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 ZapdosGuy dw GalarianZapdosText BrunswickTrailTrainerHeaders: def_trainers CactusTrainerHeader: trainer EVENT_BEAT_CACTUS, 0, CactusBattleText, CactusBattleText, CactusBattleText GalarianZapdosTrainerHeader: trainer EVENT_BEAT_ZAPDOSG, 0, GalarianZapdosBattleText, GalarianZapdosBattleText, GalarianZapdosBattleText db -1 ; end ZapdosGuy: text_far _ZapdosGuy 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, CACTUS call PlayCry call WaitForSoundToFinish jp TextScriptEnd GalarianZapdosText: text_asm ld hl, GalarianZapdosTrainerHeader call TalkToTrainer jp TextScriptEnd GalarianZapdosBattleText: text_far _GalarianZapdosBattleText text_asm ld a, ZAPDOS_G call PlayCry call WaitForSoundToFinish jp TextScriptEnd text_end ; unused