const_value set 2
	const ELMSLAB_ELM
	const ELMSLAB_ELMS_AIDE
	const ELMSLAB_POKE_BALL1
	const ELMSLAB_POKE_BALL2
	const ELMSLAB_POKE_BALL3
	const ELMSLAB_OFFICER

ElmsLab_MapScriptHeader:
.SceneScripts:
	db 6
	scene_script .MeetElm
	scene_script .DummyScene1
	scene_script .DummyScene2
	scene_script .DummyScene3
	scene_script .DummyScene4
	scene_script .DummyScene5

.MapCallbacks:
	db 1
	dbw MAPCALLBACK_OBJECTS, .MoveElmCallback

.MeetElm:
	priorityjump .WalkUpToElm
	end

.DummyScene1:
	end

.DummyScene2:
	end

.DummyScene3:
	end

.DummyScene4:
	end

.DummyScene5:
	end

.MoveElmCallback:
	checkscene
	iftrue .Skip
	moveobject ELMSLAB_ELM, 3, 4
.Skip:
	return

.WalkUpToElm:
	applymovement PLAYER, ElmsLab_WalkUpToElmMovement
	showemote EMOTE_SHOCK, ELMSLAB_ELM, 15
	spriteface ELMSLAB_ELM, RIGHT
	opentext
	writetext ElmText_Intro
.MustSayYes:
	yesorno
	iftrue .ElmGetsEmail
	writetext ElmText_Refused
	jump .MustSayYes

.ElmGetsEmail:
	writetext ElmText_Accepted
	buttonsound
	writetext ElmText_ResearchAmbitions
	waitbutton
	closetext
	playsound SFX_GLASS_TING
	pause 30
	showemote EMOTE_SHOCK, ELMSLAB_ELM, 10
	spriteface ELMSLAB_ELM, DOWN
	opentext
	writetext ElmText_GotAnEmail
	waitbutton
	closetext
	opentext
	spriteface ELMSLAB_ELM, RIGHT
	writetext ElmText_MissionFromMrPokemon
	waitbutton
	closetext
	applymovement ELMSLAB_ELM, ElmsLab_ElmToDefaultPositionMovement1
	spriteface PLAYER, UP
	applymovement ELMSLAB_ELM, ElmsLab_ElmToDefaultPositionMovement2
	spriteface PLAYER, RIGHT
	opentext
	writetext ElmText_ChooseAPokemon
	waitbutton
	setscene 1
	closetext
	end

ProfElmScript:
	faceplayer
	opentext
	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 Special_FindThatSpeciesYourTrainerID
	iftrue ShowElmTogepiScript
	writebyte TOGETIC
	special Special_FindThatSpeciesYourTrainerID
	iftrue ShowElmTogepiScript
	writetext UnknownText_0x79a40
	waitbutton
	closetext
	end

ElmEggHatchedScript:
	writebyte TOGEPI
	special Special_FindThatSpeciesYourTrainerID
	iftrue ShowElmTogepiScript
	writebyte TOGETIC
	special Special_FindThatSpeciesYourTrainerID
	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
	waitbutton
	closetext
	end

LabTryToLeaveScript:
	spriteface ELMSLAB_ELM, DOWN
	opentext
	writetext LabWhereGoingText
	waitbutton
	closetext
	applymovement PLAYER, MovementData_0x78f70
	end

CyndaquilPokeBallScript:
	checkevent EVENT_GOT_A_POKEMON_FROM_ELM
	iftrue LookAtElmPokeBallScript
	spriteface ELMSLAB_ELM, DOWN
	refreshscreen $0
	pokepic CYNDAQUIL
	cry CYNDAQUIL
	waitbutton
	closepokepic
	opentext
	writetext TakeCyndaquilText
	yesorno
	iffalse DidntChooseStarterScript
	disappear ELMSLAB_POKE_BALL1
	setevent EVENT_GOT_CYNDAQUIL_FROM_ELM
	writetext ChoseStarterText
	buttonsound
	waitsfx
	pokenamemem CYNDAQUIL, $0
	writetext ReceivedStarterText
	playsound SFX_CAUGHT_MON
	waitsfx
	buttonsound
	givepoke CYNDAQUIL, 5, BERRY
	closetext
	checkcode VAR_FACING
	if_equal RIGHT, ElmDirectionsScript
	applymovement PLAYER, AfterCyndaquilMovement
	jump ElmDirectionsScript

