; Text in this area uses translations from Minamitoku. ; https://www.youtube.com/watch?v=Pe1vsKRl7_M&ab_channel=Minamitoku object_const_def const SILENT_HILLS_POKEFAN_F const SILENT_HILLS_YOUNGSTER const SILENT_HILLS_BLUE SilentHills_MapScripts: def_scene_scripts scene_script SilentHillsNoopScene, SCENE_SILENT_HILLS_BLUE def_callbacks callback MAPCALLBACK_NEWMAP, SilentHillsFlypointCallback SilentHillsNoopScene: end SilentHillsBlue1: checkevent EVENT_GOT_POKEMON_FROM_BLUE iftrue .end playmusic MUSIC_PROF_OAK opentext writetext BlueWaitText1 waitbutton closetext pause 15 applymovement PLAYER, KrisWantsLefties moveobject SILENT_HILLS_BLUE, 6, 9 disappear SILENT_HILLS_BLUE appear SILENT_HILLS_BLUE opentext writetext BlueWaitText2 waitbutton closetext appear SILENT_HILLS_BLUE turnobject PLAYER, RIGHT showemote EMOTE_SHOCK, PLAYER, 15 applymovement SILENT_HILLS_BLUE, BlueStrideMovement opentext writetext BlueFollowMeText waitbutton closetext follow SILENT_HILLS_BLUE, PLAYER applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1 applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1B disappear SILENT_HILLS_BLUE playsound SFX_ENTER_DOOR stopfollow pause 10 applymovement PLAYER, KrisWantsUppies disappear PLAYER playsound SFX_ENTER_DOOR special FadeOutPalettes pause 15 warpfacing UP, BLUE_LAB, 4, 19 setevent EVENT_DRAGGED_BY_BLUE setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios. .end end SilentHillsBlue2: checkevent EVENT_GOT_POKEMON_FROM_BLUE iftrue .end playmusic MUSIC_PROF_OAK opentext writetext BlueWaitText1 waitbutton closetext pause 15 applymovement PLAYER, KrisWantsLefties moveobject SILENT_HILLS_BLUE, 6, 8 disappear SILENT_HILLS_BLUE appear SILENT_HILLS_BLUE opentext writetext BlueWaitText2 waitbutton closetext turnobject PLAYER, RIGHT showemote EMOTE_SHOCK, PLAYER, 15 applymovement SILENT_HILLS_BLUE, BlueStrideMovement opentext writetext BlueFollowMeText waitbutton closetext follow SILENT_HILLS_BLUE, PLAYER applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement2 ; don't need 1B as we use a fallthrough instead disappear SILENT_HILLS_BLUE playsound SFX_ENTER_DOOR stopfollow pause 10 applymovement PLAYER, KrisWantsUppies disappear PLAYER playsound SFX_ENTER_DOOR special FadeOutPalettes pause 15 warpfacing UP, BLUE_LAB, 4, 19 setevent EVENT_DRAGGED_BY_BLUE setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios. .end end SilentHillsFlypointCallback: setflag ENGINE_FLYPOINT_SILENT_HILLS endcallback SilentHillsSign1: jumptext SilentHillsSign1Text SilentHillsSign1Text: text "CAL's HOUSE" done SilentHillsSign2: jumptext SilentHillsSign2Text SilentHillsSign2Text: text "SILENT HILLS" line "Ever peaceful…" done SilentHillsSign3: jumptext SilentHillsSign3Text SilentHillsSign3Text: text "TO LET" ; It technically says "HOUSE TO RENT" but this is more natural. done SilentHillsSign4: jumptext SilentHillsSign4Text SilentHillsSign4Text: text "Huh? The door is" line "closed…" done SilentHillsSign5: jumptext SilentHillsSign5Text SilentHillsSign5Text: text "'s HOUSE" done SilentHillsPokecenterSign: jumpstd PokecenterSignScript SilentHillPokefanF: jumptextfaceplayer SilentHillPokefanFText SilentHillPokefanFText: text "Your PACK is so" line "cool! Where did" cont "you get it?" done SilentHillYoungster: jumptextfaceplayer SilentHillManText SilentHillManText: text "Do some people" line "hate nocturnal" cont "#MON?" done BlueWaitText1: text "Hey! Hey! Wait!" line "Don't go out!" done BlueWaitText2: text "I said WAIT, bozo!" done BlueFollowMeText: text "BLUE: Do you not" line "know--" para "Huh?! It's you!" line "You wiped the flo-" cont "or with me before!" para "What are you doing" line "in NIHON?!" para "…" para "You may be useful," line "actually. Come on," cont "follow me!" done BlueStrideMovement: step LEFT step LEFT step LEFT step LEFT step LEFT step_end ; I got really annoyed at the inefficiency and decided to do things like this. ; There is probably a fallthrough you can use somewhere. BlueFollowMeMovement1A: step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT step_end BlueFollowMeMovement1: step DOWN step DOWN step DOWN step_end BlueFollowMeMovement2: step DOWN step DOWN step DOWN step DOWN ; fallthrough BlueFollowMeMovement1B: step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT step RIGHT step UP step_end KrisWantsUppies: step UP step_end KrisWantsLefties: ; Wasn't funny enough step LEFT step_end ; A little message for the cheaters. SilentHillsWhatScript: jumptextfaceplayer SilentHillsWhatText SilentHillsWhatText: text "How on earth did" line "you get here?!" para "You stinker!" para "…" para "Well, you must be" line "smart…." para "So, props! Thanks" line "for playing!" done SilentHills_MapEvents: db 0, 0 ; filler def_warp_events warp_event 13, 4, SILENT_HILLS_POKECENTER_1F, 1 ; Pokecenter warp_event 5, 4, CALS_HOUSE_1F, 1 ; Cal's House warp_event 14, 11, BLUE_LAB, 1 warp_event 15, 11, BLUE_LAB, 2 warp_event 3, 12, SILVERS_HOUSE, 1 def_coord_events coord_event 1, 9, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue1 coord_event 1, 8, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue2 def_bg_events bg_event 8, 4, BGEVENT_READ, SilentHillsSign1 bg_event 16, 5, BGEVENT_READ, SilentHillsSign2 bg_event 10, 11, BGEVENT_READ, SilentHillsSign3 bg_event 15, 11, BGEVENT_READ, SilentHillsSign4 bg_event 14, 11, BGEVENT_READ, SilentHillsSign4 bg_event 6, 12, BGEVENT_READ, SilentHillsSign5 bg_event 14, 4, BGEVENT_READ, SilentHillsPokecenterSign def_object_events object_event 8, 7, SPRITE_POKEFAN_F, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillPokefanF, -1 object_event 9, 13, SPRITE_YOUNGSTER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillYoungster, -1 object_event 0, 0, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, SilentHillsWhatScript, -1