ref: 2deb46b3f3daf3690becce5917b7ffc63c91d2e7
dir: /maps/CeladonMansionRoofHouse.asm/
const_def 2 ; object constants const CELADONMANSIONROOFHOUSE_PHARMACIST CeladonMansionRoofHouse_MapScripts: db 0 ; scene scripts db 0 ; callbacks CeladonMansionRoofHousePharmacistScript: faceplayer opentext checkevent EVENT_GOT_TM03_CURSE iftrue .GotCurse writetext CeladonMansionRoofHousePharmacistIntroText buttonsound checktime NITE iftrue .Night writetext CeladonMansionRoofHousePharmacistNotNightText waitbutton closetext end .Night: writetext CeladonMansionRoofHousePharmacistStoryText buttonsound verbosegiveitem TM_CURSE iffalse .NoRoom setevent EVENT_GOT_TM03_CURSE .GotCurse: writetext CeladonMansionRoofHousePharmacistCurseText waitbutton .NoRoom: closetext end CeladonMansionRoofHousePharmacistIntroText: text "Let me recount a" line "terrifying tale…" done CeladonMansionRoofHousePharmacistNotNightText: text "Then again, it's" line "not as scary while" para "it's still light" line "outside." para "Come back after" line "sunset, OK?" done CeladonMansionRoofHousePharmacistStoryText: text "Once upon a time," line "there was a little" para "boy who was given" line "a new BICYCLE…" para "He wanted to try" line "it right away…" para "He was having so" line "much fun that he" para "didn't notice the" line "sun had set…" para "While riding home" line "in the pitch-black" para "night, the bike" line "suddenly slowed!" para "The pedals became" line "heavy!" para "When he stopped" line "pedaling, the bike" para "began slipping" line "backwards!" para "It was as if the" line "bike were cursed" para "and trying to drag" line "him into oblivion!" para "…" para "…" para "SHRIEEEEK!" para "The boy had been" line "riding uphill on" cont "CYCLING ROAD!" para "…" line "Ba-dum ba-dum!" para "For listening so" line "patiently, you may" cont "take this--TM03!" done CeladonMansionRoofHousePharmacistCurseText: text "TM03 is CURSE." para "It's a terrifying" line "move that slowly" para "whittles down the" line "victim's HP." done CeladonMansionRoofHouse_MapEvents: db 0, 0 ; filler db 2 ; warp events warp_event 2, 7, CELADON_MANSION_ROOF, 3 warp_event 3, 7, CELADON_MANSION_ROOF, 3 db 0 ; coord events db 0 ; bg events db 1 ; object events object_event 3, 2, SPRITE_PHARMACIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, CeladonMansionRoofHousePharmacistScript, -1