"Speech" houses just have dialog NPCs
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93
maps/Route28SteelWingHouse.asm
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93
maps/Route28SteelWingHouse.asm
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@@ -0,0 +1,93 @@
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const_value set 2
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const ROUTE28STEELWINGHOUSE_CELEBRITY
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const ROUTE28STEELWINGHOUSE_FEAROW
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Route28SteelWingHouse_MapScripts:
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.SceneScripts:
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db 1
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scene_script .DummyScene
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.MapCallbacks:
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db 0
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.DummyScene:
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end
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Celebrity:
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faceplayer
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opentext
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checkevent EVENT_GOT_TM47_STEEL_WING
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iftrue .AlreadyGotItem
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writetext CelebrityText1
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buttonsound
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verbosegiveitem TM_STEEL_WING
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iffalse .Done
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setevent EVENT_GOT_TM47_STEEL_WING
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.Done:
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closetext
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end
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.AlreadyGotItem:
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writetext CelebrityText2
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waitbutton
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closetext
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end
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CelebritysFearow:
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opentext
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writetext CelebritysFearowText
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cry FEAROW
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waitbutton
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closetext
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end
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CelebrityHouseBookshelf:
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jumpstd magazinebookshelf
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CelebrityText1:
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text "Oh, dear."
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line "You've found me."
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para "Please don't tell"
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line "anyone about me."
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para "I'll give you this"
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line "for keeping my"
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cont "secret. Please?"
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done
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CelebrityText2:
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text "It's tough being a"
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line "top celebrity."
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para "Everywhere I go,"
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line "people chase me."
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para "I just want to be"
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line "left alone…"
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done
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CelebritysFearowText:
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text "FEAROW: Feero!"
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done
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Route28SteelWingHouse_MapEvents:
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; filler
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db 0, 0
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.Warps:
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db 2
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warp_def 2, 7, 1, ROUTE_28
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warp_def 3, 7, 1, ROUTE_28
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.CoordEvents:
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db 0
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.BGEvents:
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db 2
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bg_event 0, 1, BGEVENT_READ, CelebrityHouseBookshelf
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bg_event 1, 1, BGEVENT_READ, CelebrityHouseBookshelf
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.ObjectEvents:
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db 2
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object_event 2, 3, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, Celebrity, -1
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object_event 6, 5, SPRITE_MOLTRES, SPRITEMOVEDATA_POKEMON, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, CelebritysFearow, -1
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