object_const_def const TINTOWER1F_SUICUNE const TINTOWER1F_RAIKOU const TINTOWER1F_ENTEI const TINTOWER1F_EUSINE const TINTOWER1F_SAGE1 const TINTOWER1F_SAGE2 const TINTOWER1F_SAGE3 const TINTOWER1F_SAGE4 const TINTOWER1F_SAGE5 const TINTOWER1F_SAGE6 TinTower1F_MapScripts: def_scene_scripts scene_script TinTower1FSuicuneBattleScene, SCENE_TINTOWER1F_SUICUNE_BATTLE scene_script TinTower1FNoopScene, SCENE_TINTOWER1F_NOOP def_callbacks callback MAPCALLBACK_OBJECTS, TinTower1FNPCsCallback callback MAPCALLBACK_TILES, TinTower1FStairsCallback TinTower1FSuicuneBattleScene: sdefer TinTower1FSuicuneBattleScript end TinTower1FNoopScene: end TinTower1FNPCsCallback: checkevent EVENT_GOT_RAINBOW_WING iftrue .GotRainbowWing checkevent EVENT_BEAT_ELITE_FOUR iffalse .FaceBeasts special BeastsCheck iffalse .FaceBeasts clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_2 setevent EVENT_TIN_TOWER_1F_WISE_TRIO_1 .GotRainbowWing: checkevent EVENT_FOUGHT_HO_OH iffalse .Done appear TINTOWER1F_EUSINE .Done: endcallback .FaceBeasts: checkevent EVENT_FOUGHT_SUICUNE iftrue .FoughtSuicune appear TINTOWER1F_SUICUNE setval RAIKOU special MonCheck iftrue .NoRaikou appear TINTOWER1F_RAIKOU sjump .CheckEntei .NoRaikou: disappear TINTOWER1F_RAIKOU .CheckEntei: setval ENTEI special MonCheck iftrue .NoEntei appear TINTOWER1F_ENTEI sjump .BeastsDone .NoEntei: disappear TINTOWER1F_ENTEI .BeastsDone: endcallback .FoughtSuicune: disappear TINTOWER1F_SUICUNE disappear TINTOWER1F_RAIKOU disappear TINTOWER1F_ENTEI clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_1 setevent EVENT_TIN_TOWER_1F_WISE_TRIO_2 endcallback TinTower1FStairsCallback: checkevent EVENT_GOT_RAINBOW_WING iftrue .DontHideStairs changeblock 10, 2, $09 ; floor .DontHideStairs: endcallback TinTower1FSuicuneBattleScript: applymovement PLAYER, TinTower1FPlayerEntersMovement pause 15 setval RAIKOU special MonCheck iftrue .Next1 ; if player caught Raikou, it doesn't appear in Tin Tower applymovement TINTOWER1F_RAIKOU, TinTower1FRaikouApproachesMovement turnobject PLAYER, LEFT cry RAIKOU pause 10 playsound SFX_WARP_FROM applymovement TINTOWER1F_RAIKOU, TinTower1FRaikouLeavesMovement disappear TINTOWER1F_RAIKOU playsound SFX_EXIT_BUILDING waitsfx .Next1: setval ENTEI special MonCheck iftrue .Next2 ; if player caught Entei, it doesn't appear in Tin Tower applymovement TINTOWER1F_ENTEI, TinTower1FEnteiApproachesMovement turnobject PLAYER, RIGHT cry ENTEI pause 10 playsound SFX_WARP_FROM applymovement TINTOWER1F_ENTEI, TinTower1FEnteiLeavesMovement disappear TINTOWER1F_ENTEI playsound SFX_EXIT_BUILDING waitsfx .Next2: turnobject PLAYER, UP pause 10 applymovement PLAYER, TinTower1FPlayerBacksUpMovement applymovement TINTOWER1F_SUICUNE, TinTower1FSuicuneApproachesMovement cry SUICUNE pause 20 loadwildmon SUICUNE, 40 loadvar VAR_BATTLETYPE, BATTLETYPE_SUICUNE startbattle dontrestartmapmusic disappear TINTOWER1F_SUICUNE setevent EVENT_FOUGHT_SUICUNE setevent EVENT_SAW_SUICUNE_ON_ROUTE_42 setmapscene ROUTE_42, SCENE_ROUTE42_NOOP setevent EVENT_SAW_SUICUNE_ON_ROUTE_36 setmapscene ROUTE_36, SCENE_ROUTE36_NOOP setevent EVENT_SAW_SUICUNE_AT_CIANWOOD_CITY setmapscene CIANWOOD_CITY, SCENE_CIANWOODCITY_NOOP setscene SCENE_TINTOWER1F_NOOP clearevent EVENT_SET_WHEN_FOUGHT_HO_OH reloadmapafterbattle pause 20 turnobject PLAYER, DOWN playmusic MUSIC_MYSTICALMAN_ENCOUNTER playsound SFX_ENTER_DOOR moveobject TINTOWER1F_EUSINE, 10, 15 appear TINTOWER1F_EUSINE applymovement TINTOWER1F_EUSINE, TinTower1FEusineEntersMovement playsound SFX_ENTER_DOOR moveobject TINTOWER1F_SAGE1, 9, 15 appear TINTOWER1F_SAGE1 applymovement TINTOWER1F_SAGE1, TinTower1FSage1EntersMovement playsound SFX_ENTER_DOOR moveobject TINTOWER1F_SAGE2, 