	object_const_def ; object_event constants
	const PLAYERSHOUSE1F_MOM1
	const PLAYERSHOUSE1F_MOM2
	const PLAYERSHOUSE1F_MOM3
	const PLAYERSHOUSE1F_MOM4

PlayersHouse1F_MapScripts:
	db 2 ; scene scripts
	scene_script .DummyScene0 ; SCENE_DEFAULT
	scene_script .DummyScene1 ; SCENE_FINISHED

	db 0 ; callbacks

.DummyScene0:
	prioritysjump MeetMomScript
	end

.DummyScene1:
	end

MeetMomScript:
	applymovement PLAYER, PlayersHouseDownstairsMovement
	playmusic MUSIC_MOM
	turnobject PLAYERSHOUSE1F_MOM1, UP
	showemote EMOTE_SHOCK, PLAYERSHOUSE1F_MOM1, 15
	applymovement PLAYERSHOUSE1F_MOM1, MomWalksToPlayerMovement
	opentext
	writetext ElmsLookingForYouText
	promptbutton
	getstring STRING_BUFFER_4, PokegearName
	scall PlayersHouse1FReceiveItemStd
	setflag ENGINE_POKEGEAR
	setflag ENGINE_PHONE_CARD
	addcellnum PHONE_MOM
	setscene SCENE_FINISHED
	setevent EVENT_PLAYERS_HOUSE_MOM_1
	clearevent EVENT_PLAYERS_HOUSE_MOM_2
	writetext MomGivesPokegearText
	promptbutton
	special SetDayOfWeek
.SetDayOfWeek:
	writetext IsItDSTText
	yesorno
	iffalse .WrongDay
	special InitialSetDSTFlag
	yesorno
	iffalse .SetDayOfWeek
	sjump .DayOfWeekDone

.WrongDay:
	special InitialClearDSTFlag
	yesorno
	iffalse .SetDayOfWeek
.DayOfWeekDone:
	writetext ComeHomeForDSTText
	yesorno
	iffalse .ExplainPhone
	sjump .KnowPhone

.KnowPhone:
	writetext KnowTheInstructionsText
	promptbutton
	sjump .FinishPhone

.ExplainPhone:
	writetext DontKnowTheInstructionsText
	promptbutton
	sjump .FinishPhone

.FinishPhone:
	writetext InstructionsNextText
	waitbutton
	closetext
	applymovement PLAYERSHOUSE1F_MOM1, MomWalksBackMovement
	special RestartMapMusic
	end

PokegearName:
	db "#GEAR@"

PlayersHouse1FReceiveItemStd:
	jumpstd ReceiveItemScript
	end

MomScript:
	faceplayer
	opentext
	checkevent EVENT_FIRST_TIME_BANKING_WITH_MOM
	iftrue .FirstTimeBanking
	checkevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
	iftrue .BankOfMom
	checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
	iftrue .GaveMysteryEgg
	checkevent EVENT_GOT_A_POKEMON_FROM_ELM
	iftrue .GotAPokemon
	writetext HurryUpElmIsWaitingText
	waitbutton
	closetext
	end

.GotAPokemon:
	writetext SoWhatWasProfElmsErrandText
	waitbutton
	closetext
	end

.FirstTimeBanking:
	writetext ImBehindYouText
	waitbutton
	closetext
	end

.GaveMysteryEgg:
	setevent EVENT_FIRST_TIME_BANKING_WITH_MOM
.BankOfMom:
	setevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
	special BankOfMom
	waitbutton
	closetext
	end

PlayersHouse1FTVScript:
	jumptext PlayersHouse1FTVText

PlayersHouse1FStoveScript:
	jumptext PlayersHouse1FStoveText

PlayersHouse1FSinkScript:
	jumptext PlayersHouse1FSinkText

PlayersHouse1FFridgeScript:
	jumptext PlayersHouse1FFridgeText

PlayersHouseDownstairsMovement:
	step DOWN
	step_end

MomWalksToPlayerMovement:
	slow_step RIGHT
	slow_step RIGHT
	slow_step UP
	step_end

