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object_const_def
const LANCESROOM_LANCE
const LANCESROOM_MARY
const LANCESROOM_OAK
LancesRoom_MapScripts:
def_scene_scripts
scene_script .LockDoor ; SCENE_DEFAULT
scene_script .DummyScene ; SCENE_LANCESROOM_APPROACH_LANCE
def_callbacks
callback MAPCALLBACK_TILES, .LancesRoomDoors
.LockDoor:
sdefer .LancesDoorLocksBehindYou
end
.DummyScene:
end
.LancesRoomDoors:
checkevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
iffalse .KeepEntranceOpen
changeblock 4, 22, $34 ; wall
.KeepEntranceOpen:
checkevent EVENT_LANCES_ROOM_EXIT_OPEN
iffalse .KeepExitClosed
changeblock 4, 0, $0b ; open door
.KeepExitClosed:
endcallback
.LancesDoorLocksBehindYou:
applymovement PLAYER, LancesRoom_EnterMovement
refreshscreen $86
playsound SFX_STRENGTH
earthquake 80
changeblock 4, 22, $34 ; wall
reloadmappart
closetext
setscene SCENE_LANCESROOM_APPROACH_LANCE
setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
end
Script_ApproachLanceFromLeft:
special FadeOutMusic
applymovement PLAYER, MovementData_ApproachLanceFromLeft
sjump LancesRoomLanceScript
Script_ApproachLanceFromRight:
special FadeOutMusic
applymovement PLAYER, MovementData_ApproachLanceFromRight
LancesRoomLanceScript:
turnobject LANCESROOM_LANCE, LEFT
opentext
writetext LanceBattleIntroText
waitbutton
closetext
winlosstext LanceBattleWinText, 0
setlasttalked LANCESROOM_LANCE
loadtrainer CHAMPION, LANCE
startbattle
dontrestartmapmusic
reloadmapafterbattle
setevent EVENT_BEAT_CHAMPION_LANCE
opentext
writetext LanceBattleAfterText
waitbutton
closetext
playsound SFX_ENTER_DOOR
changeblock 4, 0, $0b ; open door
reloadmappart
closetext
setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
musicfadeout MUSIC_BEAUTY_ENCOUNTER, 16
pause 30
showemote EMOTE_SHOCK, LANCESROOM_LANCE, 15
turnobject LANCESROOM_LANCE, DOWN
pause 10
turnobject PLAYER, DOWN
appear LANCESROOM_MARY
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRushesIn
opentext
writetext LancesRoomMaryOhNoOakText
waitbutton
closetext
appear LANCESROOM_OAK
applymovement LANCESROOM_OAK, LancesRoomMovementData_OakWalksIn
follow LANCESROOM_MARY, LANCESROOM_OAK
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryYieldsToOak
stopfollow
turnobject LANCESROOM_OAK, UP
turnobject LANCESROOM_LANCE, LEFT
opentext
writetext LancesRoomOakCongratulationsText
waitbutton
closetext
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryInterviewChampion
turnobject PLAYER, LEFT
opentext
writetext LancesRoomMaryInterviewText
waitbutton
closetext
applymovement LANCESROOM_LANCE, LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway
turnobject PLAYER, UP
opentext
writetext LancesRoomNoisyText
waitbutton
closetext
follow LANCESROOM_LANCE, PLAYER
turnobject LANCESROOM_MARY, UP
turnobject LANCESROOM_OAK, UP
applymovement LANCESROOM_LANCE, LancesRoomMovementData_LanceLeadsPlayerToHallOfFame
stopfollow
playsound SFX_EXIT_BUILDING
disappear LANCESROOM_LANCE
applymovement PLAYER, LancesRoomMovementData_PlayerExits
playsound SFX_EXIT_BUILDING
disappear PLAYER
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryTriesToFollow
showemote EMOTE_SHOCK, LANCESROOM_MARY, 15
opentext
writetext LancesRoomMaryNoInterviewText
pause 30
closetext
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRunsBackAndForth
special FadeOutPalettes
pause 15
warpfacing UP, HALL_OF_FAME, 4, 13
end
LancesRoom_EnterMovement:
step UP
step UP
step UP
step UP
step_end
MovementData_ApproachLanceFromLeft:
step UP
step UP
turn_head RIGHT
step_end
MovementData_ApproachLanceFromRight:
step UP
step LEFT
step UP
