@ Interact with cuttable tree EventScript_CutTree:: lockall goto_if_unset FLAG_BADGE01_GET, EventScript_CheckTreeCantCut checkpartymove MOVE_CUT goto_if_eq VAR_RESULT, PARTY_SIZE, EventScript_CheckTreeCantCut setfieldeffectargument 0, VAR_RESULT bufferpartymonnick STR_VAR_1, VAR_RESULT buffermovename STR_VAR_2, MOVE_CUT msgbox Text_WantToCut, MSGBOX_YESNO goto_if_eq VAR_RESULT, NO, EventScript_CancelCut msgbox Text_MonUsedFieldMove, MSGBOX_DEFAULT closemessage dofieldeffect FLDEFF_USE_CUT_ON_TREE waitstate goto EventScript_CutTreeDown end @ Use cut from party menu EventScript_UseCut:: lockall dofieldeffect FLDEFF_USE_CUT_ON_TREE waitstate goto EventScript_CutTreeDown end EventScript_CutTreeDown:: applymovement VAR_LAST_TALKED, Movement_CutTreeDown waitmovement 0 removeobject VAR_LAST_TALKED releaseall end Movement_CutTreeDown: cut_tree step_end EventScript_CheckTreeCantCut:: msgbox Text_CantCut, MSGBOX_DEFAULT releaseall end EventScript_CancelCut:: closemessage releaseall end .ifdef ENGLISH Text_WantToCut: .string "This tree looks like it can be\n" .string "CUT down!\p" .string "Would you like to CUT it?$" Text_MonUsedFieldMove: .string "{STR_VAR_1} used {STR_VAR_2}!$" Text_CantCut: .string "This tree looks like it can be\n" .string "CUT down!$" .else .ifdef FRENCH Text_WantToCut: .string "Cet arbre semble pouvoir être COUPE.\p" .string "Voulez-vous utiliser COUPE?$" Text_MonUsedFieldMove: .string "{STR_VAR_1} utilise {STR_VAR_2}.$" Text_CantCut: .string "Cet arbre semble pouvoir être COUPE.$" .else .ifdef ITALIAN Text_WantToCut: .string "L’albero si può abbattere con TAGLIO.\p" .string "Vuoi usare TAGLIO?$" Text_MonUsedFieldMove: .string "{STR_VAR_1} usa {STR_VAR_2}!$" Text_CantCut: .string "L’albero si può abbattere con TAGLIO.$" .endif .endif .endif @ Interact with smashable rock EventScript_RockSmash:: lockall goto_if_unset FLAG_BADGE03_GET, EventScript_CantSmashRock checkpartymove MOVE_ROCK_SMASH goto_if_eq VAR_RESULT, PARTY_SIZE, EventScript_CantSmashRock setfieldeffectargument 0, VAR_RESULT bufferpartymonnick STR_VAR_1, VAR_RESULT buffermovename STR_VAR_2, MOVE_ROCK_SMASH msgbox Text_WantToSmash, MSGBOX_YESNO goto_if_eq VAR_RESULT, NO, EventScript_CancelSmash msgbox Text_MonUsedFieldMove, MSGBOX_DEFAULT closemessage dofieldeffect FLDEFF_USE_ROCK_SMASH waitstate goto EventScript_SmashRock end @ Use rock smash from party menu EventScript_UseRockSmash:: lockall dofieldeffect FLDEFF_USE_ROCK_SMASH waitstate goto EventScript_SmashRock end EventScript_SmashRock:: applymovement VAR_LAST_TALKED, Movement_SmashRock waitmovement 0 removeobject VAR_LAST_TALKED specialvar VAR_RESULT, TryUpdateRusturfTunnelState goto_if_eq VAR_RESULT, TRUE, EventScript_EndSmash special RockSmashWildEncounter goto_if_eq VAR_RESULT, FALSE, EventScript_EndSmash waitstate releaseall end EventScript_EndSmash:: releaseall end Movement_SmashRock: rock_smash_break step_end EventScript_CantSmashRock:: msgbox Text_CantSmash, MSGBOX_DEFAULT releaseall end EventScript_CancelSmash:: closemessage releaseall end .ifdef ENGLISH Text_WantToSmash: .string "This rock appears to be breakable.\n" .string "Would you like to use ROCK SMASH?$" Text_CantSmash: .string "It's a rugged rock, but a POKéMON\n" .string "may be able to smash it.$" .else .ifdef FRENCH Text_WantToSmash: .string "Ce bloc de pierre peut être brisé.\n" .string "Voulez-vous utiliser ECLATE-ROC?$" Text_CantSmash: .string "C’est un bloc de pierre solide, mais un\n" .string "POKéMON peut être apte à le pulvériser.