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- const_def 3 ; object constants
- const WATER_TOWER_WAKKO
- const WATER_TOWER_YAKKO
- const WATER_TOWER_DOT
- WaterTower_MapScripts:
- db 0 ; scene scripts
- db 0 ; callbacks
- WakkoScript:
- jumptextfaceplayer YakkoWin
- WaterTowerBookshelf:
- jumpstd magazinebookshelf
- WaterTowerN64Script:
- jumptext WaterTowerN64Text
- Yakko:
- faceplayer
- opentext
- writetext YakkoBattle
- waitbutton
- closetext
- winlosstext YakkoWin, YakkoLose
- loadtrainer SMARTALEC, YAKKO
- startbattle
- reloadmapafterbattle
- special FadeOutMusic
- waitbutton
- closetext
- pause 15
- end
- WaterTowerN64Text:
- text "<PLAYER> played the"
- line "N64."
- para "Better get going--"
- line "no time to lose!"
- done
- YakkoBattle:
- faceplayer
- text "Heya,! Why don't!"
- para "we try battling? "
- line "I'll try to go easy"
- para "on you. Come on!"
- line "Let's go!"
- done
- YakkoWin:
- faceplayer
- text "Oh! I guess I "
- para "didn't go easy"
- line "enough on you.."
- para "Keep your head up!"
- line "You still got it!"
- done
- YakkoLose:
- faceplayer
- text "Whew! That was a"
- para "really good battle!"
- line "Maybe we should do"
- para "this again sometime!"
- line "I'm proud!"
- done
- WaterTower_MapEvents:
- db 0, 0 ; filler
- db 3 ; warp events
- warp_event 8, 17, CINNABAR_ISLAND, 2
- warp_event 9, 17, CINNABAR_ISLAND, 2
- warp_event 16, 2, WATER_TOWER_2F, 1
- db 0 ; coord events
- db 3 ; bg events
- bg_event 15, 1, BGEVENT_READ, WaterTowerBookshelf
- bg_event 14, 1, BGEVENT_READ, WaterTowerBookshelf
- bg_event 11, 3, BGEVENT_READ, WaterTowerN64Script
- db 3 ; object events
- object_event 5, 11, SPRITE_YAKKO, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 2, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, Yakko, -1
- object_event 5, 5, SPRITE_WAKKO, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 2, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, YakkoWin, -1
- object_event 14, 6, SPRITE_DOT, SPRITEMOVEDATA_WALK_UP_DOWN, 2, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, YakkoWin, -1
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