object_const_def const OLIVINELIGHTHOUSE2F_SAILOR const OLIVINELIGHTHOUSE2F_GENTLEMAN OlivineLighthouse2F_MapScripts: def_scene_scripts def_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: endifjustbattled opentext checkevent EVENT_HUEY_READY_FOR_REMATCH iftrue .WantsBattle checkcellnum PHONE_SAILOR_HUEY iftrue .NumberAccepted checkevent EVENT_HUEY_ASKED_FOR_PHONE_NUMBER iftrue .AskedBefore writetext SailorHueyAfterBattleText promptbutton setevent EVENT_HUEY_ASKED_FOR_PHONE_NUMBER scall .AskNumber1 sjump .AskForNumber .AskedBefore: scall .AskNumber2 .AskForNumber: askforphonenumber PHONE_SAILOR_HUEY ifequal PHONE_CONTACTS_FULL, .PhoneFull ifequal PHONE_CONTACT_REFUSED, .NumberDeclined gettrainername STRING_BUFFER_3, SAILOR, HUEY1 scall .RegisteredNumber sjump .NumberAccepted .WantsBattle: scall .Rematch winlosstext SailorHueyBeatenText, 0 checkevent EVENT_BEAT_ELITE_FOUR iftrue .LoadFight2 checkevent EVENT_CLEARED_RADIO_TOWER iftrue .LoadFight1 loadtrainer SAILOR, HUEY1 startbattle reloadmapafterbattle clearevent EVENT_HUEY_READY_FOR_REMATCH end .LoadFight1: loadtrainer SAILOR, HUEY2 startbattle reloadmapafterbattle clearevent EVENT_HUEY_READY_FOR_REMATCH end .LoadFight2: loadtrainer SAILOR, HUEY3 startbattle reloadmapafterbattle clearevent EVENT_HUEY_READY_FOR_REMATCH end .AskNumber1: jumpstd AskNumber1MScript end .AskNumber2: jumpstd AskNumber2MScript end .RegisteredNumber: jumpstd RegisteredNumberMScript end .NumberAccepted: jumpstd NumberAcceptedMScript end .NumberDeclined: jumpstd NumberDeclinedMScript end .PhoneFull: jumpstd PhoneFullMScript end .Rematch: jumpstd RematchMScript end SailorHueySeenText: text "Men of the sea are" line "always spoiling" cont "for a good fight!" done SailorHueyBeatenText: text "Urf!" line "I lose!" done SailorHueyAfterBattleText: 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 OlivineLighthouse2F_MapEvents: db 0, 0 ; filler def_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 def_coord_events def_bg_events def_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