object_const_def ; object_event constants const GOLDENRODFLOWERSHOP_TEACHER const GOLDENRODFLOWERSHOP_FLORIA GoldenrodFlowerShop_MapScripts: db 0 ; scene scripts db 0 ; callbacks FlowerShopTeacherScript: checkevent EVENT_GOT_SQUIRTBOTTLE iftrue .Lalala checkflag ENGINE_PLAINBADGE iffalse .Lalala faceplayer opentext writetext GoldenrodFlowerShopTeacherBetterThanWhitneyText promptbutton verbosegiveitem SQUIRTBOTTLE setevent EVENT_GOT_SQUIRTBOTTLE closetext .Lalala: turnobject GOLDENRODFLOWERSHOP_TEACHER, LEFT opentext writetext GoldenrodFlowerShopTeacherLalalaHavePlentyOfWaterText waitbutton closetext end FlowerShopFloriaScript: faceplayer opentext checkflag ENGINE_PLAINBADGE iffalse .NoPlainBadge writetext GoldenrodFlowerShopFloriaJumpsInSurpriseText waitbutton closetext end .NoPlainBadge: writetext GoldenrodFlowerShopFloriaMustBeAMonText waitbutton closetext end FlowerShopShelf1: ; unused jumpstd PictureBookshelfScript FlowerShopShelf2: ; unused jumpstd MagazineBookshelfScript FlowerShopRadio: ; unused jumpstd Radio2Script GoldenrodFlowerShopTeacherBetterThanWhitneyText: text "Oh, you're better" line "than WHITNEY." para "Do you know about" line "that moving tree?" para "If you wet it with" line "a SQUIRTBOTTLE, it" cont "attacks." para "But since you" line "have some BADGES," cont "you should be OK." done GoldenrodFlowerShopTeacherLalalaHavePlentyOfWaterText: text "Lalala lalalala." line "Have plenty of" cont "water, my lovely!" done GoldenrodFlowerShopFloriaMustBeAMonText: text "When I watered" line "that moving tree" para "on ROUTE 36, it" line "jumped!" para "I think it must be" line "a #MON." para "But it would take" line "someone like WHIT-" cont "NEY, our GYM LEAD-" cont "ER, to beat it." done GoldenrodFlowerShopFloriaJumpsInSurpriseText: text "Do you know about" line "the moving tree?" para "If you water it," line "it jumps up in" cont "surprise!" done GoldenrodFlowerShop_MapEvents: db 0, 0 ; filler db 2 ; warp events warp_event 2, 7, GOLDENROD_CITY, 6 warp_event 3, 7, GOLDENROD_CITY, 6 db 0 ; coord events db 0 ; bg events db 2 ; object events object_event 2, 4, SPRITE_TEACHER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, FlowerShopTeacherScript, -1 object_event 5, 6, SPRITE_LASS, SPRITEMOVEDATA_WANDER, 1, 1, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, FlowerShopFloriaScript, -1