ref: a129ba7b43b743efacf2926f4443b5f1d6305ef8
dir: /maps/ElmsLab.asm/
ElmsLab_MapScriptHeader: .MapTriggers: db 6 ; triggers dw UnknownScript_0x78b7a, $0000 dw UnknownScript_0x78b7e, $0000 dw UnknownScript_0x78b7f, $0000 dw UnknownScript_0x78b80, $0000 dw UnknownScript_0x78b81, $0000 dw UnknownScript_0x78b82, $0000 .MapCallbacks: db 1 ; callbacks dbw 2, ElmsLab_PutElmAtLaptop UnknownScript_0x78b7a: priorityjump ElmsLab_AutowalkUpToElm end UnknownScript_0x78b7e: end UnknownScript_0x78b7f: end UnknownScript_0x78b80: end UnknownScript_0x78b81: end UnknownScript_0x78b82: end ElmsLab_PutElmAtLaptop: checktriggers iftrue .Skip moveperson $2, $3, $4 .Skip: return ElmsLab_AutowalkUpToElm: applymovement PLAYER, ElmsLab_WalkUpToElmMovement showemote EMOTE_SHOCK, $2, 15 spriteface $2, RIGHT loadfont writetext ElmText_Intro ElmsLab_RefuseLoop: yesorno iftrue ElmsLab_ElmGetsEmail writetext ElmText_Refused jump ElmsLab_RefuseLoop ElmsLab_ElmGetsEmail: writetext ElmText_Accepted keeptextopen writetext ElmText_ResearchAmbitions closetext loadmovesprites playsound SFX_GLASS_TING pause 30 showemote EMOTE_SHOCK, $2, 10 spriteface $2, DOWN loadfont writetext ElmText_GotAnEmail closetext loadmovesprites loadfont spriteface $2, RIGHT writetext ElmText_MissionFromMrPokemon closetext loadmovesprites applymovement $2, ElmsLab_ElmToDefaultPositionMovement1 spriteface PLAYER, UP applymovement $2, ElmsLab_ElmToDefaultPositionMovement2 spriteface PLAYER, RIGHT loadfont writetext ElmText_ChooseAPokemon closetext dotrigger $1 loadmovesprites end ProfElmScript: faceplayer loadfont checkevent EVENT_GOT_SS_TICKET_FROM_ELM iftrue ElmCheckMasterBall checkevent EVENT_BEAT_ELITE_FOUR iftrue ElmGiveTicketScript ElmCheckMasterBall: checkevent EVENT_GOT_MASTER_BALL_FROM_ELM iftrue ElmCheckEverstone checkflag ENGINE_RISINGBADGE iftrue ElmGiveMasterBallScript ElmCheckEverstone: checkevent EVENT_GOT_EVERSTONE_FROM_ELM iftrue ElmScript_CallYou checkevent EVENT_SHOWED_TOGEPI_TO_ELM iftrue ElmGiveEverstoneScript checkevent EVENT_TOLD_ELM_ABOUT_TOGEPI_OVER_THE_PHONE iffalse ElmCheckTogepiEgg writebyte TOGEPI special Functionc284 iftrue ShowElmTogepiScript writebyte TOGETIC special Functionc284 iftrue ShowElmTogepiScript writetext UnknownText_0x79a40 closetext loadmovesprites end ElmEggHatchedScript: writebyte TOGEPI special Functionc284 iftrue ShowElmTogepiScript writebyte TOGETIC special Functionc284 iftrue ShowElmTogepiScript jump ElmCheckGotEggAgain ElmCheckTogepiEgg: checkevent EVENT_GOT_TOGEPI_EGG_FROM_ELMS_AIDE iffalse ElmCheckGotEggAgain checkevent EVENT_TOGEPI_HATCHED iftrue ElmEggHatchedScript ElmCheckGotEggAgain: checkevent EVENT_GOT_TOGEPI_EGG_FROM_ELMS_AIDE ; why are we checking it again? iftrue ElmWaitingEggHatchScript checkflag ENGINE_ZEPHYRBADGE iftrue ElmAideHasEggScript checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM iftrue ElmStudyingEggScript checkevent EVENT_GOT_MYSTERY_EGG_FROM_MR_POKEMON iftrue ElmAfterTheftScript checkevent EVENT_GOT_A_POKEMON_FROM_ELM iftrue ElmDescribesMrPokemonScript writetext ElmText_LetYourMonBattleIt closetext loadmovesprites end LabTryToLeaveScript: spriteface $2, DOWN loadfont writetext LabWhereGoingText closetext loadmovesprites applymovement PLAYER, MovementData_0x78f70 end CyndaquilPokeBallScript: checkevent EVENT_GOT_A_POKEMON_FROM_ELM iftrue LookAtElmPokeBallScript spriteface $2, DOWN refreshscreen $0 pokepic CYNDAQUIL cry CYNDAQUIL closetext pokepicyesorno loadfont writetext TakeCyndaquilText yesorno