PalletTownScript: CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK jr z,.next SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS .next call EnableAutoTextBoxDrawing ld hl,PalletTownScriptPointers ld a,[wPalletTownCurScript] jp CallFunctionInTable PalletTownScriptPointers: dw PalletTownScript0 dw PalletTownScript1 dw PalletTownScript2 dw PalletTownScript3 dw PalletTownScript4 dw PalletTownScript5 dw PalletTownScript6 PalletTownScript0: CheckEvent EVENT_FOLLOWED_OAK_INTO_LAB ret nz ld a,[wYCoord] cp 1 ; is player near north exit? ret nz xor a ld [hJoyHeld],a ld a,PLAYER_DIR_DOWN ld [wPlayerMovingDirection],a ld a,$FF call PlaySound ; stop music ld a, BANK(Music_MeetProfOak) ld c,a ld a, MUSIC_MEET_PROF_OAK ; “oak appears” music call PlayMusic ld a,$FC ld [wJoyIgnore],a SetEvent EVENT_OAK_APPEARED_IN_PALLET ; trigger the next script ld a,1 ld [wPalletTownCurScript],a ret PalletTownScript1: xor a ld [wcf0d],a ld a,1 ld [hSpriteIndexOrTextID],a call DisplayTextID ld a,$FF ld [wJoyIgnore],a ld a,HS_PALLET_TOWN_OAK ld [wMissableObjectIndex],a predef ShowObject ; trigger the next script ld a,2 ld [wPalletTownCurScript],a ret PalletTownScript2: ld a,1 ld [H_SPRITEINDEX],a ld a,SPRITE_FACING_UP ld [hSpriteFacingDirection],a call SetSpriteFacingDirectionAndDelay call Delay3 ld a,1 ld [wYCoord],a ld a,1 ld [hNPCPlayerRelativePosPerspective],a ld a,1 swap a ld [hNPCSpriteOffset],a predef CalcPositionOfPlayerRelativeToNPC ld hl,hNPCPlayerYDistance dec [hl] predef FindPathToPlayer ; load Oak’s movement into wNPCMovementDirections2 ld de,wNPCMovementDirections2 ld a,1 ; oak ld [H_SPRITEINDEX],a call MoveSprite ld a,$FF ld [wJoyIgnore],a ; trigger the next script ld a,3 ld [wPalletTownCurScript],a ret PalletTownScript3: ld a,[wd730] bit 0,a ret nz xor a ; ld a, SPRITE_FACING_DOWN ld [wSpriteStateData1 + 9],a ld a,1 ld [wcf0d],a ld a,$FC ld [wJoyIgnore],a ld a,1 ld [hSpriteIndexOrTextID],a call DisplayTextID ; set up movement script that causes the player to follow Oak to his lab ld a,$FF ld [wJoyIgnore],a ld a,1 ld [wSpriteIndex],a xor a ld [wNPCMovementScriptFunctionNum],a ld a,1 ld [wNPCMovementScriptPointerTableNum],a ld a,[H_LOADEDROMBANK] ld [wNPCMovementScriptBank],a ; trigger the next script ld a,4 ld [wPalletTownCurScript],a ret PalletTownScript4: ld a,[wNPCMovementScriptPointerTableNum] and a ; is the movement script over? ret nz ; trigger the next script ld a,5 ld [wPalletTownCurScript],a ret PalletTownScript5: CheckEvent EVENT_DAISY_WALKING jr nz,.next CheckBothEventsSet EVENT_GOT_TOWN_MAP, EVENT_ENTERED_BLUES_HOUSE, 1 jr nz,.next SetEvent EVENT_DAISY_WALKING ld a,HS_DAISY_SITTING ld [wMissableObjectIndex],a predef HideObject ld a,HS_DAISY_WALKING ld [wMissableObjectIndex],a predef_jump ShowObject .next CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK ret z SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS_2 PalletTownScript6: ret PalletTownTextPointers: dw PalletTownText1 dw PalletTownText2 dw PalletTownText3 dw PalletTownText4 dw PalletTownText5 dw PalletTownText6 dw PalletTownText7 PalletTownText1: TX_ASM ld a,[wcf0d] and a jr nz,.next ld a,1 ld [wDoNotWaitForButtonPressAfterDisplayingText],a ld hl,OakAppearsText jr .done .next ld hl,OakWalksUpText .done call PrintText jp TextScriptEnd OakAppearsText: TX_FAR _OakAppearsText TX_ASM ld c,10 call DelayFrames xor a ld [wEmotionBubbleSpriteIndex],a ; player's sprite ld [wWhichEmotionBubble],a ; EXCLAMATION_BUBBLE predef EmotionBubble ld a,PLAYER_DIR_DOWN ld [wPlayerMovingDirection],a jp TextScriptEnd OakWalksUpText: TX_FAR _OakWalksUpText db "@" PalletTownText2: ; girl TX_FAR _PalletTownText2 db "@" PalletTownText3: ; fat man TX_FAR _PalletTownText3 db "@" PalletTownText4: ; sign by lab TX_FAR _PalletTownText4 db "@" PalletTownText5: ; sign by fence TX_FAR _PalletTownText5 db "@" PalletTownText6: ; sign by Red’s house TX_FAR _PalletTownText6 db "@" PalletTownText7: ; sign by Blue’s house TX_FAR _PalletTownText7 db "@"