiveitem EVERSTONE, 1
iffalse ElmScript_NoRoomForEverstone
writetext ElmGiveEverstoneText2
closetext
loadmovesprites
setevent EVENT_GOT_EVERSTONE_FROM_ELM
end
ElmScript_CallYou:
writetext ElmText_CallYou
closetext
ElmScript_NoRoomForEverstone:
loadmovesprites
end
ElmGiveMasterBallScript:
writetext ElmGiveMasterBallText1
keeptextopen
verbosegiveitem MASTER_BALL, 1
iffalse .notdone
setevent EVENT_GOT_MASTER_BALL_FROM_ELM
writetext ElmGiveMasterBallText2
closetext
.notdone
loadmovesprites
end
ElmGiveTicketScript:
writetext ElmGiveTicketText1
keeptextopen
verbosegiveitem S_S_TICKET, 1
setevent EVENT_GOT_SS_TICKET_FROM_ELM
writetext ElmGiveTicketText2
closetext
loadmovesprites
end
ElmJumpBackScript1:
loadmovesprites
checkcode VAR_FACING
if_equal DOWN, ElmJumpDownScript
if_equal UP, ElmJumpUpScript
if_equal LEFT, ElmJumpLeftScript
if_equal RIGHT, ElmJumpRightScript
end
ElmJumpBackScript2:
loadmovesprites
checkcode VAR_FACING
if_equal DOWN, ElmJumpUpScript
if_equal UP, ElmJumpDownScript
if_equal LEFT, ElmJumpRightScript
if_equal RIGHT, ElmJumpLeftScript
end
ElmJumpUpScript:
applymovement $2, ElmJumpUpMovement
loadfont
end
ElmJumpDownScript:
applymovement $2, ElmJumpDownMovement
loadfont
end
ElmJumpLeftScript:
applymovement $2, ElmJumpLeftMovement
loadfont
end
ElmJumpRightScript:
applymovement $2, ElmJumpRightMovement
loadfont
end
AideScript_WalkPotions1:
applymovement $3, AideWalksRight1
spriteface $0, DOWN
scall AideScript_GivePotions
applymovement $3, AideWalksLeft1
end
AideScript_WalkPotions2:
applymovement $3, AideWalksRight2
spriteface $0, DOWN
scall AideScript_GivePotions
applymovement $3, AideWalksLeft2
end
AideScript_GivePotions:
loadfont
writetext AideText_GiveYouPotions
keeptextopen
verbosegiveitem POTION, 1
writetext AideText_AlwaysBusy
closetext
loadmovesprites
dotrigger $2
end
AideScript_WalkBalls1:
applymovement $3, AideWalksRight1
spriteface $0, DOWN
scall AideScript_GiveYouBalls
applymovement $3, AideWalksLeft1
end
AideScript_WalkBalls2:
applymovement $3, AideWalksRight2
spriteface $0, DOWN
scall AideScript_GiveYouBalls
applymovement $3, AideWalksLeft2
end
AideScript_GiveYouBalls:
loadfont
writetext AideText_GiveYouBalls
keeptextopen
itemtotext POKE_BALL, $1
scall AideScript_ReceiveTheBalls
giveitem POKE_BALL, $5
writetext AideText_ExplainBalls
keeptextopen
itemnotify
loadmovesprites
dotrigger $2
end
AideScript_ReceiveTheBalls:
jumpstd receiveitem
end
ElmsAideScript:
faceplayer
loadfont
checkevent EVENT_GOT_TOGEPI_EGG_FROM_ELMS_AIDE
iftrue AideScript_AfterTheft
checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
iftrue AideScript_ExplainBalls
checkevent EVENT_GOT_MYSTERY_EGG_FROM_MR_POKEMON
iftrue AideScript_TheftTestimony
writetext AideText_AlwaysBusy
closetext
loadmovesprites
end
AideScript_TheftTestimony:
writetext AideText_TheftTestimony
closetext
loadmovesprites
end
AideScript_ExplainBalls:
writetext AideText_ExplainBalls
closetext
loadmovesprites
end
AideScript_AfterTheft:
writetext AideText_AfterTheft
closetext
loadmovesprites
end
MeetCopScript2:
applymovement $0, MeetCopScript2_StepLeft
MeetCopScript:
applymovement $0, MeetCopScript_WalkUp
CopScript:
spriteface $7, LEFT
loadfont
writetext ElmsLabOfficerText1
keeptextopen
special SpecialNameRival
writetext ElmsLabOfficerText2
closetext
loadmovesprites
applymovement $7, OfficerLeavesMovement
disappear $7
dotrigger $2
end
ElmsLabWindow:
