CinnabarIsland_Script: call EnableAutoTextBoxDrawing ld hl, wCurrentMapScriptFlags set 5, [hl] ResetEvent EVENT_MANSION_SWITCH_ON ResetEvent EVENT_LAB_STILL_REVIVING_FOSSIL ld hl, CinnabarIsland_ScriptPointers ld a, [wCinnabarIslandCurScript] jp CallFunctionInTable CinnabarIsland_ScriptPointers: dw CinnabarIslandScript0 dw CinnabarIslandScript1 CinnabarIslandScript0: ld b, SECRET_KEY call IsItemInBag ret nz ld a, [wYCoord] cp 10 ret nz ld a, [wXCoord] cp 20 ret nz ld a, PLAYER_DIR_UP ld [wPlayerMovingDirection], a ld a, $8 ldh [hSpriteIndexOrTextID], a call DisplayTextID xor a ldh [hJoyHeld], a ld a, $1 ld [wSimulatedJoypadStatesIndex], a ld a, D_DOWN ld [wSimulatedJoypadStatesEnd], a call StartSimulatingJoypadStates xor a ld [wSpritePlayerStateData1FacingDirection], a ld [wJoyIgnore], a ld a, $1 ld [wCinnabarIslandCurScript], a ret CinnabarIslandScript1: ld a, [wSimulatedJoypadStatesIndex] and a ret nz call Delay3 ld a, $0 ld [wCinnabarIslandCurScript], a ret CinnabarIsland_TextPointers: dw CinnabarIslandText1 dw CinnabarIslandText2 dw CinnabarPocketLapras dw CinnabarIslandText3 dw MartSignText dw PokeCenterSignText dw CinnabarIslandText6 dw CinnabarIslandText7 dw CinnabarIslandText8 CinnabarIslandText8: text_far _CinnabarIslandText8 text_end CinnabarIslandText1: text_far _CinnabarIslandText1 text_end CinnabarIslandText2: text_far _CinnabarIslandText2 text_end CinnabarIslandText3: text_far _CinnabarIslandText3 text_end CinnabarIslandText6: text_far _CinnabarIslandText6 text_end CinnabarIslandText7: text_far _CinnabarIslandText7 text_end _CinnabarPocketLapras1: text "Bah, this LAPRAS" line "just doesn't want" cont "to fight! Can you" cont "believe that?" para "All it likes to" line "do is SURF, but" cont "my GYARADOS can" cont "already do that!" para "Here, take it. I" line "can't stand its" cont "big ol' eyes" cont "looking at me." prompt _PocketLaprasNoRoomText: text "You don't have" line "room, either?" para "Well, it's not" line "like it's going" cont "anywhere..." done _ReceivedPocketLaprasText: text " received" line "@" text_ram wStringBuffer text "!@" text_end _CinnabarPocketLapras2: text "Take care of it" line "though, alright?" cont "LAPRAS is very" cont "endangered." para "You should stay" line "safe, too." ; haha, llinos, you sly dog done ; for some reason it crashed super hard if I didn't do this. CinnabarPocketLapras1: text_far _CinnabarPocketLapras1 text_end CinnabarPocketLapras2: text_far _CinnabarPocketLapras2 text_end PocketLaprasNoRoomText: text_far _PocketLaprasNoRoomText text_end ReceivedPocketLaprasText: text_far _ReceivedPocketLaprasText text_end CinnabarPocketLapras: text_asm CheckEvent EVENT_GOT_POCKET_LAPRAS jr nz, .skip ld hl, CinnabarPocketLapras1 call PrintText lb bc, POCKET_LAPRAS, 1 call GiveItem jr nc, .bag_full ld hl, ReceivedPocketLaprasText call PrintText ld a, SFX_GET_KEY_ITEM call PlaySound SetEvent EVENT_GOT_POCKET_LAPRAS ; if you get here, it's done. jr .end .bag_full ld hl, PocketLaprasNoRoomText jr .end .skip ld hl, CinnabarPocketLapras2 call PrintText ; fallthrough .end jp TextScriptEnd