BattleFrontier_BattleFactoryPreBattleRoom_MapScripts:: map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattleFactoryPreBattleRoom_OnFrame map_script MAP_SCRIPT_ON_WARP_INTO_MAP_TABLE, BattleFrontier_BattleFactoryPreBattleRoom_OnWarp .byte 0 BattleFrontier_BattleFactoryPreBattleRoom_OnWarp: map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SetUpObjects .2byte 0 BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SetUpObjects:: setvar VAR_TEMP_1, 1 goto_if_ne VAR_0x8006, 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_TurnPlayerNorth setobjectxy LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, 8, 7 turnobject LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, DIR_SOUTH BattleFrontier_BattleFactoryPreBattleRoom_EventScript_TurnPlayerNorth:: turnobject LOCALID_PLAYER, DIR_NORTH end BattleFrontier_BattleFactoryPreBattleRoom_OnFrame: map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterRoom .2byte 0 BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterRoom:: goto_if_eq VAR_0x8006, 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReturnToRoomFromBattle setvar VAR_TEMP_0, 1 applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantEnterRoom applymovement LOCALID_PLAYER, BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerEnterRoom waitmovement 0 goto_if_eq VAR_0x8006, 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ResumeChallenge factory_generaterentalmons factory_generateopponentmons factory_getopponentmontype setorcopyvar VAR_0x8005, VAR_RESULT factory_getopponentstyle setorcopyvar VAR_0x8006, VAR_RESULT call BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentType call BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentStyle msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_HoldMonsChooseFromSelection, MSGBOX_DEFAULT fadescreen FADE_TO_BLACK factory_setswapped factory_rentmons waitstate BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_RightThisWay, MSGBOX_DEFAULT closemessage call BattleFrontier_EventScript_GetLvlMode call_if_eq VAR_RESULT, FRONTIER_LVL_50, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLv50 call_if_eq VAR_RESULT, FRONTIER_LVL_OPEN, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLvOpen waitmovement 0 warp MAP_BATTLE_FRONTIER_BATTLE_FACTORY_BATTLE_ROOM, 6, 11 waitstate end BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReturnToRoomFromBattle:: factory_setopponentmons factory_resethelditems msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_LetUsRestoreMons, MSGBOX_DEFAULT playfanfare MUS_HEAL waitfanfare special HealPlayerParty frontier_getbrainstatus goto_if_eq VAR_RESULT, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForRegularOpponent playse SE_POKENAV_CALL waitse msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_WaitFewMoments, MSGBOX_DEFAULT closemessage applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantMoveToReceiveCall waitmovement 0 msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_UnderstoodSirWillDo, MSGBOX_DEFAULT closemessage applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantReturnToPlayer waitmovement 0 msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_MessageFromHeadComeRightNow, MSGBOX_DEFAULT closemessage delay 16 goto BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead end BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent:: frontier_getbrainstatus goto_if_ne VAR_RESULT, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForRegularOpponent:: frontier_get FRONTIER_DATA_BATTLE_NUM call_if_eq VAR_RESULT, 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor2ndOpponent call_if_eq VAR_RESULT, 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor3rdOpponent call_if_eq VAR_RESULT, 3, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor4thOpponent call_if_eq VAR_RESULT, 4, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor5thOpponent call_if_eq VAR_RESULT, 5, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor6thOpponent call_if_eq VAR_RESULT, 6, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor7thOpponent call BattleFrontier_EventScript_GetCantRecordBattle goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponentNoRecord multichoice 19, 4, MULTI_GO_ON_RECORD_REST_RETIRE, TRUE switch VAR_RESULT case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapMon case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRecordBattle case 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge case 3, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponentNoRecord:: multichoice 20, 6, MULTI_GO_ON_REST_RETIRE, TRUE switch VAR_RESULT case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapMon case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge case 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRecordBattle:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_RecordLatestBattle waitmessage multichoicedefault 20, 8, MULTI_YESNO, 1, FALSE switch VAR_RESULT case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_RecordBattle case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattleFactoryPreBattleRoom_EventScript_RecordBattle:: call BattleFrontier_EventScript_SaveBattle goto BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_SaveAndQuitGame, MSGBOX_YESNO switch VAR_RESULT case NO, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent case YES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_PauseChallenge case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_RetireFromChallenge waitmessage multichoicedefault 20, 8, MULTI_YESNO, 1, FALSE switch