loadfont
checkflag ENGINE_FLYPOINT_VIOLET
iftrue .Normal
checkevent EVENT_ELM_CALLED_ABOUT_STOLEN_POKEMON
iftrue .BreakIn
jump .Normal
.BreakIn
writetext ElmsLabWindowText2
closetext
loadmovesprites
end
.Normal
writetext ElmsLabWindowText1
closetext
loadmovesprites
end
ElmsLabTravelTip1:
jumptext ElmsLabTravelTip1Text
ElmsLabTravelTip2:
jumptext ElmsLabTravelTip2Text
ElmsLabTravelTip3:
jumptext ElmsLabTravelTip3Text
ElmsLabTravelTip4:
jumptext ElmsLabTravelTip4Text
ElmsLabTrashcan:
jumptext ElmsLabTrashcanText
ElmsLabPC:
jumptext ElmsLabPCText
ElmsLabTrashcan2:
; unused
jumpstd trashcan
ElmsLabBookshelf:
jumpstd difficultbookshelf
ElmsLab_WalkUpToElmMovement:
step_up
step_up
step_up
step_up
step_up
step_up
step_up
turn_head_left
step_end
MovementData_0x78f70:
step_up
step_end
MeetCopScript2_StepLeft:
step_left
step_end
MeetCopScript_WalkUp:
step_up
step_up
turn_head_right
step_end
OfficerLeavesMovement:
step_down
step_down
step_down
step_down
step_down
step_end
AideWalksRight1:
step_right
step_right
turn_head_up
step_end
AideWalksRight2:
step_right
step_right
step_right
turn_head_up
step_end
AideWalksLeft1:
step_left
step_left
turn_head_down
step_end
AideWalksLeft2:
step_left
step_left
step_left
turn_head_down
step_end
ElmJumpUpMovement:
fix_facing
big_step_up
remove_fixed_facing
step_end
ElmJumpDownMovement:
fix_facing
big_step_down
remove_fixed_facing
step_end
ElmJumpLeftMovement:
fix_facing
big_step_left
remove_fixed_facing
step_end
ElmJumpRightMovement:
fix_facing
big_step_right
remove_fixed_facing
step_end
ElmsLab_ElmToDefaultPositionMovement1:
step_up
step_end
ElmsLab_ElmToDefaultPositionMovement2:
step_right
step_right
step_up
turn_head_down
step_end
AfterCyndaquilMovement:
step_left
step_up
turn_head_up
step_end
AfterTotodileMovement:
step_left
step_left
step_up
turn_head_up
step_end
AfterChikoritaMovement:
step_left
step_left
step_left
step_up
turn_head_up
step_end
ElmText_Intro:
text "ELM: <PLAY_G>!"
line "There you are!"
para "I needed to ask"
line "you a favor."
para "I'm conducting new"
line "#MON research"
para "right now. I was"
line "wondering if you"
para "could help me with"
line "it, <PLAY_G>."
para "You see…"
para "I'm writing a"
line "paper that I want"
para "to present at a"
line "conference."
para "But there are some"
line "things I don't"
para "quite understand"
line "yet."
para "So!"
para "I'd like you to"
line "raise a #MON"
para "that I recently"
line "caught."
done
ElmText_Accepted:
text "Thanks, <PLAY_G>!"
para "You're a great"
line "help!"
done
ElmText_Refused:
text "But… Please, I"
line "need your help!"
done
ElmText_ResearchAmbitions:
text "When I announce my"
line "findings, I'm sure"
para "we'll delve a bit"
line "deeper into the"
para "many mysteries of"
line "#MON."
para "You can count on"
line "it!"
done
ElmText_GotAnEmail:
text "Oh, hey! I got an"
line "e-mail!"
para $56, $56, $56
line "Hm… Uh-huh…"
para "Okay…"
done
ElmText_MissionFromMrPokemon:
text "Hey, listen."
para "I have an acquain-"
line "tance called MR."
cont "#MON."
para "He keeps finding"
line "weird things and"
para "raving about his"
line "discoveries."
para "Anyway, I just got"
line "an e-mail from him"
para "saying that this"
line "time it's real."
para "It is intriguing,"
line "but we're busy"
para "with our #MON"
line "research…"
para "Wait!"
para "I know!"
para "<PLAY_G>, can you"
line "go in our place?"
