BrunswickGlade_Script: call EnableAutoTextBoxDrawing ld hl, BrunswickGladeTrainerHeaders ld de, BrunswickGlade_ScriptPointers ld a, [wBrunswickGladeCurScript] call ExecuteCurMapScriptInTable ld [wBrunswickGladeCurScript], a ret BrunswickGlade_ScriptPointers: dw CheckFightingMapTrainers dw DisplayEnemyTrainerTextAndStartBattle dw EndTrainerBattle BrunswickGlade_TextPointers: dw GZapRun1 dw GZapRun2 dw GZapRun3 dw PickUpItemText dw PickUpItemText dw PickUpItemText dw PickUpItemText dw BrunswickGladeTrainer1 dw BrunswickGladeTrainer2 dw BrunswickGladeTrainer3 dw BrunswickGladeTrainer4 dw BrunswickGladeSign1 BrunswickGladeTrainerHeaders: def_trainers BrunswickGladeTrainerHeader0: trainer EVENT_BEAT_BRUNSWICK_GLADE_COOLTRAINER_F, 1, BrunswickGladeBattleText1, BrunswickGladeEndBattleText1, BrunswickGladeAfterBattleText1 BrunswickGladeTrainerHeader2: ; don't ask trainer EVENT_BEAT_BRUNSWICK_GLADE_GENTLEMAN, 4, BrunswickGladeBattleText3, BrunswickGladeEndBattleText3, BrunswickGladeAfterBattleText3 BrunswickGladeTrainerHeader1: trainer EVENT_BEAT_BRUNSWICK_GLADE_BEAUTY, 4, BrunswickGladeBattleText2, BrunswickGladeEndBattleText2, BrunswickGladeAfterBattleText2 BrunswickGladeTrainerHeader3: trainer EVENT_BEAT_BRUNSWICK_GLADE_COOLTRAINER_M, 3, BrunswickGladeBattleText4, BrunswickGladeEndBattleText4, BrunswickGladeAfterBattleText4 db -1 ; end 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_far _GZapGladeRunText text_end BrunswickGladeSign1: text_far _BrunswickGladeSign text_end BrunswickGladeTrainer1: text_asm ld hl, BrunswickGladeTrainerHeader0 call TalkToTrainer jp TextScriptEnd BrunswickGladeTrainer2: text_asm ld hl, BrunswickGladeTrainerHeader1 call TalkToTrainer jp TextScriptEnd BrunswickGladeTrainer3: text_asm ld hl, BrunswickGladeTrainerHeader2 call TalkToTrainer jp TextScriptEnd BrunswickGladeTrainer4: text_asm ld hl, BrunswickGladeTrainerHeader3 call TalkToTrainer jp TextScriptEnd BrunswickGladeBattleText1: text_far _BrunswickGladeBattleText1 text_end BrunswickGladeEndBattleText1: text_far _BrunswickGladeEndBattleText1 text_end BrunswickGladeAfterBattleText1: text_far _BrunswickGladeAfterBattleText1 text_end BrunswickGladeBattleText2: text_far _BrunswickGladeBattleText2 text_end BrunswickGladeEndBattleText2: text_far _BrunswickGladeEndBattleText2 text_end BrunswickGladeAfterBattleText2: text_far _BrunswickGladeAfterBattleText2 text_end BrunswickGladeBattleText3: text_far _BrunswickGladeBattleText3 text_end BrunswickGladeEndBattleText3: text_far _BrunswickGladeEndBattleText3 text_end BrunswickGladeAfterBattleText3: text_far _BrunswickGladeAfterBattleText3 text_end BrunswickGladeBattleText4: text_far _BrunswickGladeBattleText4 text_end BrunswickGladeEndBattleText4: text_far _BrunswickGladeEndBattleText4 text_end BrunswickGladeAfterBattleText4: text_far _BrunswickGladeAfterBattleText4 text_end