VAR_RESULT case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent case 0, BattleFrontier_BattleFactoryBattleRoom_EventScript_WarpToLobbyLost case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapMon:: factory_generateopponentmons factory_getopponentmontype setorcopyvar VAR_0x8005, VAR_RESULT factory_getopponentstyle setorcopyvar VAR_0x8006, VAR_RESULT call BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentType call BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentStyle msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_LikeToSwapMon, MSGBOX_YESNO switch VAR_RESULT case NO, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom case YES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SwapMons case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SwapMons:: fadescreen FADE_TO_BLACK factory_swapmons waitstate goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom @ Did player keep current pokemon factory_setswapped msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_YourSwapIsComplete, MSGBOX_DEFAULT goto BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor2ndOpponent:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor2ndOpponent waitmessage return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor3rdOpponent:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor3rdOpponent waitmessage return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor4thOpponent:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor4thOpponent waitmessage return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor5thOpponent:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor5thOpponent waitmessage return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor6thOpponent:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor6thOpponent waitmessage return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor7thOpponent:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor7thOpponent waitmessage return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_PauseChallenge:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_SavingDataPleaseWait waitmessage factory_save CHALLENGE_STATUS_PAUSED playse SE_SAVE waitse fadescreen FADE_TO_BLACK frontier_reset end BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ResumeChallenge:: special SavePlayerParty factory_setparties 0 frontier_set FRONTIER_DATA_RECORD_DISABLED, TRUE special CalculatePlayerPartyCount goto BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentType:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_InvestigatedUpcomingOpponent, MSGBOX_DEFAULT call_if_eq VAR_0x8005, TYPE_NORMAL, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesNormal call_if_eq VAR_0x8005, TYPE_FIGHTING, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFighting call_if_eq VAR_0x8005, TYPE_FLYING, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFlying call_if_eq VAR_0x8005, TYPE_POISON, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPoison call_if_eq VAR_0x8005, TYPE_GROUND, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGround call_if_eq VAR_0x8005, TYPE_ROCK, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesRock call_if_eq VAR_0x8005, TYPE_BUG, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesBug call_if_eq VAR_0x8005, TYPE_GHOST, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGhost call_if_eq VAR_0x8005, TYPE_STEEL, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesSteel call_if_eq VAR_0x8005, TYPE_FIRE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFire call_if_eq VAR_0x8005, TYPE_WATER, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesWater call_if_eq VAR_0x8005, TYPE_GRASS, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGrass call_if_eq VAR_0x8005, TYPE_ELECTRIC, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesElectric call_if_eq VAR_0x8005, TYPE_PSYCHIC, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPsychic call_if_eq VAR_0x8005, TYPE_ICE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesIce call_if_eq VAR_0x8005, TYPE_DRAGON, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDragon call_if_eq VAR_0x8005, TYPE_DARK, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDark call_if_eq VAR_0x8005, TYPE_FAIRY, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFairy call_if_eq VAR_0x8005, NUMBER_OF_MON_TYPES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentHasNoMostCommonType return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesNormal:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInNormalType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFighting:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFightingType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFlying:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFlyingType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPoison:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPoisonType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGround:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGroundType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesRock:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInRockType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesBug:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInBugType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGhost:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGhostType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesSteel:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInSteelType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFire:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFireType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesWater:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInWaterType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGrass:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGrassType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesElectric:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInElectricType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPsychic:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPsychicType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesIce:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInIceType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDragon:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDragonType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDark:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDarkType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFairy:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFairyType, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentHasNoMostCommonType:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerHasNoClearFavorite, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentStyle:: call_if_eq VAR_0x8006, FACTORY_STYLE_NONE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleUnrestrained call_if_eq VAR_0x8006, FACTORY_STYLE_PREPARATION, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleTotalPreparation call_if_eq VAR_0x8006, FACTORY_STYLE_SLOW_STEADY, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleSlowAndSteady call_if_eq VAR_0x8006, FACTORY_STYLE_ENDURANCE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleEndurance call_if_eq VAR_0x8006, FACTORY_STYLE_HIGH_RISK, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleHighRisk call_if_eq VAR_0x8006, FACTORY_STYLE_WEAKENING, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleWeakenFoe call_if_eq VAR_0x8006, FACTORY_STYLE_UNPREDICTABLE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleImpossibleToPredict call_if_eq VAR_0x8006, FACTORY_STYLE_WEATHER, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleDependsOnFlow call_if_eq VAR_0x8006, FACTORY_NUM_STYLES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleFlexible return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleUnrestrained:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleUnrestrained, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleTotalPreparation:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleTotalPreparation, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleSlowAndSteady:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleSlowAndSteady, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleEndurance:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleEndurance, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleHighRisk:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleHighRisk, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleWeakenFoe:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleWeakenFoe, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleImpossibleToPredict:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleImpossibleToPredict, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleDependsOnFlow:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleDependsOnFlow, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleFlexible:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleFlexible, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead:: message BattleFrontier_BattleFactoryPreBattleRoom_Text_PreparedToFaceHead waitmessage call BattleFrontier_EventScript_GetCantRecordBattle goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHeadNoRecord multichoice 19, 4, MULTI_GO_ON_RECORD_REST_RETIRE, TRUE switch VAR_RESULT case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapBeforeHead case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRecordBattle case 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge case 3, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHeadNoRecord:: multichoice 20, 6, MULTI_GO_ON_REST_RETIRE, TRUE switch VAR_RESULT case 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapBeforeHead case 1, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskPauseChallenge case 2, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskRetireChallenge case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskSwapBeforeHead:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_CantTellAnythingAboutHead, MSGBOX_DEFAULT msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_LikeToSwapMon, MSGBOX_YESNO switch VAR_RESULT case NO, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom case YES, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_SwapMons case MULTI_B_PRESSED, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLv50:: applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLv50 applymovement LOCALID_PLAYER, BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerWalkToBattleRoomLv50 return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLvOpen:: applymovement LOCALID_FACTORY_PRE_BATTLE_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLvOpen applymovement LOCALID_PLAYER, BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerWalkToBattleRoomLvOpen return BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerEnterRoom: walk_up walk_up walk_up walk_up walk_up step_end BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerWalkToBattleRoomLv50: walk_up walk_left walk_left walk_up walk_up step_end BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerWalkToBattleRoomLvOpen: walk_up walk_right walk_right walk_up walk_up step_end BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantEnterRoom: walk_up walk_up walk_up walk_up walk_up face_down step_end BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLv50: walk_left walk_left walk_up walk_up set_invisible step_end BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLvOpen: walk_right walk_right walk_up walk_up set_invisible step_end BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantMoveToReceiveCall: walk_left walk_left walk_left step_end BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantReturnToPlayer: walk_right walk_right walk_right face_down step_end BattleFrontier_BattleFactoryPreBattleRoom_Text_HoldMonsChooseFromSelection: .string "我们将先暂时保管\n您的宝可梦。\p您可以稍后从我们提供的\n宝可梦中进行选择。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_LetUsRestoreMons: .string "辛苦了!\n我来帮您的宝可梦回复体力!$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor2ndOpponent: .string "接下来是第2场比赛!\n准备好了吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor3rdOpponent: .string "接下来是第3场比赛!\n准备好了吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor4thOpponent: .string "接下来是第4场比赛!\n准备好了吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor5thOpponent: .string "接下来是第5场比赛!\n准备好了吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor6thOpponent: .string "接下来是第6场比赛!\n准备好了吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor7thOpponent: .string "接下来是第7场比赛!\n准备好了吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_SaveAndQuitGame: .string "要写入记录\n并且暂停吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_RetireFromChallenge: .string "要结束交换式对战的挑战吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_InvestigatedUpcomingOpponent: .string "我对您的下一位对手\n进行了一些调查。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInNormalType: .string "这个训练家显然很善于\n操纵一般属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFireType: .string "这个训练家显然很善于\n操纵火属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInWaterType: .string "这个训练家显然很善于\n操纵水属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInElectricType: .string "这个训练家显然很善于\n操纵电属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGrassType: .string "这个训练家显然很善于\n操纵草属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInIceType: .string "这个训练家显然很善于\n操纵冰属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFightingType: .string "这个训练家显然很善于\n操纵格斗属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPoisonType: .string "这个训练家显然很善于\n操纵毒属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGroundType: .string "这个训练家显然很善于\n操纵地面属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFlyingType: .string "这个训练家显然很善于\n操纵飞行属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPsychicType: .string "这个训练家显然很善于\n操纵超能力属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInBugType: .string "这个训练家显然很善于\n操纵虫属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInRockType: .string "这个训练家显然很善于\n操纵岩石属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGhostType: .string "这个训练家显然很善于\n操纵幽灵属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDragonType: .string "这个训练家显然很善于\n操纵龙属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDarkType: .string "这个训练家显然很善于\n操纵恶属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFairyType: .string "这个训练家显然很善于\n操纵妖精属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInSteelType: .string "这个训练家显然很善于\n操纵钢属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerHasNoClearFavorite: .string "这个训练家显然没有特别\n擅长的属性。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleSlowAndSteady: .string "最喜欢的战斗风格好像是\n稳扎稳打的那种。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleEndurance: .string "最喜欢的战斗风格好像是\n着重耐力的那种。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleHighRisk: .string "最喜欢的战斗风格好像是\n孤注一掷的那种。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleDependsOnFlow: .string "最喜欢的战斗风格好像是\n善观战斗走向的那种。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleTotalPreparation: .string "最喜欢的战斗风格好像是\n万事俱备的那种。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleWeakenFoe: .string "最喜欢的战斗风格好像是\n弱敌为先的那种。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleFlexible: .string "最喜欢的战斗风格好像是\n因地制宜的那种。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleImpossibleToPredict: .string "最喜欢的战斗风格好像是\n高深莫测的那种。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleUnrestrained: .string "最喜欢的战斗风格好像是\n自由奔放、无拘无束的那种。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_LikeToSwapMon: .string "在对战开始前,\n需要交换1只宝可梦吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_YourSwapIsComplete: .string "谢谢!\n宝可梦交换已完成。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_RightThisWay: .string "这边请!$" BattleFrontier_BattleFactoryPreBattleRoom_Text_SavingDataPleaseWait: .string "正在写入记录……\n请稍等。$" BattleFrontier_BattleFactoryPreBattleRoom_Text_RecordLatestBattle: .string "您要把您上次的战斗记录\n到您的开拓通行证吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_WaitFewMoments: .string "抱歉!请见谅!\n能稍等一下吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_UnderstoodSirWillDo: .string "……啊?什么?!……哇哦!\n明白了先生!马上就做!$" BattleFrontier_BattleFactoryPreBattleRoom_Text_MessageFromHeadComeRightNow: .string "哦,天哪……\n很抱歉让您久等了!\p我收到了老板——工厂头目\n那边发来的消息。\p他说,“我们即将开始!\n现在马上过来!”$" BattleFrontier_BattleFactoryPreBattleRoom_Text_PreparedToFaceHead: .string "工厂头目要求见您。\n您准备好迎战他了吗?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_CantTellAnythingAboutHead: .string "十分抱歉,我不能告诉您\n任何有关于工厂头目的事。$"