done
ElmText_ChooseAPokemon:
text "I want you to"
line "raise one of the"
para "#MON contained"
line "in these BALLS."
para "You'll be that"
line "#MON's first"
cont "partner, <PLAY_G>!"
para "Go on. Pick one!"
done
ElmText_LetYourMonBattleIt:
text "If a wild #MON"
line "appears, let your"
cont "#MON battle it!"
done
LabWhereGoingText:
text "ELM: Wait! Where"
line "are you going?"
done
TakeCyndaquilText:
text "ELM: You'll take"
line "CYNDAQUIL, the"
cont "fire #MON?"
done
TakeTotodileText:
text "ELM: Do you want"
line "TOTODILE, the"
cont "water #MON?"
done
TakeChikoritaText:
text "ELM: So, you like"
line "CHIKORITA, the"
cont "grass #MON?"
done
DidntChooseStarterText:
text "ELM: Think it over"
line "carefully."
para "Your partner is"
line "important."
done
ChoseStarterText:
text "ELM: I think"
line "that's a great"
cont "#MON too!"
done
ReceivedStarterText:
text "<PLAYER> received"
line "@"
text_from_ram StringBuffer3
text "!"
done
ElmDirectionsText1:
text "MR.#MON lives a"
line "little bit beyond"
para "CHERRYGROVE, the"
line "next city over."
para "It's almost a"
line "direct route"
para "there, so you"
line "can't miss it."
para "But just in case,"
line "here's my phone"
para "number. Call me if"
line "anything comes up!"
done
ElmDirectionsText2:
text "If your #MON is"
line "hurt, you should"
para "heal it with this"
line "machine."
para "Feel free to use"
line "it anytime."
done
ElmDirectionsText3:
text "<PLAY_G>, I'm"
line "counting on you!"
done
GotElmsNumberText:
text "<PLAYER> got ELM's"
line "phone number."
done
ElmDescribesMrPokemonText:
text "MR.#MON goes"
line "everywhere and"
cont "finds rarities."
para "Too bad they're"
line "just rare and"
cont "not very useful…"
done
ElmPokeBallText:
text "It contains a"
line "#MON caught by"
cont "PROF.ELM."
done
ElmsLabHealingMachineText1:
text "I wonder what this"
line "does?"
done
ElmsLabHealingMachineText2:
text "Would you like to"
line "heal your #MON?"
done
ElmAfterTheftText1:
text "ELM: <PLAY_G>, this"
line "is terrible…"
para "Oh, yes, what was"
line "MR.#MON's big"
cont "discovery?"
done
ElmAfterTheftText2:
text "<PLAYER> handed"
line "the MYSTERY EGG to"
cont "PROF.ELM."
done
ElmAfterTheftText3:
text "ELM: This?"
done
ElmAfterTheftText4:
text "But… Is it a"
line "#MON EGG?"
para "If it is, it is a"
line "great discovery!"
done
ElmAfterTheftText5:
text "ELM: What?!?"
para "PROF.OAK gave you"
line "a #DEX?"
para "<PLAY_G>, is that"
line "true? Th-that's"
cont "incredible!"
para "He is superb at"
line "seeing the poten-"
cont "tial of people as"
cont "trainers."
para "Wow, <PLAY_G>. You"
line "may have what it"
para "takes to become"
line "the CHAMPION."
para "You seem to be"
line "getting on great"
cont "with #MON too."
para "You should take"
line "the #MON GYM"
cont "challenge."
para "The closest GYM"
line "would be the one"
cont "in VIOLET CITY."
done
ElmAfterTheftText6:
text "…<PLAY_G>. The"
line "road to the"
para "championship will"
line "be a long one."
para "Before you leave,"
line "make sure that you"
cont "talk to your mom."
done
ElmStudyingEggText:
text "ELM: Don't give"
line "up! I'll call if"
para "I learn anything"
line "about that EGG!"
done
ElmAideHasEggText:
text "ELM: <PLAY_G>?"
line "Didn't you meet my"
cont "assistant?"
para "He should have met"
line "you with the EGG"
para "at VIOLET CITY's"
line "#MON CENTER."
para "You must have just"
line "missed him. Try to"
cont "catch him there."
done
ElmWaitingEggHatchText:
text "ELM: Hey, has that"
line "EGG changed any?"
done
UnknownText_0x79a40:
text "<PLAY_G>? I thought"
line "the EGG hatched."
para "Where is the"
line "#MON?"