$" .else .ifdef ITALIAN Text_WantToSmash: .string "Questa roccia può essere frantumata.\n" .string "Vuoi usare SPACCAROCCIA?$" Text_CantSmash: .string "È una roccia dura, ma un POKéMON\n" .string "dovrebbe poterla frantumare.$" .endif .endif .endif EventScript_StrengthBoulder:: lockall goto_if_unset FLAG_BADGE04_GET, EventScript_CantStrength goto_if_set FLAG_SYS_USE_STRENGTH, EventScript_CheckActivatedBoulder checkpartymove MOVE_STRENGTH goto_if_eq VAR_RESULT, PARTY_SIZE, EventScript_CantStrength setfieldeffectargument 0, VAR_RESULT msgbox Text_WantToStrength, MSGBOX_YESNO goto_if_eq VAR_RESULT, NO, EventScript_CancelStrength closemessage dofieldeffect FLDEFF_USE_STRENGTH waitstate goto EventScript_ActivateStrength end EventScript_UseStrength:: lockall dofieldeffect FLDEFF_USE_STRENGTH waitstate goto EventScript_ActivateStrength end EventScript_ActivateStrength:: setflag FLAG_SYS_USE_STRENGTH msgbox Text_MonUsedStrength, MSGBOX_DEFAULT releaseall end EventScript_CantStrength:: msgbox Text_CantStrength, MSGBOX_DEFAULT releaseall end EventScript_CheckActivatedBoulder:: msgbox Text_StrengthActivated, MSGBOX_DEFAULT releaseall end EventScript_CancelStrength:: closemessage releaseall end .ifdef ENGLISH Text_WantToStrength: .string "It's a big boulder, but a POKéMON\n" .string "may be able to push it aside.\p" .string "Would you like to use STRENGTH?$" Text_MonUsedStrength: .string "{STR_VAR_1} used STRENGTH!\p" .string "{STR_VAR_1}'s STRENGTH made it\n" .string "possible to move boulders around!$" Text_CantStrength: .string "It's a big boulder, but a POKéMON\n" .string "may be able to push it aside.$" Text_StrengthActivated: .string "STRENGTH made it possible to move\n" .string "boulders around.$" .else .ifdef FRENCH Text_WantToStrength: .string "C’est un gros rocher, mais un POKéMON\n" .string "peut être apte à le déplacer.\p" .string "Voulez-vous utiliser FORCE?$" Text_MonUsedStrength: .string "{STR_VAR_1} utilise FORCE.\p" .string "La capacité FORCE de {STR_VAR_1}\n" .string "permet de déplacer le rocher.$" Text_CantStrength: .string "C’est un gros rocher, mais un POKéMON\n" .string "peut être apte à le déplacer.$" Text_StrengthActivated: .string "FORCE permet de déplacer le rocher.$" .else .ifdef ITALIAN Text_WantToStrength: .string "È un masso enorme, ma un POKéMON\n" .string "dovrebbe poterlo spostare.\p" .string "Vuoi usare FORZA?$" Text_MonUsedStrength: .string "{STR_VAR_1} usa FORZA.\p" .string "La FORZA di {STR_VAR_1} riesce a\n" .string "spostare i massi.$" Text_CantStrength: .string "È un masso enorme, ma un POKéMON\n" .string "dovrebbe poterlo spostare.$" Text_StrengthActivated: .string "FORZA ha reso possibile spostare\n" .string "i massi.$" .endif .endif .endif EventScript_UseWaterfall:: lockall checkpartymove MOVE_WATERFALL goto_if_eq VAR_RESULT, PARTY_SIZE, EventScript_CantWaterfall bufferpartymonnick STR_VAR_1, VAR_RESULT setfieldeffectargument 0, VAR_RESULT msgbox Text_WantToWaterfall, MSGBOX_YESNO goto_if_eq VAR_RESULT, NO, EventScript_EndWaterfall msgbox Text_MonUsedWaterfall, MSGBOX_DEFAULT dofieldeffect FLDEFF_USE_WATERFALL goto EventScript_EndWaterfall EventScript_CannotUseWaterfall:: lockall EventScript_CantWaterfall:: msgbox Text_CantWaterfall, MSGBOX_DEFAULT EventScript_EndWaterfall:: releaseall end .ifdef ENGLISH Text_CantWaterfall: .string "A wall of water is crashing down with\n" .string "a mighty roar.$" Text_WantToWaterfall: .string "It's a large waterfall.\n" .string "Would you like to use WATERFALL?$" Text_MonUsedWaterfall: .string "{STR_VAR_1} used WATERFALL.