iffalse DidntChooseStarterScript disappear $4 setevent EVENT_GOT_CYNDAQUIL_FROM_ELM writetext ChoseStarterText keeptextopen waitbutton pokenamemem CYNDAQUIL, $0 writetext ReceivedStarterText playsound SFX_CAUGHT_MON waitbutton keeptextopen givepoke CYNDAQUIL, 5, BERRY, 0 loadmovesprites checkcode VAR_FACING if_equal $3, ElmDirectionsScript applymovement PLAYER, AfterCyndaquilMovement jump ElmDirectionsScript TotodilePokeBallScript: checkevent EVENT_GOT_A_POKEMON_FROM_ELM iftrue LookAtElmPokeBallScript spriteface $2, DOWN refreshscreen $0 pokepic TOTODILE cry TOTODILE closetext pokepicyesorno loadfont writetext TakeTotodileText yesorno iffalse DidntChooseStarterScript disappear $5 setevent EVENT_GOT_TOTODILE_FROM_ELM writetext ChoseStarterText keeptextopen waitbutton pokenamemem TOTODILE, $0 writetext ReceivedStarterText playsound SFX_CAUGHT_MON waitbutton keeptextopen givepoke TOTODILE, 5, BERRY, 0 loadmovesprites applymovement PLAYER, AfterTotodileMovement jump ElmDirectionsScript ChikoritaPokeBallScript: checkevent EVENT_GOT_A_POKEMON_FROM_ELM iftrue LookAtElmPokeBallScript spriteface $2, DOWN refreshscreen $0 pokepic CHIKORITA cry CHIKORITA closetext pokepicyesorno loadfont writetext TakeChikoritaText yesorno iffalse DidntChooseStarterScript disappear $6 setevent EVENT_GOT_CHIKORITA_FROM_ELM writetext ChoseStarterText keeptextopen waitbutton pokenamemem CHIKORITA, $0 writetext ReceivedStarterText playsound SFX_CAUGHT_MON waitbutton keeptextopen givepoke CHIKORITA, 5, BERRY, 0 loadmovesprites applymovement PLAYER, AfterChikoritaMovement jump ElmDirectionsScript DidntChooseStarterScript: writetext DidntChooseStarterText closetext loadmovesprites end ElmDirectionsScript: spriteface PLAYER, UP loadfont writetext ElmDirectionsText1 closetext loadmovesprites addcellnum PHONE_ELM loadfont writetext GotElmsNumberText playsound SFX_REGISTER_PHONE_NUMBER waitbutton closetext loadmovesprites spriteface $2, LEFT loadfont writetext ElmDirectionsText2 closetext loadmovesprites spriteface $2, DOWN loadfont writetext ElmDirectionsText3 closetext loadmovesprites setevent EVENT_GOT_A_POKEMON_FROM_ELM setevent EVENT_RIVAL_CHERRYGROVE_CITY dotrigger $5 domaptrigger NEW_BARK_TOWN, $1 end ElmDescribesMrPokemonScript: writetext ElmDescribesMrPokemonText closetext loadmovesprites end LookAtElmPokeBallScript: loadfont writetext ElmPokeBallText closetext loadmovesprites end ElmsLabHealingMachine: loadfont checkevent EVENT_GOT_A_POKEMON_FROM_ELM iftrue .CanHeal writetext ElmsLabHealingMachineText1 closetext loadmovesprites end .CanHeal writetext ElmsLabHealingMachineText2 yesorno iftrue ElmsLabHealingMachine_HealParty loadmovesprites end ElmsLabHealingMachine_HealParty: special Mobile_HealParty special HealParty playmusic MUSIC_NONE writebyte 1 ; Machine is in Elm's Lab special HealMachineAnim pause 30 special RestartMapMusic loadmovesprites end ElmAfterTheftDoneScript: closetext loadmovesprites end ElmAfterTheftScript: writetext ElmAfterTheftText1 checkitem MYSTERY_EGG iffalse ElmAfterTheftDoneScript keeptextopen writetext ElmAfterTheftText2 closetext takeitem MYSTERY_EGG, 1 scall ElmJumpBackScript1 writetext ElmAfterTheftText3 closetext scall ElmJumpBackScript2 writetext ElmAfterTheftText4 keeptextopen writetext ElmAfterTheftText5 keeptextopen setevent EVENT_GAVE_MYSTERY_EGG_TO_ELM setflag ENGINE_BUG_CONTEST_ON domaptrigger ROUTE_29, $1 clearevent EVENT_ROUTE_30_YOUNGSTER_JOEY setevent EVENT_ROUTE_30_BATTLE writetext ElmAfterTheftText6 