done
ShowElmTogepiText1:
text "ELM: <PLAY_G>, you"
line "look great!"
done
ShowElmTogepiText2:
text "What?"
line "That #MON!?!"
done
ShowElmTogepiText3:
text "The EGG hatched!"
line "So, #MON are"
cont "born from EGGS…"
para "No, perhaps not"
line "all #MON are."
para "Wow, there's still"
line "a lot of research"
cont "to be done."
done
ElmGiveEverstoneText1:
text "Thanks, <PLAY_G>!"
line "You're helping"
para "unravel #MON"
line "mysteries for us!"
para "I want you to have"
line "this as a token of"
cont "our appreciation."
done
ElmGiveEverstoneText2:
text "That's an"
line "EVERSTONE."
para "Some species of"
line "#MON evolve"
para "when they grow to"
line "certain levels."
para "A #MON holding"
line "the EVERSTONE"
cont "won't evolve."
para "Give it to a #-"
line "MON you don't want"
cont "to evolve."
done
ElmText_CallYou:
text "ELM: <PLAY_G>, I'll"
line "call you if any-"
cont "thing comes up."
done
AideText_AfterTheft:
text "…sigh… That"
line "stolen #MON."
para "I wonder how it's"
line "doing."
para "They say a #MON"
line "raised by a bad"
para "person turns bad"
line "itself."
done
ElmGiveMasterBallText1:
text "ELM: Hi, <PLAY_G>!"
line "Thanks to you, my"
para "research is going"
line "great!"
para "Take this as a"
line "token of my"
cont "appreciation."
done
ElmGiveMasterBallText2:
text "The MASTER BALL is"
line "the best!"
para "It's the ultimate"
line "BALL! It'll catch"
para "any #MON with-"
line "out fail."
para "It's given only to"
line "recognized #MON"
cont "researchers."
para "I think you can"
line "make much better"
para "use of it than I"
line "can, <PLAY_G>!"
done
ElmGiveTicketText1:
text "ELM: <PLAY_G>!"
line "There you are!"
para "I called because I"
line "have something for"
cont "you."
para "See? It's an"
line "S.S.TICKET."
para "Now you can catch"
line "#MON in KANTO."
done
ElmGiveTicketText2:
text "The ship departs"
line "from OLIVINE CITY."
para "But you knew that"
line "already, <PLAY_G>."
para "After all, you've"
line "traveled all over"
cont "with your #MON."
para "Give my regards to"
line "PROF.OAK in KANTO!"
done
ElmsLabSignpostText_Egg:
text "It's the #MON"
line "EGG being studied"
cont "by PROF.ELM."
done
AideText_GiveYouPotions:
text "<PLAY_G>, I want"
line "you to have this"
cont "for your errand."
done
AideText_AlwaysBusy:
text "There are only two"
line "of us, so we're"
cont "always busy."
done
AideText_TheftTestimony:
text "There was a loud"
line "noise outside…"
para "When we went to"
line "look, someone"
cont "stole a #MON."
para "It's unbelievable"
line "that anyone would"
cont "do that!"
para "…sigh… That"
line "stolen #MON."
para "I wonder how it's"
line "doing."
para "They say a #MON"
line "raised by a bad"
para "person turns bad"
line "itself."
done
AideText_GiveYouBalls:
text "<PLAY_G>!"
para "Use these on your"
line "#DEX quest!"
done
AideText_ExplainBalls:
text "To add to your"
line "#DEX, you have"
cont "to catch #MON."
para "Throw # BALLS"
line "at wild #MON"
cont "to get them."
done
ElmsLabOfficerText1:
text "I heard a #MON"
line "was stolen here…"
para "I was just getting"
line "some information"
cont "from PROF.ELM."
para "Apparently, it was"
line "a young male with"
cont "long, red hair…"
para "What?"
para "You battled a"
line "trainer like that?"
para "Did you happen to"
line "get his name?"
done
ElmsLabOfficerText2:
text "OK! So <RIVAL>"
line "was his name."
para "Thanks for helping"
line "my investigation!"
done
ElmsLabWindowText1:
text "The window's open."
para "A pleasant breeze"
line "is blowing in."
done
ElmsLabWindowText2:
text "He broke in"
line "through here!"
done
ElmsLabTravelTip1Text:
text "<PLAYER> opened a"
line "book."
para "Travel Tip 1:"
para "Press START to"
line "open the MENU."
done
ElmsLabTravelTip2Text:
text "<PLAYER> opened a"
line "book."
