VictoryRoad2F_Script: ld hl, wCurrentMapScriptFlags bit 6, [hl] res 6, [hl] call nz, VictoryRoad2Script_517c4 ld hl, wCurrentMapScriptFlags bit 5, [hl] res 5, [hl] call nz, VictoryRoad2Script_517c9 call EnableAutoTextBoxDrawing ld hl, VictoryRoad2TrainerHeaders ld de, VictoryRoad2F_ScriptPointers ld a, [wVictoryRoad2FCurScript] call ExecuteCurMapScriptInTable ld [wVictoryRoad2FCurScript], a ret VictoryRoad2Script_517c4: ResetEvent EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH VictoryRoad2Script_517c9: CheckEvent EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 jr z, .asm_517da push af ld a, $15 lb bc, 4, 3 call VictoryRoad2Script_517e2 pop af .asm_517da bit 7, a ret z ld a, $1d lb bc, 7, 11 VictoryRoad2Script_517e2: ld [wNewTileBlockID], a predef ReplaceTileBlock ret VictoryRoad2F_ScriptPointers: dw VictoryRoad2Script0 dw DisplayEnemyTrainerTextAndStartBattle dw EndTrainerBattle VictoryRoad2Script0: ld hl, CoordsData_51816 call CheckBoulderCoords jp nc, CheckFightingMapTrainers EventFlagAddress hl, EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 ld a, [wCoordIndex] cp $2 jr z, .asm_5180b CheckEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 SetEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 ret nz jr .asm_51810 .asm_5180b CheckEventAfterBranchReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2, EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 SetEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 ret nz .asm_51810 ld hl, wCurrentMapScriptFlags set 5, [hl] ret CoordsData_51816: dbmapcoord 1, 16 dbmapcoord 9, 16 db -1 ; end VictoryRoad2F_TextPointers: dw VictoryRoad2Text1 dw VictoryRoad2Text2 dw VictoryRoad2Text3 dw VictoryRoad2Text4 dw VictoryRoad2Text5 dw GyaoonText dw PickUpItemText dw PickUpItemText dw PickUpItemText dw PickUpItemText dw BoulderText dw BoulderText dw BoulderText dw DoubleEdgeGuy VictoryRoad2TrainerHeaders: def_trainers VictoryRoad2TrainerHeader0: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_0, 4, VictoryRoad2BattleText1, VictoryRoad2EndBattleText1, VictoryRoad2AfterBattleText1 VictoryRoad2TrainerHeader1: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_1, 3, VictoryRoad2BattleText2, VictoryRoad2EndBattleText2, VictoryRoad2AfterBattleText2 VictoryRoad2TrainerHeader2: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_2, 3, VictoryRoad2BattleText3, VictoryRoad2EndBattleText3, VictoryRoad2AfterBattleText3 VictoryRoad2TrainerHeader3: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_3, 1, VictoryRoad2BattleText4, VictoryRoad2EndBattleText4, VictoryRoad2AfterBattleText4 VictoryRoad2TrainerHeader4: trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_4, 3, VictoryRoad2BattleText5, VictoryRoad2EndBattleText5, VictoryRoad2AfterBattleText5 GyaoonTrainerHeader: trainer EVENT_BEAT_GYAOON, 0, GyaoonBattleText, GyaoonBattleText, GyaoonBattleText db -1 ; end VictoryRoad2Text1: text_asm ld hl, VictoryRoad2TrainerHeader0 call TalkToTrainer jp TextScriptEnd VictoryRoad2Text2: text_asm ld hl, VictoryRoad2TrainerHeader1 call TalkToTrainer jp TextScriptEnd VictoryRoad2Text3: text_asm ld hl, VictoryRoad2TrainerHeader2 call TalkToTrainer jp TextScriptEnd VictoryRoad2Text4: text_asm ld hl, VictoryRoad2TrainerHeader3 call TalkToTrainer jp TextScriptEnd VictoryRoad2Text5: text_asm ld hl, VictoryRoad2TrainerHeader4 call TalkToTrainer jp TextScriptEnd GyaoonText: text_asm ld hl, GyaoonTrainerHeader call TalkToTrainer jp TextScriptEnd GyaoonBattleText: text_far _GyaoonBattleText text_asm ld a, GYAOON call PlayCry call WaitForSoundToFinish jp TextScriptEnd VictoryRoad2BattleText1: text_far _VictoryRoad2BattleText1 text_end VictoryRoad2EndBattleText1: text_far _VictoryRoad2EndBattleText1 text_end VictoryRoad2AfterBattleText1: text_far _VictoryRoad2AfterBattleText1 text_end VictoryRoad2BattleText2: text_far _VictoryRoad2BattleText2 text_end VictoryRoad2EndBattleText2: text_far _VictoryRoad2EndBattleText2 text_end VictoryRoad2AfterBattleText2: text_far _VictoryRoad2AfterBattleText2 text_end VictoryRoad2BattleText3: text_far _VictoryRoad2BattleText3 text_end VictoryRoad2EndBattleText3: text_far _VictoryRoad2EndBattleText3 text_end VictoryRoad2AfterBattleText3: text_far _VictoryRoad2AfterBattleText3 text_end VictoryRoad2BattleText4: text_far _VictoryRoad2BattleText4 text_end VictoryRoad2EndBattleText4: text_far _VictoryRoad2EndBattleText4 text_end VictoryRoad2AfterBattleText4: text_far _VictoryRoad2AfterBattleText4 text_end VictoryRoad2BattleText5: text_far _VictoryRoad2BattleText5 text_end VictoryRoad2EndBattleText5: text_far _VictoryRoad2EndBattleText5 text_end VictoryRoad2AfterBattleText5: text_far _VictoryRoad2AfterBattleText5 text_end ; FireRed NPC DoubleEdgeGuy: text_asm CheckEvent EVENT_GOT_TM10 jr nz, .got_item ld hl, TM10PreReceiveText call PrintText call YesNoChoice ld a, [wCurrentMenuItem] and a jr nz, .refused lb bc, TM_DOUBLE_EDGE, 1 call GiveItem jr nc, .bag_full ld hl, ReceivedTM10Text call PrintText SetEvent EVENT_GOT_TM10 jr .done .refused ld hl, TM10Refused call PrintText jr .done .bag_full ld hl, DoubleEdgeNoRoomText call PrintText jr .done .got_item ld hl, TM10ExplanationText call PrintText .done jp TextScriptEnd TM10PreReceiveText: text "You should be" line "proud of" cont "yourself," cont "having battled" cont "your way through" cont "VICTORY ROAD so" cont "courageously." para "In recognition" line "of your feat," cont "I can teach your" cont "#MON" cont "DOUBLE-EDGE." prompt ReceivedTM10Text: text_far _ReceivedTM10Text sound_get_item_1 text_end TM10ExplanationText: text "Keep that drive" line "going for the" cont "#MON LEAGUE!" para "Take a run at" line "them and knock" cont "em out!" done TM10Refused: text "I'll teach your" line "#MON anytime." done DoubleEdgeNoRoomText: text_far _TMNPCNoRoomText text_end