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const_value set 2
const OLIVINELIGHTHOUSE2F_SAILOR
const OLIVINELIGHTHOUSE2F_GENTLEMAN
OlivineLighthouse2F_MapScriptHeader:
.SceneScripts:
db 0
.MapCallbacks:
db 0
TrainerGentlemanAlfred:
trainer EVENT_BEAT_GENTLEMAN_ALFRED, GENTLEMAN, ALFRED, GentlemanAlfredSeenText, GentlemanAlfredBeatenText, 0, .Script
.Script:
end_if_just_battled
opentext
writetext GentlemanAlfredAfterBattleText
waitbutton
closetext
end
TrainerSailorHuey1:
trainer EVENT_BEAT_SAILOR_HUEY, SAILOR, HUEY1, 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 $1, UnknownScript_0x5b067
if_equal $2, UnknownScript_0x5b063
trainertotext SAILOR, HUEY1, $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
; possibly unused
UnknownText_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_MapEventHeader:
; filler
db 0, 0
.Warps:
db 6
warp_def $b, $3, 3, OLIVINE_LIGHTHOUSE_1F
warp_def $3, $5, 2, OLIVINE_LIGHTHOUSE_3F
warp_def $d, $10, 4, OLIVINE_LIGHTHOUSE_1F
warp_def $d, $11, 5, OLIVINE_LIGHTHOUSE_1F
warp_def $b, $10, 4, OLIVINE_LIGHTHOUSE_3F
warp_def $b, $11, 5, OLIVINE_LIGHTHOUSE_3F
.CoordEvents:
db 0
.BGEvents:
db 0
.ObjectEvents:
db 2
object_event SPRITE_SAILOR, 3, 9, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 3, TrainerSailorHuey1, -1
object_event SPRITE_GENTLEMAN, 8, 17, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 3, TrainerGentlemanAlfred, -1
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