9, 15 appear TINTOWER1F_SAGE2 applymovement TINTOWER1F_SAGE2, TinTower1FSage2EntersMovement playsound SFX_ENTER_DOOR moveobject TINTOWER1F_SAGE3, 9, 15 appear TINTOWER1F_SAGE3 applymovement TINTOWER1F_SAGE3, TinTower1FSage3EntersMovement moveobject TINTOWER1F_SAGE1, 7, 13 moveobject TINTOWER1F_SAGE2, 9, 13 moveobject TINTOWER1F_SAGE3, 11, 13 turnobject PLAYER, RIGHT opentext writetext TinTower1FEusineSuicuneText waitbutton closetext applymovement TINTOWER1F_EUSINE, TinTower1FEusineLeavesMovement playsound SFX_EXIT_BUILDING disappear TINTOWER1F_EUSINE waitsfx special FadeOutMusic pause 20 playmapmusic end TinTower1FSage1Script: jumptextfaceplayer TinTower1FSage1Text TinTower1FSage2Script: jumptextfaceplayer TinTower1FSage2Text TinTower1FSage3Script: jumptextfaceplayer TinTower1FSage3Text TinTower1FSage4Script: checkevent EVENT_FOUGHT_HO_OH iftrue .FoughtHoOh jumptextfaceplayer TinTower1FSage4Text1 .FoughtHoOh: jumptextfaceplayer TinTower1FSage4Text2 TinTower1FSage5Script: faceplayer opentext checkevent EVENT_FOUGHT_HO_OH iftrue .FoughtHoOh checkevent EVENT_GOT_RAINBOW_WING iftrue .GotRainbowWing writetext TinTower1FSage5Text1 promptbutton verbosegiveitem RAINBOW_WING closetext reanchormap earthquake 72 waitsfx playsound SFX_STRENGTH changeblock 10, 2, $20 ; stairs refreshmap setevent EVENT_GOT_RAINBOW_WING closetext opentext .GotRainbowWing: writetext TinTower1FSage5Text2 waitbutton closetext end .FoughtHoOh: writetext TinTower1FSage5Text3 waitbutton closetext end TinTower1FSage6Script: checkevent EVENT_FOUGHT_HO_OH iftrue .FoughtHoOh jumptextfaceplayer TinTower1FSage6Text1 .FoughtHoOh: jumptextfaceplayer TinTower1FSage6Text2 TinTower1FEusine: jumptextfaceplayer TinTower1FEusineHoOhText TinTower1FPlayerEntersMovement: slow_step UP slow_step UP slow_step UP slow_step UP step_end TinTower1FRaikouApproachesMovement: set_sliding fast_jump_step DOWN remove_sliding step_end TinTower1FRaikouLeavesMovement: set_sliding fast_jump_step DOWN fast_jump_step RIGHT fast_jump_step DOWN remove_sliding step_end TinTower1FEnteiApproachesMovement: set_sliding fast_jump_step DOWN remove_sliding step_end TinTower1FEnteiLeavesMovement: set_sliding fast_jump_step DOWN fast_jump_step LEFT fast_jump_step DOWN remove_sliding step_end TinTower1FSuicuneApproachesMovement: set_sliding fast_jump_step DOWN remove_sliding step_end TinTower1FPlayerBacksUpMovement: fix_facing big_step DOWN remove_fixed_facing step_end TinTower1FEusineEntersMovement: step UP step UP step UP turn_head LEFT step_end TinTower1FEusineLeavesMovement: step DOWN step DOWN step DOWN step_end TinTower1FSage1EntersMovement: step UP step UP step LEFT step LEFT turn_head UP step_end TinTower1FSage2EntersMovement: step UP step UP step_end TinTower1FSage3EntersMovement: step UP step RIGHT step RIGHT step UP step_end TinTower1FEusineSuicuneText: text "EUSINE: Awesome!" line "Too awesome, even!" para "I've never seen a" line "battle that great." para "That was truly" line "inspiring to see." para "SUICUNE was tough," line "but you were even" para "more incredible," line "." para "I heard SUICUNE's" line "mystic power" para "summons a rainbow-" line "colored #MON." para "Maybe, just maybe," line "what went on today" para "will cause that" line "#MON to appear." para "I'm going to study" line "the legends more." para "Thanks for showing" line "me that fantastic" cont "battle." para "Later, !" done TinTower1FSage1Text: text "According to" line "legend…" para "When the souls of" line "#MON and humans" para "commune, from the" line "heavens descends a" para "#MON of rainbow" line "colors…" para "Could it mean the" line "legendary #MON" para "are testing us" line "humans?" done