EcruteakHouse_MapScriptHeader: ; trigger count db 2 ; triggers dw .Trigger1, $0000 dw .Trigger2, $0000 ; callback count db 1 ; callbacks dbw 2, .InitializeSages .Trigger1: end .Trigger2: end .InitializeSages: checkevent EVENT_FOUGHT_SUICUNE iftrue .DontBlockTower checkevent EVENT_KOJI_ALLOWS_YOU_PASSAGE_TO_TIN_TOWER iftrue .DontBlockTower checkevent EVENT_CLEARED_RADIO_TOWER iftrue .BlockTower return .BlockTower: clearevent EVENT_RANG_CLEAR_BELL_1 setevent EVENT_RANG_CLEAR_BELL_2 setevent EVENT_ECRUTEAK_HOUSE_WANDERING_SAGE checkitem CLEAR_BELL iftrue .NoClearBell dotrigger $0 .NoClearBell: return .DontBlockTower: clearevent EVENT_ECRUTEAK_HOUSE_WANDERING_SAGE return EcruteakHouse_XYTrigger1: checkevent EVENT_RANG_CLEAR_BELL_2 iftrue EcruteakHouse_XYTrigger_DontMove applymovement $3, MovementData_0x980c7 moveperson $2, $4, $6 appear $2 pause 5 disappear $3 end EcruteakHouse_XYTrigger2: checkevent EVENT_RANG_CLEAR_BELL_1 iftrue EcruteakHouse_XYTrigger_DontMove applymovement $2, MovementData_0x980cc moveperson $3, $5, $6 appear $3 pause 5 disappear $2 end EcruteakHouse_XYTrigger_DontMove: end SageScript_0x98062: faceplayer loadfont checkevent EVENT_CLEARED_RADIO_TOWER iftrue .CheckForClearBell checkflag ENGINE_FOGBADGE iftrue .BlockPassage_GotFogBadge writetext UnknownText_0x980d1 closetext loadmovesprites end .BlockPassage_GotFogBadge: writetext UnknownText_0x98131 closetext loadmovesprites end .CheckForClearBell: checkevent EVENT_KOJI_ALLOWS_YOU_PASSAGE_TO_TIN_TOWER iftrue .AllowedThrough checkevent EVENT_000 iftrue .Event000 checkitem CLEAR_BELL iftrue .RingClearBell writetext UnknownText_0x981a4 closetext loadmovesprites end .RingClearBell: writetext UnknownText_0x98250 closetext loadmovesprites dotrigger $1 setevent EVENT_RANG_CLEAR_BELL_2 clearevent EVENT_RANG_CLEAR_BELL_1 setevent EVENT_000 end .AllowedThrough: writetext UnknownText_0x9837e closetext loadmovesprites end .Event000: writetext UnknownText_0x98391 closetext loadmovesprites end SageScript_0x980b0: faceplayer loadfont checkevent EVENT_GOT_CLEAR_BELL iftrue .GotClearBell writetext UnknownText_0x9840b closetext loadmovesprites end .GotClearBell: writetext UnknownText_0x9846f closetext loadmovesprites end GrampsScript_0x980c4: jumptextfaceplayer UnknownText_0x984ab MovementData_0x980c7: fix_facing big_step_left remove_fixed_facing turn_head_down step_end MovementData_0x980cc: fix_facing big_step_right remove_fixed_facing turn_head_down step_end UnknownText_0x980d1: text "TIN TOWER is off" line "limits to anyone" para "without ECRUTEAK" line "GYM's BADGE." para "Sorry, but you'll" line "have to leave." done UnknownText_0x98131: text "TIN TOWER is off" line "limits to anyone" para "without ECRUTEAK" line "GYM's BADGE." para "Ah!" para "ECRUTEAK's GYM" line "BADGE! Please, go" cont "right through." done UnknownText_0x981a4: text "A momentous event" line "has occurred." para "I beg your pardon," line "but I must ask you" cont "to leave." para "…What soothes the" line "soul…" para "The WISE TRIO say" line "things that are so" para "very difficult to" line "understand…" done UnknownText_0x98250: text "A momentous event" line "has occurred." para "I beg your pardon," line "but I must ask you" cont "to leave." para $56, $56, $56 para "Ah!" para "The sound of that" line "CLEAR BELL!" para "It… It's sublime!" para "I've never heard" line "so beautiful a" cont "sound before!" para "That bell's chime" line "is indicative of" cont "the bearer's soul." para "You…" para "You may be able to" line "make it through" cont "TIN TOWER." para "Please, do go on." done UnknownText_0x9837e: text "Please, do go on." done UnknownText_0x98391: text "That bell's chime" line "is indicative of" cont "the bearer's soul." para "You…" para "You may be able to" line "make it through" cont "TIN TOWER." para "Please, do go on." done UnknownText_0x9840b: text "The TIN TOWER" line "ahead is a nine-" para "tier tower of" line "divine beauty." para "It soothes the" line "soul of all who" cont "see it." done UnknownText_0x9846f: text "The TIN TOWER" line "shook! A #MON" para "must have returned" line "to the top!" done UnknownText_0x984ab: text "Two towers…" line "Two #MON…" para "But when one" line "burned down, both" para "#MON flew away," line "never to return." done EcruteakHouse_MapEventHeader: ; filler db 0, 0 ; warps db 5 warp_def $11, $4, 3, GROUP_ECRUTEAK_CITY, MAP_ECRUTEAK_CITY warp_def $11, $5, 3, GROUP_ECRUTEAK_CITY, MAP_ECRUTEAK_CITY warp_def $3, $5, 4, GROUP_ECRUTEAK_HOUSE, MAP_ECRUTEAK_HOUSE warp_def $f, $11, 3, GROUP_ECRUTEAK_HOUSE, MAP_ECRUTEAK_HOUSE warp_def $3, $11, 3, GROUP_WISE_TRIOS_ROOM, MAP_WISE_TRIOS_ROOM ; xy triggers db 2 xy_trigger 0, $7, $4, $0, EcruteakHouse_XYTrigger1, $0, $0 xy_trigger 0, $7, $5, $0, EcruteakHouse_XYTrigger2, $0, $0 ; signposts db 0 ; people-events db 4 person_event SPRITE_SAGE, 10, 8, UP << 2 | $2, $0, -1, -1, $0, 0, SageScript_0x98062, EVENT_RANG_CLEAR_BELL_1 person_event SPRITE_SAGE, 10, 9, UP << 2 | $2, $0, -1, -1, $0, 0, SageScript_0x98062, EVENT_RANG_CLEAR_BELL_2 person_event SPRITE_SAGE, 13, 10, DOWN << 2 | $2, $11, -1, -1, $0, 0, SageScript_0x980b0, EVENT_ECRUTEAK_HOUSE_WANDERING_SAGE person_event SPRITE_GRAMPS, 15, 7, DOWN << 2 | $2, $11, -1, -1, $0, 0, GrampsScript_0x980c4, EVENT_ECRUTEAK_HOUSE_WANDERING_SAGE