turn_head RIGHT
step_end
LancesRoomMovementData_MaryRushesIn:
big_step UP
big_step UP
big_step UP
turn_head DOWN
step_end
LancesRoomMovementData_OakWalksIn:
step UP
step UP
step_end
LancesRoomMovementData_MaryYieldsToOak:
step LEFT
turn_head RIGHT
step_end
LancesRoomMovementData_MaryInterviewChampion:
big_step UP
turn_head RIGHT
step_end
LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway:
step UP
step LEFT
turn_head DOWN
step_end
LancesRoomMovementData_LanceLeadsPlayerToHallOfFame:
step UP
step_end
LancesRoomMovementData_PlayerExits:
step UP
step_end
LancesRoomMovementData_MaryTriesToFollow:
step UP
step RIGHT
turn_head UP
step_end
LancesRoomMovementData_MaryRunsBackAndForth:
big_step RIGHT
big_step RIGHT
big_step LEFT
big_step LEFT
big_step LEFT
big_step RIGHT
big_step RIGHT
big_step RIGHT
big_step LEFT
big_step LEFT
turn_head UP
step_end
LanceBattleIntroText:
text "LANCE: I've been"
line "waiting for you."
para "<PLAY_G>!"
para "I knew that you,"
line "with your skills,"
para "would eventually"
line "reach me here."
para "There's no need"
line "for words now."
para "We will battle to"
line "determine who is"
para "the stronger of"
line "the two of us."
para "As the most power-"
line "ful trainer and as"
para "the #MON LEAGUE"
line "CHAMPION…"
para "I, LANCE the drag-"
line "on master, accept"
cont "your challenge!"
done
LanceBattleWinText:
text "…It's over."
para "But it's an odd"
line "feeling."
para "I'm not angry that"
line "I lost. In fact, I"
cont "feel happy."
para "Happy that I"
line "witnessed the rise"
para "of a great new"
line "CHAMPION!"
done
LanceBattleAfterText:
text "…Whew."
para "You have become"
line "truly powerful,"
cont "<PLAY_G>."
para "Your #MON have"
line "responded to your"
para "strong and up-"
line "standing nature."
para "As a trainer, you"
line "will continue to"
para "grow strong with"
line "your #MON."
done
LancesRoomMaryOhNoOakText:
text "MARY: Oh, no!"
line "It's all over!"
para "PROF.OAK, if you"
line "weren't so slow…"
done
LancesRoomOakCongratulationsText:
text "PROF.OAK: Ah,"
line "<PLAY_G>!"
para "It's been a long"
line "while."
para "You certainly look"
line "more impressive."
para "Your conquest of"
line "the LEAGUE is just"
cont "fantastic!"
para "Your dedication,"
line "trust and love for"
para "your #MON made"
line "this happen."
para "Your #MON were"
line "outstanding too."
para "Because they be-"
line "lieved in you as a"
para "trainer, they per-"
line "severed."
para "Congratulations,"
line "<PLAY_G>!"
done
LancesRoomMaryInterviewText:
text "MARY: Let's inter-"
line "view the brand new"
cont "CHAMPION!"
done
LancesRoomNoisyText:
text "LANCE: This is"
line "getting to be a"
cont "bit too noisy…"
para "<PLAY_G>, could you"
line "come with me?"
done
LancesRoomMaryNoInterviewText:
text "MARY: Oh, wait!"
line "We haven't done"
cont "the interview!"
done
LancesRoom_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 4, 23, KARENS_ROOM, 3
warp_event 5, 23, KARENS_ROOM, 4
warp_event 4, 1, HALL_OF_FAME, 1
warp_event 5, 1, HALL_OF_FAME, 2
def_coord_events
coord_event 4, 5, SCENE_LANCESROOM_APPROACH_LANCE, Script_ApproachLanceFromLeft
coord_event 5, 5, SCENE_LANCESROOM_APPROACH_LANCE, Script_ApproachLanceFromRight
def_bg_events
def_object_events
object_event 5, 3, SPRITE_LANCE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, LancesRoomLanceScript, -1
object_event 4, 7, SPRITE_TEACHER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY
object_event 4, 7, SPRITE_OAK, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY
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