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130 lines
2.4 KiB
NASM
130 lines
2.4 KiB
NASM
object_const_def ; object_event constants
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const CELADONMANSIONROOFHOUSE_PHARMACIST
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CeladonMansionRoofHouse_MapScripts:
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db 0 ; scene scripts
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db 0 ; callbacks
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CeladonMansionRoofHousePharmacistScript:
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faceplayer
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opentext
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checkevent EVENT_GOT_TM03_CURSE
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iftrue .GotCurse
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writetext CeladonMansionRoofHousePharmacistIntroText
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promptbutton
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checktime NITE
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iftrue .Night
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writetext CeladonMansionRoofHousePharmacistNotNightText
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waitbutton
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closetext
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end
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.Night:
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writetext CeladonMansionRoofHousePharmacistStoryText
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promptbutton
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verbosegiveitem TM_CURSE
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iffalse .NoRoom
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setevent EVENT_GOT_TM03_CURSE
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.GotCurse:
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writetext CeladonMansionRoofHousePharmacistCurseText
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waitbutton
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.NoRoom:
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closetext
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end
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CeladonMansionRoofHousePharmacistIntroText:
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text "Let me recount a"
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line "terrifying tale…"
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done
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CeladonMansionRoofHousePharmacistNotNightText:
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text "Then again, it's"
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line "not as scary while"
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para "it's still light"
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line "outside."
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para "Come back after"
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line "sunset, OK?"
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done
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CeladonMansionRoofHousePharmacistStoryText:
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text "Once upon a time,"
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line "there was a little"
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para "boy who was given"
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line "a new BICYCLE…"
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para "He wanted to try"
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line "it right away…"
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para "He was having so"
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line "much fun that he"
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para "didn't notice the"
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line "sun had set…"
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para "While riding home"
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line "in the pitch-black"
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para "night, the bike"
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line "suddenly slowed!"
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para "The pedals became"
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line "heavy!"
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para "When he stopped"
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line "pedaling, the bike"
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para "began slipping"
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line "backwards!"
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para "It was as if the"
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line "bike were cursed"
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para "and trying to drag"
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line "him into oblivion!"
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para "…"
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para "…"
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para "SHRIEEEEK!"
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para "The boy had been"
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line "riding uphill on"
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cont "CYCLING ROAD!"
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para "…"
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line "Ba-dum ba-dum!"
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para "For listening so"
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line "patiently, you may"
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cont "take this--TM03!"
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done
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CeladonMansionRoofHousePharmacistCurseText:
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text "TM03 is CURSE."
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para "It's a terrifying"
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line "move that slowly"
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para "whittles down the"
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line "victim's HP."
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done
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CeladonMansionRoofHouse_MapEvents:
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db 0, 0 ; filler
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db 2 ; warp events
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warp_event 2, 7, CELADON_MANSION_ROOF, 3
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warp_event 3, 7, CELADON_MANSION_ROOF, 3
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db 0 ; coord events
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db 0 ; bg events
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db 1 ; object events
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object_event 3, 2, SPRITE_PHARMACIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, CeladonMansionRoofHousePharmacistScript, -1
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