BrunswickGlade_Script: jp EnableAutoTextBoxDrawing BrunswickGlade_TextPointers: dw GZapRun1 dw GZapRun2 dw GZapRun3 dw BrunswickGladeSign1 GZapRun1: text_far _BirdBattleText text_asm 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_GLADE_GZAP_1 ld [wMissableObjectIndex], a predef HideObject ld a, HS_GLADE_GZAP_2 ld [wMissableObjectIndex], a predef ShowObject call UpdateSprites call Delay3 call GBFadeInFromBlack ld a, 0 ld [wJoyIgnore], a ld hl, GZapGladeRunText call PrintText jp TextScriptEnd GZapRun2: text_far _BirdBattleText text_asm 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_GLADE_GZAP_2 ld [wMissableObjectIndex], a predef HideObject ld a, HS_GLADE_GZAP_3 ld [wMissableObjectIndex], a predef ShowObject call UpdateSprites call Delay3 call GBFadeInFromBlack ld a, 0 ld [wJoyIgnore], a ld hl, GZapGladeRunText call PrintText jp TextScriptEnd GZapRun3: text_far _BirdBattleText text_asm 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_GLADE_GZAP_3 ld [wMissableObjectIndex], a predef HideObject ld a, HS_BRUNSWICK_ZAPDOS_G_2 ld [wMissableObjectIndex], a predef ShowObject call UpdateSprites call Delay3 call GBFadeInFromBlack ld a, 0 ld [wJoyIgnore], a ld hl, GZapGladeRunText call PrintText jp TextScriptEnd GZapGladeRunText: text "It ran away" line "again..." done text_end BrunswickGladeSign1: text "BRUNSWICK GLADE" line "The lush..." para "The sign has been" line "kicked in. It's" cont "impossible to" cont "read..." done text_end