TotodilePokeBallScript:
	checkevent EVENT_GOT_A_POKEMON_FROM_ELM
	iftrue LookAtElmPokeBallScript
	spriteface ELMSLAB_ELM, DOWN
	refreshscreen $0
	pokepic TOTODILE
	cry TOTODILE
	waitbutton
	closepokepic
	opentext
	writetext TakeTotodileText
	yesorno
	iffalse DidntChooseStarterScript
	disappear ELMSLAB_POKE_BALL2
	setevent EVENT_GOT_TOTODILE_FROM_ELM
	writetext ChoseStarterText
	buttonsound
	waitsfx
	pokenamemem TOTODILE, $0
	writetext ReceivedStarterText
	playsound SFX_CAUGHT_MON
	waitsfx
	buttonsound
	givepoke TOTODILE, 5, BERRY
	closetext
	applymovement PLAYER, AfterTotodileMovement
	jump ElmDirectionsScript

ChikoritaPokeBallScript:
	checkevent EVENT_GOT_A_POKEMON_FROM_ELM
	iftrue LookAtElmPokeBallScript
	spriteface ELMSLAB_ELM, DOWN
	refreshscreen $0
	pokepic CHIKORITA
	cry CHIKORITA
	waitbutton
	closepokepic
	opentext
	writetext TakeChikoritaText
	yesorno
	iffalse DidntChooseStarterScript
	disappear ELMSLAB_POKE_BALL3
	setevent EVENT_GOT_CHIKORITA_FROM_ELM
	writetext ChoseStarterText
	buttonsound
	waitsfx
	pokenamemem CHIKORITA, $0
	writetext ReceivedStarterText
	playsound SFX_CAUGHT_MON
	waitsfx
	buttonsound
	givepoke CHIKORITA, 5, BERRY
	closetext
	applymovement PLAYER, AfterChikoritaMovement
	jump ElmDirectionsScript

DidntChooseStarterScript:
	writetext DidntChooseStarterText
	waitbutton
	closetext
	end

ElmDirectionsScript:
	spriteface PLAYER, UP
	opentext
	writetext ElmDirectionsText1
	waitbutton
	closetext
	addcellnum PHONE_ELM
	opentext
	writetext GotElmsNumberText
	playsound SFX_REGISTER_PHONE_NUMBER
	waitsfx
	waitbutton
	closetext
	spriteface ELMSLAB_ELM, LEFT
	opentext
	writetext ElmDirectionsText2
	waitbutton
	closetext
	spriteface ELMSLAB_ELM, DOWN
	opentext
	writetext ElmDirectionsText3
	waitbutton
	closetext
	setevent EVENT_GOT_A_POKEMON_FROM_ELM
	setevent EVENT_RIVAL_CHERRYGROVE_CITY
	setscene 5
	setmapscene NEW_BARK_TOWN, 1
	end

ElmDescribesMrPokemonScript:
	writetext ElmDescribesMrPokemonText
	waitbutton
	closetext
	end

LookAtElmPokeBallScript:
	opentext
	writetext ElmPokeBallText
	waitbutton
	closetext
	end

ElmsLabHealingMachine:
	opentext
	checkevent EVENT_GOT_A_POKEMON_FROM_ELM
	iftrue .CanHeal
	writetext ElmsLabHealingMachineText1
	waitbutton
	closetext
	end

.CanHeal:
	writetext ElmsLabHealingMachineText2
	yesorno
	iftrue ElmsLabHealingMachine_HealParty
	closetext
	end

ElmsLabHealingMachine_HealParty:
	special TrainerRankings_Healings
	special HealParty
	playmusic MUSIC_NONE
	writebyte 1 ; Machine is in Elm's Lab
	special HealMachineAnim
	pause 30
	special RestartMapMusic
	closetext
	end

ElmAfterTheftDoneScript:
	waitbutton
	closetext
	end

ElmAfterTheftScript:
	writetext ElmAfterTheftText1
	checkitem MYSTERY_EGG
	iffalse ElmAfterTheftDoneScript
	buttonsound
	writetext ElmAfterTheftText2
	waitbutton
	takeitem MYSTERY_EGG
	scall ElmJumpBackScript1
	writetext ElmAfterTheftText3
	waitbutton
	scall ElmJumpBackScript2
	writetext ElmAfterTheftText4
	buttonsound
	writetext ElmAfterTheftText5
	buttonsound
	setevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
	setflag ENGINE_BUG_CONTEST_ON
	setmapscene ROUTE_29, 1
	clearevent EVENT_ROUTE_30_YOUNGSTER_JOEY
	setevent EVENT_ROUTE_30_BATTLE
	writetext ElmAfterTheftText6
	waitbutton
	closetext
	setscene 6
	end