para "Travel Tip 2:"
para "Record your trip"
line "with SAVE!"
done
ElmsLabTravelTip3Text:
text "<PLAYER> opened a"
line "book."
para "Travel Tip 3:"
para "Open your PACK and"
line "press SELECT to"
cont "move items."
done
ElmsLabTravelTip4Text:
text "<PLAYER> opened a"
line "book."
para "Travel Tip 4:"
para "Check your #MON"
line "moves. Press the"
para "A Button to switch"
line "moves."
done
ElmsLabTrashcanText:
text "The wrapper from"
line "the snack PROF.ELM"
cont "ate is in there…"
done
ElmsLabPCText:
text "OBSERVATIONS ON"
line "#MON EVOLUTION"
para "…It says on the"
line "screen…"
done
ElmsLab_MapEventHeader:
; filler
db 0, 0
; warps
db 2
warp_def $b, $4, 1, GROUP_NEW_BARK_TOWN, MAP_NEW_BARK_TOWN
warp_def $b, $5, 1, GROUP_NEW_BARK_TOWN, MAP_NEW_BARK_TOWN
; xy triggers
db 8
xy_trigger 1, $6, $4, $0, LabTryToLeaveScript, $0, $0
xy_trigger 1, $6, $5, $0, LabTryToLeaveScript, $0, $0
xy_trigger 3, $5, $4, $0, MeetCopScript, $0, $0
xy_trigger 3, $5, $5, $0, MeetCopScript2, $0, $0
xy_trigger 5, $8, $4, $0, AideScript_WalkPotions1, $0, $0
xy_trigger 5, $8, $5, $0, AideScript_WalkPotions2, $0, $0
xy_trigger 6, $8, $4, $0, AideScript_WalkBalls1, $0, $0
xy_trigger 6, $8, $5, $0, AideScript_WalkBalls2, $0, $0
; signposts
db 16
signpost 1, 2, SIGNPOST_READ, ElmsLabHealingMachine
signpost 1, 6, SIGNPOST_READ, ElmsLabBookshelf
signpost 1, 7, SIGNPOST_READ, ElmsLabBookshelf
signpost 1, 8, SIGNPOST_READ, ElmsLabBookshelf
signpost 1, 9, SIGNPOST_READ, ElmsLabBookshelf
signpost 7, 0, SIGNPOST_READ, ElmsLabTravelTip1
signpost 7, 1, SIGNPOST_READ, ElmsLabTravelTip2
signpost 7, 2, SIGNPOST_READ, ElmsLabTravelTip3
signpost 7, 3, SIGNPOST_READ, ElmsLabTravelTip4
signpost 7, 6, SIGNPOST_READ, ElmsLabBookshelf
signpost 7, 7, SIGNPOST_READ, ElmsLabBookshelf
signpost 7, 8, SIGNPOST_READ, ElmsLabBookshelf
signpost 7, 9, SIGNPOST_READ, ElmsLabBookshelf
signpost 3, 9, SIGNPOST_READ, ElmsLabTrashcan
signpost 0, 5, SIGNPOST_READ, ElmsLabWindow
signpost 5, 3, SIGNPOST_DOWN, ElmsLabPC
; people-events
db 6
person_event SPRITE_ELM, 6, 9, UP << 2 | $2, $0, -1, -1, $0, 0, ProfElmScript, -1
person_event SPRITE_SCIENTIST, 13, 6, DOWN << 2 | $3, $0, -1, -1, (PAL_OW_BLUE << 4) | $80, 0, ElmsAideScript, EVENT_ELMS_AIDE_IN_LAB
person_event SPRITE_POKE_BALL, 7, 10, DOWN << 2 | $1, $0, -1, -1, $0, 0, CyndaquilPokeBallScript, EVENT_CYNDAQUIL_POKEBALL_IN_ELMS_LAB
person_event SPRITE_POKE_BALL, 7, 11, DOWN << 2 | $1, $0, -1, -1, $0, 0, TotodilePokeBallScript, EVENT_TOTODILE_POKEBALL_IN_ELMS_LAB
person_event SPRITE_POKE_BALL, 7, 12, DOWN << 2 | $1, $0, -1, -1, $0, 0, ChikoritaPokeBallScript, EVENT_CHIKORITA_POKEBALL_IN_ELMS_LAB
person_event SPRITE_OFFICER, 7, 9, UP << 2 | $3, $0, -1, -1, (PAL_OW_BLUE << 4) | $80, 0, CopScript, EVENT_COP_IN_ELMS_LAB