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const_def 2 ; object 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:
endifjustbattled
opentext
writetext GentlemanAlfredAfterBattleText
waitbutton
closetext
end
TrainerSailorHuey:
trainer SAILOR, HUEY1, EVENT_BEAT_SAILOR_HUEY, SailorHueySeenText, SailorHueyBeatenText, 0, .Script
.Script:
writecode VAR_CALLERID, PHONE_SAILOR_HUEY
endifjustbattled
opentext
checkflag ENGINE_HUEY
iftrue .WantsBattle
checkcellnum PHONE_SAILOR_HUEY
iftrue .NumberAccepted
checkevent EVENT_HUEY_ASKED_FOR_PHONE_NUMBER
iftrue .AskedBefore
setevent EVENT_HUEY_ASKED_FOR_PHONE_NUMBER
scall .AskNumber1
jump .AskForNumber
.AskedBefore:
scall .AskNumber2
.AskForNumber:
askforphonenumber PHONE_SAILOR_HUEY
ifequal PHONE_CONTACTS_FULL, .PhoneFull
ifequal PHONE_CONTACT_REFUSED, .NumberDeclined
trainertotext SAILOR, HUEY1, MEM_BUFFER_0
scall .RegisteredNumber
jump .NumberAccepted
.WantsBattle:
scall .Rematch
winlosstext SailorHueyBeatenText, 0
copybytetovar wHueyFightCount
ifequal 3, .Fight3
ifequal 2, .Fight2
ifequal 1, .Fight1
ifequal 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 .HasProtein
checkevent EVENT_GOT_PROTEIN_FROM_HUEY
iftrue .SkipGift
scall .RematchGift
verbosegiveitem PROTEIN
iffalse .PackFull
setevent EVENT_GOT_PROTEIN_FROM_HUEY
jump .NumberAccepted
.SkipGift:
end
.HasProtein:
opentext
writetext SailorHueyGiveProteinText
waitbutton
verbosegiveitem PROTEIN
iffalse .PackFull
clearevent EVENT_HUEY_PROTEIN
setevent EVENT_GOT_PROTEIN_FROM_HUEY
jump .NumberAccepted
.AskNumber1:
jumpstd asknumber1m
end
.AskNumber2:
jumpstd asknumber2m
end
.RegisteredNumber:
jumpstd registerednumberm
end
.NumberAccepted:
jumpstd numberacceptedm
end
.NumberDeclined:
jumpstd numberdeclinedm
end
.PhoneFull:
jumpstd phonefullm
end
.Rematch:
jumpstd rematchm
end
.PackFull:
setevent EVENT_HUEY_PROTEIN
jumpstd packfullm
end
.RematchGift:
jumpstd rematchgiftm
end
SailorHueySeenText:
text "Men of the sea are"
line "always spoiling"
cont "for a good fight!"
done
SailorHueyBeatenText:
text "Urf!"
line "I lose!"
done
SailorHueyUnusedText:
; unused
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
SailorHueyGiveProteinText:
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, OLIVINE_LIGHTHOUSE_1F, 3
warp_event 5, 3, OLIVINE_LIGHTHOUSE_3F, 2
warp_event 16, 13, OLIVINE_LIGHTHOUSE_1F, 4
warp_event 17, 13, OLIVINE_LIGHTHOUSE_1F, 5
warp_event 16, 11, OLIVINE_LIGHTHOUSE_3F, 4
warp_event 17, 11, OLIVINE_LIGHTHOUSE_3F, 5
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, TrainerSailorHuey, -1
object_event 17, 8, SPRITE_GENTLEMAN, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 3, TrainerGentlemanAlfred, -1
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