MomWalksBackMovement:
	slow_step DOWN
	slow_step LEFT
	slow_step LEFT
	step_end

ElmsLookingForYouText:
	text "Oh, <PLAYER>…! Our"
	line "neighbor, PROF."

	para "ELM, was looking"
	line "for you."

	para "He said he wanted"
	line "you to do some-"
	cont "thing for him."

	para "Oh! I almost for-"
	line "got! Your #MON"

	para "GEAR is back from"
	line "the repair shop."

	para "Here you go!"
	done

MomGivesPokegearText:
	text "#MON GEAR, or"
	line "just #GEAR."

	para "It's essential if"
	line "you want to be a"
	cont "good trainer."

	para "Oh, the day of the"
	line "week isn't set."

	para "You mustn't forget"
	line "that!"
	done

IsItDSTText:
	text "Is it Daylight"
	line "Saving Time now?"
	done

ComeHomeForDSTText:
	text "Come home to"
	line "adjust your clock"

	para "for Daylight"
	line "Saving Time."

	para "By the way, do you"
	line "know how to use"
	cont "the PHONE?"
	done

KnowTheInstructionsText:
	text "Don't you just"
	line "turn the #GEAR"

	para "on and select the"
	line "PHONE icon?"
	done

DontKnowTheInstructionsText:
	text "I'll read the"
	line "instructions."

	para "Turn the #GEAR"
	line "on and select the"
	cont "PHONE icon."
	done

InstructionsNextText:
	text "Phone numbers are"
	line "stored in memory."

	para "Just choose a name"
	line "you want to call."

	para "Gee, isn't that"
	line "convenient?"
	done

HurryUpElmIsWaitingText:
	text "PROF.ELM is wait-"
	line "ing for you."

	para "Hurry up, baby!"
	done

SoWhatWasProfElmsErrandText:
	text "So, what was PROF."
	line "ELM's errand?"

	para "…"

	para "That does sound"
	line "challenging."

	para "But, you should be"
	line "proud that people"
	cont "rely on you."
	done

ImBehindYouText:
	text "<PLAYER>, do it!"

	para "I'm behind you all"
	line "the way!"
	done

PlayersHouse1FStoveText:
	text "Mom's specialty!"

	para "CINNABAR VOLCANO"
	line "BURGER!"
	done

PlayersHouse1FSinkText:
	text "The sink is spot-"
	line "less. Mom likes it"
	cont "clean."
	done

PlayersHouse1FFridgeText:
	text "Let's see what's"
	line "in the fridge…"

	para "FRESH WATER and"
	line "tasty LEMONADE!"
	done

PlayersHouse1FTVText:
	text "There's a movie on"
	line "TV: Stars dot the"

	para "sky as two boys"
	line "ride on a train…"

	para "I'd better get"
	line "rolling too!"
	done

PlayersHouse1F_MapEvents:
	db 0, 0 ; filler

	db 3 ; warp events
	warp_event  6,  7, NEW_BARK_TOWN, 2
	warp_event  7,  7, NEW_BARK_TOWN, 2
	warp_event  9,  0, PLAYERS_HOUSE_2F, 1

	db 0 ; coord events

	db 4 ; bg events
	bg_event  0,  1, BGEVENT_READ, PlayersHouse1FStoveScript
	bg_event  1,  1, BGEVENT_READ, PlayersHouse1FSinkScript
	bg_event  2,  1, BGEVENT_READ, PlayersHouse1FFridgeScript
	bg_event  4,  1, BGEVENT_READ, PlayersHouse1FTVScript

	db 4 ; object events
	object_event  7,  3, SPRITE_MOM, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_1
	object_event  2,  2, SPRITE_MOM, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, MORN, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_2
	object_event  7,  3, SPRITE_MOM, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, DAY, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_2
	object_event  0,  2, SPRITE_MOM, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, NITE, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_2
