ref: c61d6a3a5a602d5594071e9446bb3d93b5d99a75
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 UnknownText_0x71b27 buttonsound checktime NITE iftrue .Night writetext UnknownText_0x71b4a waitbutton closetext end .Night: writetext UnknownText_0x71ba3 buttonsound verbosegiveitem TM_CURSE iffalse .NoRoom setevent EVENT_GOT_TM03_CURSE .GotCurse: writetext UnknownText_0x71db3 waitbutton .NoRoom: closetext end UnknownText_0x71b27: text "Let me recount a" line "terrifying tale…" done UnknownText_0x71b4a: 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 UnknownText_0x71ba3: 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 UnknownText_0x71db3: 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