closetext loadmovesprites dotrigger $6 end ElmStudyingEggScript: writetext ElmStudyingEggText closetext loadmovesprites end ElmAideHasEggScript: writetext ElmAideHasEggText closetext loadmovesprites end ElmWaitingEggHatchScript: writetext ElmWaitingEggHatchText closetext loadmovesprites end ShowElmTogepiScript: writetext ShowElmTogepiText1 closetext loadmovesprites showemote EMOTE_SHOCK, $2, 15 setevent EVENT_SHOWED_TOGEPI_TO_ELM loadfont writetext ShowElmTogepiText2 keeptextopen writetext ShowElmTogepiText3 keeptextopen ElmGiveEverstoneScript: writetext ElmGiveEverstoneText1 keeptextopen verbosegiveitem EVERSTONE, 1 iffalse ElmScript_NoRoomForEverstone writetext ElmGiveEverstoneText2 closetext loadmovesprites setevent EVENT_GOT_EVERSTONE_FROM_ELM end ElmScript_CallYou: writetext ElmText_CallYou closetext ElmScript_NoRoomForEverstone: loadmovesprites end ElmGiveMasterBallScript: writetext ElmGiveMasterBallText1 keeptextopen verbosegiveitem MASTER_BALL, 1 iffalse .notdone setevent EVENT_GOT_MASTER_BALL_FROM_ELM writetext ElmGiveMasterBallText2 closetext .notdone loadmovesprites end ElmGiveTicketScript: writetext ElmGiveTicketText1 keeptextopen verbosegiveitem S_S_TICKET, 1 setevent EVENT_GOT_SS_TICKET_FROM_ELM writetext ElmGiveTicketText2 closetext loadmovesprites end ElmJumpBackScript1: loadmovesprites checkcode VAR_FACING if_equal DOWN, ElmJumpDownScript if_equal UP, ElmJumpUpScript if_equal LEFT, ElmJumpLeftScript if_equal RIGHT, ElmJumpRightScript end ElmJumpBackScript2: loadmovesprites checkcode VAR_FACING if_equal DOWN, ElmJumpUpScript if_equal UP, ElmJumpDownScript if_equal LEFT, ElmJumpRightScript if_equal RIGHT, ElmJumpLeftScript end ElmJumpUpScript: applymovement $2, ElmJumpUpMovement loadfont end ElmJumpDownScript: applymovement $2, ElmJumpDownMovement loadfont end ElmJumpLeftScript: applymovement $2, ElmJumpLeftMovement loadfont end ElmJumpRightScript: applymovement $2, ElmJumpRightMovement loadfont end AideScript_WalkPotions1: applymovement $3, AideWalksRight1 spriteface PLAYER, DOWN scall AideScript_GivePotions applymovement $3, AideWalksLeft1 end AideScript_WalkPotions2: applymovement $3, AideWalksRight2 spriteface PLAYER, DOWN scall AideScript_GivePotions applymovement $3, AideWalksLeft2 end AideScript_GivePotions: loadfont writetext AideText_GiveYouPotions keeptextopen verbosegiveitem POTION, 1 writetext AideText_AlwaysBusy closetext loadmovesprites dotrigger $2 end AideScript_WalkBalls1: applymovement $3, AideWalksRight1 spriteface PLAYER, DOWN scall AideScript_GiveYouBalls applymovement $3, AideWalksLeft1 end AideScript_WalkBalls2: applymovement $3, AideWalksRight2 spriteface PLAYER, DOWN scall AideScript_GiveYouBalls applymovement $3, AideWalksLeft2 end AideScript_GiveYouBalls: loadfont writetext AideText_GiveYouBalls keeptextopen itemtotext POKE_BALL, $1 scall AideScript_ReceiveTheBalls giveitem POKE_BALL, $5 writetext AideText_ExplainBalls keeptextopen itemnotify loadmovesprites dotrigger $2 end AideScript_ReceiveTheBalls: jumpstd receiveitem end ElmsAideScript: faceplayer loadfont checkevent EVENT_GOT_TOGEPI_EGG_FROM_ELMS_AIDE iftrue AideScript_AfterTheft checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM iftrue AideScript_ExplainBalls checkevent EVENT_GOT_MYSTERY_EGG_FROM_MR_POKEMON iftrue AideScript_TheftTestimony writetext AideText_AlwaysBusy closetext loadmovesprites end AideScript_TheftTestimony: writetext AideText_TheftTestimony closetext loadmovesprites end AideScript_ExplainBalls: writetext AideText_ExplainBalls closetext loadmovesprites end AideScript_AfterTheft: writetext AideText_AfterTheft closetext loadmovesprites end MeetCopScript2: applymovement PLAYER, MeetCopScript2_StepLeft MeetCopScript: applymovement PLAYER, MeetCopScript_WalkUp CopScript: spriteface $7, LEFT loadfont writetext ElmsLabOfficerText1 keeptextopen special SpecialNameRival writetext ElmsLabOfficerText2 closetext loadmovesprites applymovement $7, OfficerLeavesMovement disappear $7 dotrigger $2 end ElmsLabWindow: loadfont checkflag ENGINE_FLYPOINT_VIOLET iftrue .Normal checkevent EVENT_ELM_CALLED_ABOUT_STOLEN_POKEMON iftrue .BreakIn jump .Normal .BreakIn writetext ElmsLabWindowText2 closetext loadmovesprites end .Normal writetext ElmsLabWindowText1 closetext loadmovesprites end ElmsLabTravelTip1: jumptext ElmsLabTravelTip1Text ElmsLabTravelTip2: jumptext ElmsLabTravelTip2Text ElmsLabTravelTip3: jumptext ElmsLabTravelTip3Text ElmsLabTravelTip4: jumptext ElmsLabTravelTip4Text ElmsLabTrashcan: jumptext ElmsLabTrashcanText ElmsLabPC: jumptext ElmsLabPCText ElmsLabTrashcan2: ; unused jumpstd trashcan ElmsLabBookshelf: jumpstd difficultbookshelf ElmsLab_WalkUpToElmMovement: step_up step_up step_up step_up step_up step_up step_up turn_head_left step_end MovementData_0x78f70: step_up step_end MeetCopScript2_StepLeft: step_left step_end MeetCopScript_WalkUp: step_up step_up turn_head_right step_end OfficerLeavesMovement: step_down step_down step_down step_down step_down step_end AideWalksRight1: step_right step_right turn_head_up step_end AideWalksRight2: step_right step_right step_right turn_head_up step_end AideWalksLeft1: step_left step_left turn_head_down step_end AideWalksLeft2: step_left step_left step_left turn_head_down step_end ElmJumpUpMovement: fix_facing big_step_up remove_fixed_facing step_end ElmJumpDownMovement: fix_facing big_step_down remove_fixed_facing step_end ElmJumpLeftMovement: fix_facing big_step_left remove_fixed_facing step_end ElmJumpRightMovement: fix_facing big_step_right remove_fixed_facing step_end ElmsLab_ElmToDefaultPositionMovement1: step_up step_end ElmsLab_ElmToDefaultPositionMovement2: step_right step_right step_up turn_head_down step_end AfterCyndaquilMovement: step_left step_up turn_head_up step_end AfterTotodileMovement: step_left step_left step_up turn_head_up step_end AfterChikoritaMovement: step_left step_left step_left step_up turn_head_up step_end ElmText_Intro: text "ELM: <PLAY_G>!" line "There you are!" para "I needed to ask" line "you a favor." para "I'm conducting new" line "#MON research" para "right now. I was" line "wondering if you" para "could help me with" line "it, <PLAY_G>." para "You see…" para "I'm writing a" line "paper that I want" para "to present at a" line "conference." para "But there are some" line "things I don't" para "quite understand" line "yet." para "So!" para "I'd like you to" line "raise a #MON" para "that I recently" line "caught." done ElmText_Accepted: text "Thanks, <PLAY_G>!" para "You're a great" line "help!" done ElmText_Refused: text "But… Please, I" line "need your help!" done ElmText_ResearchAmbitions: text "When I announce my" line "findings, I'm sure" para "we'll delve a bit" line "deeper into the" para "many mysteries of" line "#MON." para "You can count on" line "it!" done ElmText_GotAnEmail: text "Oh, hey! I got an" line "e-mail!" para $56, $56, $56 line "Hm… Uh-huh…" para "Okay…" done ElmText_MissionFromMrPokemon: text "Hey, listen." para "I have