TinTower1FSage2Text: text "When the BRASS" line "TOWER burned down," para "three nameless" line "#MON were said" para "to have perished." line "It was tragic." para "However…" para "A rainbow-colored" line "#MON…" para "In other words…" para "HO-OH descended" line "from the sky and" para "gave new life to" line "the three #MON." para "They are…" para "SUICUNE, ENTEI and" line "RAIKOU." para "That is what they" line "say." done TinTower1FSage3Text: text "The two TOWERS are" line "said to have been" para "built to foster" line "friendship and" para "hope between #-" line "MON and people." para "That was 700 years" line "ago, but the ideal" para "still remains" line "important today." done TinTower1FSage4Text1: text "HO-OH appears to" line "have descended" para "upon this, the TIN" line "TOWER!" done TinTower1FSage5Text1: text "This will protect" line "you. Take it." done TinTower1FSage5Text2: text "Now, go." done TinTower1FSage6Text1: text "I believe you are" line "being tested." para "Free your mind" line "from uncertainty," cont "and advance." done TinTower1FEusineHoOhText: text "I knew it." para "I knew you'd get" line "to see the #MON" para "of rainbow colors," line "." para "It happened just" line "as I envisioned." para "My research isn't" line "bad, I might say." para "I'm going to keep" line "studying #MON" para "to become a famous" line "#MANIAC!" done TinTower1FSage4Text2: text "The legendary" line "#MON are said" para "to embody three" line "powers…" para "The lightning that" line "struck the TOWER." para "The fire that" line "burned the TOWER." para "And the rain that" line "put out the fire…" done TinTower1FSage5Text3: text "When the legendary" line "#MON appeared…" para "They struck terror" line "in those who saw" cont "their rise." para "And…" para "Some even took to" line "futile attacks." para "The legendary" line "#MON, knowing" para "their own power," line "fled, ignoring the" cont "frightened people." done TinTower1FSage6Text2: text "Of the legendary" line "#MON, SUICUNE" para "is said to be the" line "closest to HO-OH." para "I hear there may" line "also be a link to" para "#MON known as" line "UNOWN." para "The #MON UNOWN" line "must be sharing a" para "cooperative bond" line "with SUICUNE." done TinTower1F_MapEvents: db 0, 0 ; filler def_warp_events warp_event 9, 15, ECRUTEAK_CITY, 12 warp_event 10, 15, ECRUTEAK_CITY, 12 warp_event 10, 2, TIN_TOWER_2F, 2 def_coord_events def_bg_events def_object_events object_event 9, 9, SPRITE_SUICUNE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_SUICUNE object_event 7, 9, SPRITE_RAIKOU, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_RAIKOU object_event 12, 9, SPRITE_ENTEI, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_ENTEI object_event 8, 3, SPRITE_SUPER_NERD, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, TinTower1FEusine, EVENT_TIN_TOWER_1F_EUSINE object_event 5, 9, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage1Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1 object_event 11, 11, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage2Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1 object_event 14, 6, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage3Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1 object_event 4, 2, SPRITE_SAGE, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage4Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2 object_event 9, 1, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage5Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2 object_event 14, 2, SPRITE_SAGE, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage6Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2