const_value set 2 ; person constants const OLIVINELIGHTHOUSE2F_SAILOR const OLIVINELIGHTHOUSE2F_GENTLEMAN OlivineLighthouse2F_MapScripts: db 0 ; scene scripts db 0 ; callbacks TrainerGentlemanAlfred: trainer GENTLEMAN, ALFRED, EVENT_BEAT_GENTLEMAN_ALFRED, GentlemanAlfredSeenText, GentlemanAlfredBeatenText, 0, .Script .Script: end_if_just_battled opentext writetext GentlemanAlfredAfterBattleText waitbutton closetext end TrainerSailorHuey1: trainer SAILOR, HUEY1, EVENT_BEAT_SAILOR_HUEY, SailorHuey1SeenText, SailorHuey1BeatenText, 0, .Script .Script: writecode VAR_CALLERID, PHONE_SAILOR_HUEY end_if_just_battled opentext checkflag ENGINE_HUEY iftrue UnknownScript_0x5afc7 checkcellnum PHONE_SAILOR_HUEY iftrue UnknownScript_0x5b05f checkevent EVENT_HUEY_ASKED_FOR_PHONE_NUMBER iftrue UnknownScript_0x5afb0 setevent EVENT_HUEY_ASKED_FOR_PHONE_NUMBER scall UnknownScript_0x5b053 jump UnknownScript_0x5afb3 UnknownScript_0x5afb0: scall UnknownScript_0x5b057 UnknownScript_0x5afb3: askforphonenumber PHONE_SAILOR_HUEY if_equal PHONE_CONTACTS_FULL, UnknownScript_0x5b067 if_equal PHONE_CONTACT_REFUSED, UnknownScript_0x5b063 trainertotext SAILOR, HUEY1, MEM_BUFFER_0 scall UnknownScript_0x5b05b jump UnknownScript_0x5b05f UnknownScript_0x5afc7: scall UnknownScript_0x5b06b winlosstext SailorHuey1BeatenText, 0 copybytetovar wHueyFightCount if_equal 3, .Fight3 if_equal 2, .Fight2 if_equal 1, .Fight1 if_equal 0, .LoadFight0 .Fight3: checkevent EVENT_RESTORED_POWER_TO_KANTO iftrue .LoadFight3 .Fight2: checkevent EVENT_BEAT_ELITE_FOUR iftrue .LoadFight2 .Fight1: checkevent EVENT_CLEARED_RADIO_TOWER iftrue .LoadFight1 .LoadFight0: loadtrainer SAILOR, HUEY1 startbattle reloadmapafterbattle loadvar wHueyFightCount, 1 clearflag ENGINE_HUEY end .LoadFight1: loadtrainer SAILOR, HUEY2 startbattle reloadmapafterbattle loadvar wHueyFightCount, 2 clearflag ENGINE_HUEY end .LoadFight2: loadtrainer SAILOR, HUEY3 startbattle reloadmapafterbattle loadvar wHueyFightCount, 3 clearflag ENGINE_HUEY end .LoadFight3: loadtrainer SAILOR, HUEY4 startbattle reloadmapafterbattle clearflag ENGINE_HUEY checkevent EVENT_HUEY_PROTEIN iftrue UnknownScript_0x5b03f checkevent EVENT_GOT_PROTEIN_FROM_HUEY iftrue UnknownScript_0x5b03e scall UnknownScript_0x5b076 verbosegiveitem PROTEIN iffalse UnknownScript_0x5b06f setevent EVENT_GOT_PROTEIN_FROM_HUEY jump UnknownScript_0x5b05f UnknownScript_0x5b03e: end UnknownScript_0x5b03f: opentext writetext UnknownText_0x5b1b6 waitbutton verbosegiveitem PROTEIN iffalse UnknownScript_0x5b06f clearevent EVENT_HUEY_PROTEIN setevent EVENT_GOT_PROTEIN_FROM_HUEY jump UnknownScript_0x5b05f UnknownScript_0x5b053: jumpstd asknumber1m end UnknownScript_0x5b057: jumpstd asknumber2m end UnknownScript_0x5b05b: jumpstd registerednumberm end UnknownScript_0x5b05f: jumpstd numberacceptedm end UnknownScript_0x5b063: jumpstd numberdeclinedm end UnknownScript_0x5b067: jumpstd phonefullm end UnknownScript_0x5b06b: jumpstd rematchm end UnknownScript_0x5b06f: setevent EVENT_HUEY_PROTEIN jumpstd packfullm end UnknownScript_0x5b076: jumpstd rematchgiftm end SailorHuey1SeenText: text "Men of the sea are" line "always spoiling" cont "for a good fight!" done SailorHuey1BeatenText: text "Urf!" line "I lose!" done ; unused UnusedText_0x5b0be: text "What power!" line "How would you like" para "to sail the seas" line "with me?" done GentlemanAlfredSeenText: text "Hm? This is no" line "place for playing." done GentlemanAlfredBeatenText: text "Ah! I can see that" line "you're serious." done GentlemanAlfredAfterBattleText: text "Up top is a #-" line "MON that keeps the" cont "LIGHTHOUSE lit." para "But I hear that" line "it's sick now and" para "can't be cured by" line "ordinary medicine." done UnknownText_0x5b1b6: text "Man! You're as" line "tough as ever!" para "Anyway, here's" line "that medicine from" cont "before." done OlivineLighthouse2F_MapEvents: db 0, 0 ; filler db 6 ; warp events warp_event 3, 11, 3, OLIVINE_LIGHTHOUSE_1F warp_event 5, 3, 2, OLIVINE_LIGHTHOUSE_3F warp_event 16, 13, 4, OLIVINE_LIGHTHOUSE_1F warp_event 17, 13, 5, OLIVINE_LIGHTHOUSE_1F warp_event 16, 11, 4, OLIVINE_LIGHTHOUSE_3F warp_event 17, 11, 5, OLIVINE_LIGHTHOUSE_3F db 0 ; coord events db 0 ; bg events db 2 ; object events object_event 9, 3, SPRITE_SAILOR, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 3, TrainerSailorHuey1, -1 object_event 17, 8, SPRITE_GENTLEMAN, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 3, TrainerGentlemanAlfred, -1