pokecrystal/maps/CeladonMansionRoofHouse.asm

130 lines
2.4 KiB
NASM

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