$" .else .ifdef FRENCH Text_CantWaterfall: .string "Un mur d’eau s’abat dans un vacarme\n" .string "assourdissant.$" Text_WantToWaterfall: .string "C’est une grande cascade.\n" .string "Voulez-vous utiliser CASCADE?$" Text_MonUsedWaterfall: .string "{STR_VAR_1} utilise CASCADE.$" .else .ifdef ITALIAN Text_CantWaterfall: .string "Una parete d’acqua che si schianta\n" .string "con un potente fragore…$" Text_WantToWaterfall: .string "C’è un’enorme cascata.\n" .string "Vuoi usare CASCATA?$" Text_MonUsedWaterfall: .string "{STR_VAR_1} usa CASCATA.$" .endif .endif .endif EventScript_UseDive:: lockall checkpartymove MOVE_DIVE goto_if_eq VAR_RESULT, PARTY_SIZE, EventScript_CantDive bufferpartymonnick STR_VAR_1, VAR_RESULT setfieldeffectargument 0, VAR_RESULT setfieldeffectargument 1, 1 msgbox Text_WantToDive, MSGBOX_YESNO goto_if_eq VAR_RESULT, NO, EventScript_EndDive msgbox Text_MonUsedDive, MSGBOX_DEFAULT dofieldeffect FLDEFF_USE_DIVE goto EventScript_EndDive end EventScript_CantDive:: msgbox Text_CantDive, MSGBOX_DEFAULT releaseall end EventScript_EndDive:: releaseall end EventScript_UseDiveUnderwater:: lockall checkpartymove MOVE_DIVE goto_if_eq VAR_RESULT, PARTY_SIZE, EventScript_CantSurface bufferpartymonnick STR_VAR_1, VAR_RESULT setfieldeffectargument 0, VAR_RESULT setfieldeffectargument 1, 1 msgbox Text_WantToSurface, MSGBOX_YESNO goto_if_eq VAR_RESULT, NO, EventScript_EndSurface msgbox Text_MonUsedDive, MSGBOX_DEFAULT dofieldeffect FLDEFF_USE_DIVE goto EventScript_EndSurface end EventScript_CantSurface:: lockall msgbox Text_CantSurface, MSGBOX_DEFAULT goto EventScript_EndSurface end EventScript_EndSurface:: releaseall end .ifdef ENGLISH Text_CantDive: .string "The sea is deep here. A POKéMON\n" .string "may be able to go underwater.$" Text_WantToDive: .string "The sea is deep here.\n" .string "Would you like to use DIVE?$" Text_MonUsedDive: .string "{STR_VAR_1} used DIVE.$" Text_CantSurface: .string "Light is filtering down from above.\n" .string "A POKéMON may be able to surface.$" Text_WantToSurface: .string "Light is filtering down from above.\n" .string "Would you like to use DIVE?$" EventScript_FailSweetScent:: msgbox Text_FailSweetScent, MSGBOX_SIGN end Text_FailSweetScent: .string "Looks like there's nothing here…$" .else .ifdef FRENCH Text_CantDive: .string "La mer est profonde. Un POKéMON\n" .string "doit pouvoir aller sous l’eau ici.$" Text_WantToDive: .string "La mer est profonde ici.\n" .string "Voulez-vous utiliser PLONGEE?$" Text_MonUsedDive: .string "{STR_VAR_1} utilise PLONGEE.$" Text_CantSurface: .string "Une lumière vient d’en haut. Un POKéMON\n" .string "doit pouvoir remonter à la surface.$" Text_WantToSurface: .string "Une lumière vient d’en haut.\n" .string "Voulez-vous utiliser PLONGEE?$" EventScript_FailSweetScent:: msgbox Text_FailSweetScent, MSGBOX_SIGN end Text_FailSweetScent: .string "Apparemment, il n’y a rien ici…$" .else .ifdef ITALIAN Text_CantDive: .string "Il mare è profondo qui. Ci si potrebbe\n" .string "immergere anche un POKéMON.$" Text_WantToDive: .string "Il mare è profondo qui.\n" .string "Vuoi usare SUB?$" Text_MonUsedDive: .string "{STR_VAR_1} usa SUB.$" Text_CantSurface: .string "Una luce illumina l’acqua dall’alto.\n" .string "Da qui un POKéMON potrebbe riemergere.$" Text_WantToSurface: .string "Una luce illumina l’acqua dall’alto.\n" .string "Vuoi usare SUB?$" EventScript_FailSweetScent:: msgbox Text_FailSweetScent, MSGBOX_SIGN end Text_FailSweetScent: .string "Pare non ci sia nulla qui…$" .endif .endif .endif