an acquain-" line "tance called MR." cont "#MON." para "He keeps finding" line "weird things and" para "raving about his" line "discoveries." para "Anyway, I just got" line "an e-mail from him" para "saying that this" line "time it's real." para "It is intriguing," line "but we're busy" para "with our #MON" line "research…" para "Wait!" para "I know!" para "<PLAY_G>, can you" line "go in our place?" done ElmText_ChooseAPokemon: text "I want you to" line "raise one of the" para "#MON contained" line "in these BALLS." para "You'll be that" line "#MON's first" cont "partner, <PLAY_G>!" para "Go on. Pick one!" done ElmText_LetYourMonBattleIt: text "If a wild #MON" line "appears, let your" cont "#MON battle it!" done LabWhereGoingText: text "ELM: Wait! Where" line "are you going?" done TakeCyndaquilText: text "ELM: You'll take" line "CYNDAQUIL, the" cont "fire #MON?" done TakeTotodileText: text "ELM: Do you want" line "TOTODILE, the" cont "water #MON?" done TakeChikoritaText: text "ELM: So, you like" line "CHIKORITA, the" cont "grass #MON?" done DidntChooseStarterText: text "ELM: Think it over" line "carefully." para "Your partner is" line "important." done ChoseStarterText: text "ELM: I think" line "that's a great" cont "#MON too!" done ReceivedStarterText: text "<PLAYER> received" line "@" text_from_ram StringBuffer3 text "!" done ElmDirectionsText1: text "MR.#MON lives a" line "little bit beyond" para "CHERRYGROVE, the" line "next city over." para "It's almost a" line "direct route" para "there, so you" line "can't miss it." para "But just in case," line "here's my phone" para "number. Call me if" line "anything comes up!" done ElmDirectionsText2: text "If your #MON is" line "hurt, you should" para "heal it with this" line "machine." para "Feel free to use" line "it anytime." done ElmDirectionsText3: text "<PLAY_G>, I'm" line "counting on you!" done GotElmsNumberText: text "<PLAYER> got ELM's" line "phone number." done ElmDescribesMrPokemonText: text "MR.#MON goes" line "everywhere and" cont "finds rarities." para "Too bad they're" line "just rare and" cont "not very useful…" done ElmPokeBallText: text "It contains a" line "#MON caught by" cont "PROF.ELM." done ElmsLabHealingMachineText1: text "I wonder what this" line "does?" done ElmsLabHealingMachineText2: text "Would you like to" line "heal your #MON?" done ElmAfterTheftText1: text "ELM: <PLAY_G>, this" line "is terrible…" para "Oh, yes, what was" line "MR.#MON's big" cont "discovery?" done ElmAfterTheftText2: text "<PLAYER> handed" line "the MYSTERY EGG to" cont "PROF.ELM." done ElmAfterTheftText3: text "ELM: This?" done ElmAfterTheftText4: text "But… Is it a" line "#MON EGG?" para "If it is, it is a" line "great discovery!" done ElmAfterTheftText5: text "ELM: What?!?" para "PROF.OAK gave you" line "a #DEX?" para "<PLAY_G>, is that" line "true? Th-that's" cont "incredible!" para "He is superb at" line "seeing the poten-" cont "tial of people as" cont "trainers." para "Wow, <PLAY_G>. You" line "may have what it" para "takes to become" line "the CHAMPION." para "You seem to be" line "getting on great" cont "with #MON too." para "You should take" line "the #MON GYM" cont "challenge." para "The closest GYM" line "would be the one" cont "in VIOLET CITY." done ElmAfterTheftText6: text "…<PLAY_G>. The" line "road to the" para "championship will" line "be a long one." para "Before you leave," line "make sure that you" cont "talk to your mom." done ElmStudyingEggText: text "ELM: Don't give" line "up! I'll call if" para "I learn anything" line "about that EGG!" done ElmAideHasEggText: text "ELM: <PLAY_G>?" line "Didn't you meet my" cont "assistant?" para "He should have met" line "you with the EGG" para "at VIOLET CITY's" line "#MON CENTER." para "You must have just" line "missed him. Try to" cont "catch him there." done ElmWaitingEggHatchText: text "ELM: Hey, has that" line "EGG changed any?" done UnknownText_0x79a40: text "<PLAY_G>? I thought" line "the EGG hatched." para "Where is the" line "#MON?" done ShowElmTogepiText1: text "ELM: <PLAY_G>, you" line "look great!" done ShowElmTogepiText2: text "What?" line "That #MON!?!" done ShowElmTogepiText3: text "The EGG hatched!" line "So, #MON are" cont "born from EGGS…" para "No, perhaps not" line "all #MON are." para "Wow, there's still" line "a lot of research" cont "to be done." done ElmGiveEverstoneText1: text "Thanks, <PLAY_G>!" line "You're helping" para "unravel #MON" line "mysteries for us!" para "I want you to have" line "this as a token of" cont "our appreciation." done ElmGiveEverstoneText2: text "That's an" line "EVERSTONE." para "Some species of" line "#MON evolve" para "when they grow to" line "certain levels." para "A #MON holding" line "the EVERSTONE" cont "won't evolve." para "Give it to a #-" line "MON you don't want" cont "to evolve." done ElmText_CallYou: text "ELM: <PLAY_G>, I'll" line "call you if any-" cont "thing comes up." done AideText_AfterTheft: text "…sigh… That" line "stolen #MON." para "I wonder how it's" line "doing." para "They say a #MON" line "raised by a bad" para "person turns bad" line "itself." done ElmGiveMasterBallText1: text "ELM: Hi, <PLAY_G>!" line "Thanks to you, my" para "research is going" line "great!" para "Take this as a" line "token of my" cont "appreciation." done ElmGiveMasterBallText2: text "The MASTER BALL is" line "the best!" para "It's the ultimate" line "BALL! It'll catch" para "any #MON with-" line "out fail." para "It's given only to" line "recognized #MON" cont "researchers." para "I think you can" line "make much better" para "use of it than I" line "can, <PLAY_G>!" done ElmGiveTicketText1: text "ELM: <PLAY_G>!" line "There you are!" para "I called because I" line "have something for" cont "you." para "See? It's an" line "S.S.TICKET." para "Now you can catch" line "#MON in KANTO." done ElmGiveTicketText2: text "The ship departs" line "from OLIVINE CITY." para "But you knew that" line "already, <PLAY_G>." para "After all, you've" line "traveled all over" cont "with your #MON." para "Give my regards to" line "PROF.OAK in KANTO!" done ElmsLabSignpostText_Egg: text "It's the #MON" line "EGG being studied" cont "by PROF.ELM." done AideText_GiveYouPotions: text "<PLAY_G>, I want" line "you to have this" cont "for your errand." done AideText_AlwaysBusy: text "There are only two" line "of us, so we're" cont "always busy." done AideText_TheftTestimony: text "There was a loud" line "noise outside…" para "When we went to" line "look, someone" cont "stole a #MON." para "It's unbelievable" line "that anyone would" cont "do that!" para "…sigh… That" line "stolen #MON." para "I wonder how it's" line "doing." para "They say a #MON" line "raised by a bad" para "person turns bad" line "itself." done AideText_GiveYouBalls: text "<PLAY_G>!" para "Use these on your" line "#DEX quest!" done AideText_ExplainBalls: text "To add to your" line "#DEX, you have" cont "to catch #MON." para "Throw # BALLS" line "at wild #MON" cont "to get them." done ElmsLabOfficerText1: text "I heard a #MON" line "was stolen here…" para "I was just getting" line "some information" cont "from PROF.ELM." para "Apparently, it was" line "a young male with" cont "long, red hair…" para "What?" para "You battled a" line "trainer like that?" para "Did you happen to" line "get his name?" done ElmsLabOfficerText2: text "OK! So <RIVAL>" line "was his name." para "Thanks for helping" line "my investigation!" done ElmsLabWindowText1: text "The window's open." para "A pleasant breeze" line "is blowing in." done ElmsLabWindowText2: text "He broke in" line "through here!" done ElmsLabTravelTip1Text: text "<PLAYER> opened a" line "book." para "Travel Tip 1:" para "Press START to" line "open the MENU." done ElmsLabTravelTip2Text: text "<PLAYER> opened a" line "book." para "Travel Tip 2:" para "Record your trip" line "with SAVE!" done ElmsLabTravelTip3Text: text "<PLAYER> opened a" line "book." para "Travel Tip 3:" para "Open your PACK and" line "press SELECT to" cont "move items." done ElmsLabTravelTip4Text: text "<PLAYER> opened a" line "book." para "Travel Tip 4:" para "Check your #MON" line "moves. Press the" para "A Button to switch" line "moves." done ElmsLabTrashcanText: text "The wrapper from" line "the snack PROF.ELM" cont "ate is in there…" done ElmsLabPCText: text "OBSERVATIONS ON" line "#MON EVOLUTION" para "…It says on the" line "screen…" done ElmsLab_MapEventHeader: ; filler db 0, 0 .Warps: db 2 warp_def $b, $4, 1, NEW_BARK_TOWN warp_def $b, $5, 1, NEW_BARK_TOWN .XYTriggers: db 8 xy_trigger 1, $6, $4, $0, LabTryToLeaveScript, $0, $0 xy_trigger 1, $6, $5, $0, LabTryToLeaveScript, $0, $0 xy_trigger 3, $5, $4, $0, MeetCopScript, $0, $0 xy_trigger 3, $5, $5, $0, MeetCopScript2, $0, $0 xy_trigger 5, $8, $4, $0, AideScript_WalkPotions1, $0, $0 xy_trigger 5, $8, $5, $0, AideScript_WalkPotions2, $0, $0 xy_trigger 6, $8, $4, $0, AideScript_WalkBalls1, $0, $0 xy_trigger 6, $8, $5, $0, AideScript_WalkBalls2, $0, $0 .Signposts: db 16 signpost 1, 2, SIGNPOST_READ, ElmsLabHealingMachine signpost 1, 6, SIGNPOST_READ, ElmsLabBookshelf signpost 1, 7, SIGNPOST_READ, ElmsLabBookshelf signpost 1, 8, SIGNPOST_READ, ElmsLabBookshelf signpost 1, 9, SIGNPOST_READ, ElmsLabBookshelf signpost 7, 0, SIGNPOST_READ, ElmsLabTravelTip1 signpost 7, 1, SIGNPOST_READ, ElmsLabTravelTip2 signpost 7, 2, SIGNPOST_READ, ElmsLabTravelTip3 signpost 7, 3, SIGNPOST_READ, ElmsLabTravelTip4 signpost 7, 6, SIGNPOST_READ, ElmsLabBookshelf signpost 7, 7, SIGNPOST_READ, ElmsLabBookshelf signpost 7, 8, SIGNPOST_READ, ElmsLabBookshelf signpost 7, 9, SIGNPOST_READ, ElmsLabBookshelf signpost 3, 9, SIGNPOST_READ, ElmsLabTrashcan signpost 0, 5, SIGNPOST_READ, ElmsLabWindow signpost 5, 3, SIGNPOST_DOWN, ElmsLabPC .PersonEvents: db 6 person_event SPRITE_ELM, 6, 9, $6, 0, 0, -1, -1, 0, 0, 0, ProfElmScript, -1 person_event SPRITE_SCIENTIST, 13, 6, $3, 0, 0, -1, -1, 8 + PAL_OW_BLUE, 0, 0, ElmsAideScript, EVENT_ELMS_AIDE_IN_LAB person_event SPRITE_POKE_BALL, 7, 10, $1, 0, 0, -1, -1, 0, 0, 0, CyndaquilPokeBallScript, EVENT_CYNDAQUIL_POKEBALL_IN_ELMS_LAB person_event SPRITE_POKE_BALL, 7, 11, $1, 0, 0, -1, -1, 0, 0, 0, TotodilePokeBallScript, EVENT_TOTODILE_POKEBALL_IN_ELMS_LAB person_event SPRITE_POKE_BALL, 7, 12, $1, 0, 0, -1, -1, 0, 0, 0, ChikoritaPokeBallScript, EVENT_CHIKORITA_POKEBALL_IN_ELMS_LAB person_event SPRITE_OFFICER, 7, 9, $7, 0, 0, -1, -1, 8 + PAL_OW_BLUE, 0, 0, CopScript, EVENT_COP_IN_ELMS_LAB