ElmStudyingEggScript:
	writetext ElmStudyingEggText
	waitbutton
	closetext
	end

ElmAideHasEggScript:
	writetext ElmAideHasEggText
	waitbutton
	closetext
	end

ElmWaitingEggHatchScript:
	writetext ElmWaitingEggHatchText
	waitbutton
	closetext
	end

ShowElmTogepiScript:
	writetext ShowElmTogepiText1
	waitbutton
	closetext
	showemote EMOTE_SHOCK, ELMSLAB_ELM, 15
	setevent EVENT_SHOWED_TOGEPI_TO_ELM
	opentext
	writetext ShowElmTogepiText2
	buttonsound
	writetext ShowElmTogepiText3
	buttonsound
ElmGiveEverstoneScript:
	writetext ElmGiveEverstoneText1
	buttonsound
	verbosegiveitem EVERSTONE
	iffalse ElmScript_NoRoomForEverstone
	writetext ElmGiveEverstoneText2
	waitbutton
	closetext
	setevent EVENT_GOT_EVERSTONE_FROM_ELM
	end

ElmScript_CallYou:
	writetext ElmText_CallYou
	waitbutton
ElmScript_NoRoomForEverstone:
	closetext
	end

ElmGiveMasterBallScript:
	writetext ElmGiveMasterBallText1
	buttonsound
	verbosegiveitem MASTER_BALL
	iffalse .notdone
	setevent EVENT_GOT_MASTER_BALL_FROM_ELM
	writetext ElmGiveMasterBallText2
	waitbutton
.notdone
	closetext
	end

ElmGiveTicketScript:
	writetext ElmGiveTicketText1
	buttonsound
	verbosegiveitem S_S_TICKET
	setevent EVENT_GOT_SS_TICKET_FROM_ELM
	writetext ElmGiveTicketText2
	waitbutton
	closetext
	end

ElmJumpBackScript1:
	closetext
	checkcode VAR_FACING
	if_equal DOWN, ElmJumpDownScript
	if_equal UP, ElmJumpUpScript
	if_equal LEFT, ElmJumpLeftScript
	if_equal RIGHT, ElmJumpRightScript
	end

ElmJumpBackScript2:
	closetext
	checkcode VAR_FACING
	if_equal DOWN, ElmJumpUpScript
	if_equal UP, ElmJumpDownScript
	if_equal LEFT, ElmJumpRightScript
	if_equal RIGHT, ElmJumpLeftScript
	end

ElmJumpUpScript:
	applymovement ELMSLAB_ELM, ElmJumpUpMovement
	opentext
	end

ElmJumpDownScript:
	applymovement ELMSLAB_ELM, ElmJumpDownMovement
	opentext
	end

ElmJumpLeftScript:
	applymovement ELMSLAB_ELM, ElmJumpLeftMovement
	opentext
	end

ElmJumpRightScript:
	applymovement ELMSLAB_ELM, ElmJumpRightMovement
	opentext
	end

AideScript_WalkPotions1:
	applymovement ELMSLAB_ELMS_AIDE, AideWalksRight1
	spriteface PLAYER, DOWN
	scall AideScript_GivePotions
	applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft1
	end

AideScript_WalkPotions2:
	applymovement ELMSLAB_ELMS_AIDE, AideWalksRight2
	spriteface PLAYER, DOWN
	scall AideScript_GivePotions
	applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft2
	end

AideScript_GivePotions:
	opentext
	writetext AideText_GiveYouPotions
	buttonsound
	verbosegiveitem POTION
	writetext AideText_AlwaysBusy
	waitbutton
	closetext
	setscene 2
	end

AideScript_WalkBalls1:
	applymovement ELMSLAB_ELMS_AIDE, AideWalksRight1
	spriteface PLAYER, DOWN
	scall AideScript_GiveYouBalls
	applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft1
	end

AideScript_WalkBalls2:
	applymovement ELMSLAB_ELMS_AIDE, AideWalksRight2
	spriteface PLAYER, DOWN
	scall AideScript_GiveYouBalls
	applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft2
	end

AideScript_GiveYouBalls:
	opentext
	writetext AideText_GiveYouBalls
	buttonsound
	itemtotext POKE_BALL, $1
	scall AideScript_ReceiveTheBalls
	giveitem POKE_BALL, 5
	writetext AideText_ExplainBalls
	buttonsound
	itemnotify
	closetext
	setscene 2
	end

