SilphGauntlet4F_Script: call EnableAutoTextBoxDrawing ld hl, SilphGauntlet4FTrainerHeaders ld de, SilphGauntlet4F_ScriptPointers ld a, [wSilphGauntlet4FCurScript] call ExecuteCurMapScriptInTable ld [wSilphGauntlet4FCurScript], a ret SilphGauntlet4F_ScriptPointers: dw PurifiedZoneScript dw DisplayEnemyTrainerTextAndStartBattle dw EndTrainerBattle PurifiedZoneScript: ld hl, CoordsData_PureZone call ArePlayerCoordsInArray jr c, .asm_60960 ld hl, wd72e res 4, [hl] ResetEvent EVENT_IN_PURIFIED_ZONE jp CheckFightingMapTrainers .asm_60960 CheckAndSetEvent EVENT_IN_PURIFIED_ZONE ret nz xor a ldh [hJoyHeld], a ld a, $f0 ld [wJoyIgnore], a ld hl, wd72e set 4, [hl] predef HealParty call GBFadeOutToWhite call Delay3 call Delay3 call GBFadeInFromWhite ld a, $7 ldh [hSpriteIndexOrTextID], a call DisplayTextID xor a ld [wJoyIgnore], a ret CoordsData_PureZone: dbmapcoord 10, 12 dbmapcoord 11, 12 dbmapcoord 10, 13 dbmapcoord 11, 13 db -1 ; end SilphGauntlet4F_TextPointers: dw SilphGauntlet4FText1 dw SilphGauntlet4FText2 dw SilphGauntlet4FText3 dw SilphGauntlet4FText4 dw SilphGauntlet4FText5 dw SilphGauntlet4FText6 dw PurifiedZoneText SilphGauntlet4FTrainerHeaders: def_trainers 4 SilphGauntlet4FTrainerHeader0: trainer EVENT_BEAT_GAUNTLET_SCIENTIST, 1, SilphGauntlet4FBattleText1, SilphGauntlet4FEndBattleText1, SilphGauntlet4FAfterBattleText1 SilphGauntlet4FTrainerHeader1: trainer EVENT_BEAT_GAUNTLET_GAMBLER, 2, SilphGauntlet4FBattleText2, SilphGauntlet4FEndBattleText2, SilphGauntlet4FAfterBattleText2 SilphGauntlet4FTrainerHeader2: trainer EVENT_BEAT_GAUNTLET_ROCKET, 2, SilphGauntlet4FBattleText3, SilphGauntlet4FEndBattleText3, SilphGauntlet4FAfterBattleText3 SilphGauntlet4FTrainerHeader3: trainer EVENT_BEAT_GAUNTLET_BIKER, 2, SilphGauntlet4FBattleText4, SilphGauntlet4FEndBattleText4, SilphGauntlet4FAfterBattleText4 SilphGauntlet4FTrainerHeader4: trainer EVENT_BEAT_GAUNTLET_BURGLAR, 2, SilphGauntlet4FBattleText5, SilphGauntlet4FEndBattleText5, SilphGauntlet4FAfterBattleText5 SilphGauntlet4FTrainerHeader5: trainer EVENT_BEAT_GAUNTLET_CHANNELER, 2, SilphGauntlet4FBattleText6, SilphGauntlet4FEndBattleText6, SilphGauntlet4FAfterBattleText6 db -1 ; end SilphGauntlet4FText1: text_asm ld hl, SilphGauntlet4FTrainerHeader0 call TalkToTrainer jp TextScriptEnd SilphGauntlet4FBattleText1: text_far _SilphGauntlet4FBattleText1 text_end SilphGauntlet4FEndBattleText1: text_far _SilphGauntlet4FEndBattleText1 text_end SilphGauntlet4FAfterBattleText1: text_far _SilphGauntlet4FAfterBattleText1 text_end SilphGauntlet4FText2: text_asm ld hl, SilphGauntlet4FTrainerHeader1 call TalkToTrainer jp TextScriptEnd SilphGauntlet4FBattleText2: text_far _SilphGauntlet4FBattleText2 text_end SilphGauntlet4FEndBattleText2: text_far _SilphGauntlet4FEndBattleText2 text_end SilphGauntlet4FAfterBattleText2: text_far _SilphGauntlet4FAfterBattleText2 text_end SilphGauntlet4FText3: text_asm ld hl, SilphGauntlet4FTrainerHeader2 call TalkToTrainer jp TextScriptEnd SilphGauntlet4FBattleText3: text_far _SilphGauntlet4FBattleText3 text_end SilphGauntlet4FEndBattleText3: text_far _SilphGauntlet4FEndBattleText3 text_end SilphGauntlet4FAfterBattleText3: text_far _SilphGauntlet4FAfterBattleText3 text_end SilphGauntlet4FText4: text_asm ld hl, SilphGauntlet4FTrainerHeader3 call TalkToTrainer jp TextScriptEnd SilphGauntlet4FBattleText4: text_far _SilphGauntlet4FBattleText4 text_end SilphGauntlet4FEndBattleText4: text_far _SilphGauntlet4FEndBattleText4 text_end SilphGauntlet4FAfterBattleText4: text_far _SilphGauntlet4FAfterBattleText4 text_end SilphGauntlet4FText5: text_asm ld hl, SilphGauntlet4FTrainerHeader4 call TalkToTrainer jp TextScriptEnd SilphGauntlet4FBattleText5: text_far _SilphGauntlet4FBattleText5 text_end SilphGauntlet4FEndBattleText5: text_far _SilphGauntlet4FEndBattleText5 text_end SilphGauntlet4FAfterBattleText5: text_far _SilphGauntlet4FAfterBattleText5 text_end SilphGauntlet4FText6: text_asm ld hl, SilphGauntlet4FTrainerHeader5 call TalkToTrainer jp TextScriptEnd SilphGauntlet4FBattleText6: text_far _SilphGauntlet4FBattleText6 text_end SilphGauntlet4FEndBattleText6: text_far _SilphGauntlet4FEndBattleText6 text_end SilphGauntlet4FAfterBattleText6: text_far _SilphGauntlet4FAfterBattleText6 text_end PurifiedZoneText: text_far _PurifiedZoneText text_end