BrunswickTrail_Script: call EnableAutoTextBoxDrawing ld hl, BrunswickTrailTrainerHeaders ld de, BrunswickTrail_ScriptPointers ld a, [wBrunswickTrailCurScript] call ExecuteCurMapScriptInTable ld [wBrunswickTrailCurScript], a ret BrunswickTrail_ScriptPointers: dw CheckFightingMapTrainers dw DisplayEnemyTrainerTextAndStartBattle dw EndTrainerBattle BrunswickTrail_TextPointers: dw FakeTreeEvent dw BrunswickTrainer1 dw BrunswickTrainer2 dw BrunswickTrainer3 dw CaveGuy dw GZapFound dw Lover1 dw Lover2 dw PickUpItemText BrunswickTrailTrainerHeaders: def_trainers CactusTrainerHeader: trainer EVENT_BEAT_CACTUS, 0, CactusBattleText, CactusBattleText, CactusBattleText BrunswickTrainerHeader0: trainer EVENT_BEAT_BRUNSWICK_TRAINER_0, 4, BrunswickBattleText1, BrunswickEndBattleText1, BrunswickAfterBattleText1 BrunswickTrainerHeader1: trainer EVENT_BEAT_BRUNSWICK_TRAINER_1, 4, BrunswickBattleText2, BrunswickEndBattleText2, BrunswickAfterBattleText2 BrunswickTrainerHeader2: trainer EVENT_BEAT_BRUNSWICK_TRAINER_2, 1, BrunswickBattleText3, BrunswickEndBattleText3, BrunswickAfterBattleText3 db -1 ; end Lover1: text_far _Lover1 text_end Lover2: text_far _Lover2 text_end BrunswickTrainer1: text_asm ld hl, BrunswickTrainerHeader0 call TalkToTrainer jp TextScriptEnd BrunswickBattleText1: text_far _BrunswickBattleText1 text_end BrunswickEndBattleText1: text_far _BrunswickEndBattleText1 text_end BrunswickAfterBattleText1: text_far _BrunswickAfterBattleText1 text_end BrunswickTrainer2: text_asm ld hl, BrunswickTrainerHeader1 call TalkToTrainer jp TextScriptEnd BrunswickBattleText2: text_far _BrunswickBattleText2 text_end BrunswickEndBattleText2: text_far _BrunswickEndBattleText2 text_end BrunswickAfterBattleText2: text_far _BrunswickAfterBattleText2 text_end BrunswickTrainer3: text_asm ld hl, BrunswickTrainerHeader2 call TalkToTrainer jp TextScriptEnd BrunswickBattleText3: text_far _BrunswickBattleText3 text_end BrunswickEndBattleText3: text_far _BrunswickEndBattleText3 text_end BrunswickAfterBattleText3: text_far _BrunswickAfterBattleText3 text_end CaveGuy: text_far _CaveGuy text_end FakeTreeNoCut: text_far _FakeTreeNoCut text_end FakeTreePrompt: text_far _FakeTreePrompt text_end ; Ok, so here's how it is. ; I tried to make the text work more efficiently here, but nothing worked. ; One bug literally took me back to the fucking title screen and at that point I gave up. ; I wanted to have some text before the CUT check. It did not work. It was terrifying. ; So instead I have two different versions of the same text, despite some being the same. ; It is inefficient, but it works. There's a lot to see in this life, and I'm not wasting it in Notepad++. FakeTreeEvent: text_asm ; ld d, CUT ; farcall HasPartyMove ; jr z, .NoCut ; jr nz, .HasCut ;.HasCut ld hl, FakeTreePrompt call PrintText call YesNoChoice ld a, [wCurrentMenuItem] and a jr nz, .refused ld a, SFX_CUT call PlaySound ld hl, CactusTrainerHeader call TalkToTrainer jp TextScriptEnd ; I have tried a lot of things and it's not disappearing AAA ;.NoCut ; ld hl, FakeTreeNoCut ; Why do you have to be this way? I scream, for I do not know. ; call PrintText ; ret .refused jp TextScriptEnd CactusBattleText: text_far _FakeTreeAttack text_asm ld a, CACTORMUS call PlayCry call WaitForSoundToFinish jp TextScriptEnd GZapFound: text_asm ld hl, BirdTextCall call PrintText ld a, ZAPDOS_G call PlayCry call WaitForSoundToFinish ld a, $ff ld [wJoyIgnore], a call GBFadeOutToBlack ld a, SFX_RUN call PlaySound ld a, HS_BRUNSWICK_ZAPDOS_G_1 ld [wMissableObjectIndex], a predef HideObject ld a, HS_GLADE_GZAP_1 ld [wMissableObjectIndex], a predef ShowObject call UpdateSprites call Delay3 call GBFadeInFromBlack ld a, 0 ld [wJoyIgnore], a ld hl, GZapRunText call PrintText jp TextScriptEnd GZapRunText: text "It ran off" line "somewhere..." done text_end BirdTextCall: text_far _BirdBattleText text_end