	object_const_def ; object_event constants
	const SPROUTTOWER2F_SAGE1
	const SPROUTTOWER2F_SAGE2
	const SPROUTTOWER2F_POKE_BALL

SproutTower2F_MapScripts:
	db 0 ; scene scripts

	db 0 ; callbacks

TrainerSageNico:
	trainer SAGE, NICO, EVENT_BEAT_SAGE_NICO, SageNicoSeenText, SageNicoBeatenText, 0, .Script

.Script:
	endifjustbattled
	opentext
	writetext SageNicoAfterBattleText
	waitbutton
	closetext
	end

TrainerSageEdmond:
	trainer SAGE, EDMOND, EVENT_BEAT_SAGE_EDMOND, SageEdmondSeenText, SageEdmondBeatenText, 0, .Script

.Script:
	endifjustbattled
	opentext
	writetext SageEdmondAfterBattleText
	waitbutton
	closetext
	end

SproutTower2FStatue:
	jumptext SproutTower2FStatueText

SproutTower2FXDefend:
	itemball X_DEFEND

SageNicoSeenText:
	text "However hard we"
	line "battle, the TOWER"
	cont "will stand strong."
	done

SageNicoBeatenText:
	text "I fought hard but"
	line "I'm too weak."
	done

SageNicoAfterBattleText:
	text "The flexible pil-"
	line "lar protects the"

	para "TOWER, even from"
	line "earthquakes."
	done

SageEdmondSeenText:
	text "…Sway like leaves"
	line "in the wind…"
	done

SageEdmondBeatenText:
	text "Oh, I'm weak!"
	done

SageEdmondAfterBattleText:
	text "I tried to copy"
	line "BELLSPROUT's"

	para "gentle movements"
	line "for battle…"

	para "But I didn't train"
	line "well enough."
	done

SproutTower2FStatueText:
	text "A #MON statue…"

	para "It looks very"
	line "distinguished."
	done

SproutTower2F_MapEvents:
	db 0, 0 ; filler

	db 4 ; warp events
	warp_event  6,  4, SPROUT_TOWER_1F, 3
	warp_event  2,  6, SPROUT_TOWER_1F, 4
	warp_event 17,  3, SPROUT_TOWER_1F, 5
	warp_event 10, 14, SPROUT_TOWER_3F, 1

	db 0 ; coord events

	db 1 ; bg events
	bg_event 12, 15, BGEVENT_READ, SproutTower2FStatue

	db 3 ; object events
	object_event 14,  4, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_FAST, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 2, TrainerSageNico, -1
	object_event  3, 15, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 4, TrainerSageEdmond, -1
	object_event  3,  1, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, SproutTower2FXDefend, EVENT_SPROUT_TOWER_2F_X_DEFEND