AideScript_ReceiveTheBalls:
	jumpstd receiveitem
	end

ElmsAideScript:
	faceplayer
	opentext
	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
	waitbutton
	closetext
	end

AideScript_TheftTestimony:
	writetext AideText_TheftTestimony
	waitbutton
	closetext
	end

AideScript_ExplainBalls:
	writetext AideText_ExplainBalls
	waitbutton
	closetext
	end

AideScript_AfterTheft:
	writetext AideText_AfterTheft
	waitbutton
	closetext
	end

MeetCopScript2:
	applymovement PLAYER, MeetCopScript2_StepLeft

MeetCopScript:
	applymovement PLAYER, MeetCopScript_WalkUp
CopScript:
	spriteface ELMSLAB_OFFICER, LEFT
	opentext
	writetext ElmsLabOfficerText1
	buttonsound
	special SpecialNameRival
	writetext ElmsLabOfficerText2
	waitbutton
	closetext
	applymovement ELMSLAB_OFFICER, OfficerLeavesMovement
	disappear ELMSLAB_OFFICER
	setscene 2
	end

ElmsLabWindow:
	opentext
	checkflag ENGINE_FLYPOINT_VIOLET
	iftrue .Normal
	checkevent EVENT_ELM_CALLED_ABOUT_STOLEN_POKEMON
	iftrue .BreakIn
	jump .Normal

.BreakIn:
	writetext ElmsLabWindowText2
	waitbutton
	closetext
	end

.Normal:
	writetext ElmsLabWindowText1
	waitbutton
	closetext
	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 "<......><......><......>"
	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 4, 11, 1, NEW_BARK_TOWN
	warp_def 5, 11, 1, NEW_BARK_TOWN

.CoordEvents:
	db 8
	coord_event 4, 6, 1, LabTryToLeaveScript
	coord_event 5, 6, 1, LabTryToLeaveScript
	coord_event 4, 5, 3, MeetCopScript
	coord_event 5, 5, 3, MeetCopScript2
	coord_event 4, 8, 5, AideScript_WalkPotions1
	coord_event 5, 8, 5, AideScript_WalkPotions2
	coord_event 4, 8, 6, AideScript_WalkBalls1
	coord_event 5, 8, 6, AideScript_WalkBalls2

.BGEvents:
	db 16
	bg_event 2, 1, BGEVENT_READ, ElmsLabHealingMachine
	bg_event 6, 1, BGEVENT_READ, ElmsLabBookshelf
	bg_event 7, 1, BGEVENT_READ, ElmsLabBookshelf
	bg_event 8, 1, BGEVENT_READ, ElmsLabBookshelf
	bg_event 9, 1, BGEVENT_READ, ElmsLabBookshelf
	bg_event 0, 7, BGEVENT_READ, ElmsLabTravelTip1
	bg_event 1, 7, BGEVENT_READ, ElmsLabTravelTip2
	bg_event 2, 7, BGEVENT_READ, ElmsLabTravelTip3
	bg_event 3, 7, BGEVENT_READ, ElmsLabTravelTip4
	bg_event 6, 7, BGEVENT_READ, ElmsLabBookshelf
	bg_event 7, 7, BGEVENT_READ, ElmsLabBookshelf
	bg_event 8, 7, BGEVENT_READ, ElmsLabBookshelf
	bg_event 9, 7, BGEVENT_READ, ElmsLabBookshelf
	bg_event 9, 3, BGEVENT_READ, ElmsLabTrashcan
	bg_event 5, 0, BGEVENT_READ, ElmsLabWindow
	bg_event 3, 5, BGEVENT_DOWN, ElmsLabPC

.ObjectEvents:
	db 6
	object_event 5, 2, SPRITE_ELM, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ProfElmScript, -1
	object_event 2, 9, SPRITE_SCIENTIST, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ElmsAideScript, EVENT_ELMS_AIDE_IN_LAB
	object_event 6, 3, SPRITE_POKE_BALL, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, CyndaquilPokeBallScript, EVENT_CYNDAQUIL_POKEBALL_IN_ELMS_LAB
	object_event 7, 3, SPRITE_POKE_BALL, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TotodilePokeBallScript, EVENT_TOTODILE_POKEBALL_IN_ELMS_LAB
	object_event 8, 3, SPRITE_POKE_BALL, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ChikoritaPokeBallScript, EVENT_CHIKORITA_POKEBALL_IN_ELMS_LAB
	object_event 5, 3, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, CopScript, EVENT_COP_IN_ELMS_LAB
