pokecrystal/maps/CeladonMansionRoofHouse.asm

137 lines
2.2 KiB
NASM

const_value set 2
const CELADONMANSIONROOFHOUSE_PHARMACIST
CeladonMansionRoofHouse_MapScriptHeader:
.SceneScripts:
db 0
.MapCallbacks:
db 0
PharmacistScript_0x71afd:
faceplayer
opentext
checkevent EVENT_GOT_TM03_CURSE
iftrue UnknownScript_0x71b21
writetext UnknownText_0x71b27
buttonsound
checknite
iftrue UnknownScript_0x71b14
writetext UnknownText_0x71b4a
waitbutton
closetext
end
UnknownScript_0x71b14:
writetext UnknownText_0x71ba3
buttonsound
verbosegiveitem TM_CURSE
iffalse UnknownScript_0x71b25
setevent EVENT_GOT_TM03_CURSE
UnknownScript_0x71b21:
writetext UnknownText_0x71db3
waitbutton
UnknownScript_0x71b25:
closetext
end
UnknownText_0x71b27:
text "Let me recount a"
line "terrifying tale…"
done
UnknownText_0x71b4a:
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
UnknownText_0x71ba3:
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
UnknownText_0x71db3:
text "TM03 is CURSE."
para "It's a terrifying"
line "move that slowly"
para "whittles down the"
line "victim's HP."
done
CeladonMansionRoofHouse_MapEventHeader:
; filler
db 0, 0
.Warps:
db 2
warp_def $7, $2, 3, CELADON_MANSION_ROOF
warp_def $7, $3, 3, CELADON_MANSION_ROOF
.CoordEvents:
db 0
.BGEvents:
db 0
.ObjectEvents:
db 1
object_event SPRITE_PHARMACIST, 2, 3, SPRITEMOVEDATA_STANDING_DOWN, 2, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PharmacistScript_0x71afd, -1