@ On this map the player will automatically walk into the room, but the camera is supposed to remain still. @ To do this GF sets the player (LOCALID_PLAYER) invisible and creates a fake player object (LOCALID_DOME_PLAYER). @ The graphics of this fake player object are represented with VAR_OBJ_GFX_ID_1. @ The graphics of the opponent are represented with VAR_OBJ_GFX_ID_0, which will ultimately be set by dome_setopponentgfx. .set NO_DRAW, 0 .set DRAW_TRAINER, 1 .set DRAW_TUCKER, 2 BattleFrontier_BattleDomeBattleRoom_MapScripts:: map_script MAP_SCRIPT_ON_TRANSITION, BattleFrontier_BattleDomeBattleRoom_OnTransition map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattleDomeBattleRoom_OnFrame map_script MAP_SCRIPT_ON_WARP_INTO_MAP_TABLE, BattleFrontier_BattleDomeBattleRoom_OnWarp map_script MAP_SCRIPT_ON_RESUME, BattleFrontier_BattleDomeBattleRoom_OnResume .byte 0 BattleFrontier_BattleDomeBattleRoom_OnTransition: setflag FLAG_TEMP_HIDE_FOLLOWER dome_setopponentgfx frontier_get FRONTIER_DATA_BATTLE_NUM copyvar VAR_TEMP_F, VAR_RESULT call_if_eq VAR_RESULT, DOME_ROUND1, BattleFrontier_BattleDomeBattleRoom_EventScript_SetWalkingAudienceMemberPos call BattleFrontier_BattleDomeBattleRoom_EventScript_SetPlayerGfx end BattleFrontier_BattleDomeBattleRoom_EventScript_SetPlayerGfx:: checkplayergender goto_if_eq VAR_RESULT, MALE, BattleFrontier_BattleDomeBattleRoom_EventScript_SetPlayerGfxMale goto_if_eq VAR_RESULT, FEMALE, BattleFrontier_BattleDomeBattleRoom_EventScript_SetPlayerGfxFemale return BattleFrontier_BattleDomeBattleRoom_EventScript_SetPlayerGfxMale:: setvar VAR_OBJ_GFX_ID_1, OBJ_EVENT_GFX_RIVAL_BRENDAN_NORMAL return BattleFrontier_BattleDomeBattleRoom_EventScript_SetPlayerGfxFemale:: setvar VAR_OBJ_GFX_ID_1, OBJ_EVENT_GFX_RIVAL_MAY_NORMAL return BattleFrontier_BattleDomeBattleRoom_OnFrame: map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattleDomeBattleRoom_EventScript_EnterRoom .2byte 0 BattleFrontier_BattleDomeBattleRoom_EventScript_EnterRoom:: lockall call BattleFrontier_BattleDomeBattleRoom_EventScript_GetRoundNum call_if_eq VAR_RESULT, DOME_ROUND1, BattleFrontier_BattleDomeBattleRoom_EventScript_TryDoAudienceMemberWalkToSeat applymovement LOCALID_DOME_ANNOUNCER, Common_Movement_WalkInPlaceDown waitmovement 0 call BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayer msgbox BattleFrontier_BattleDomeBattleRoom_Text_PlayerHasEnteredDome, MSGBOX_DEFAULT closemessage showobjectat LOCALID_DOME_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_DOME_BATTLE_ROOM goto_if_ne VAR_TEMP_F, DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_PlayerEnter goto_if_ne VAR_TEMP_E, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattleDomeBattleRoom_EventScript_PlayerEnterForTucker BattleFrontier_BattleDomeBattleRoom_EventScript_PlayerEnter:: applymovement LOCALID_DOME_PLAYER, BattleFrontier_BattleDomeBattleRoom_Movement_PlayerEnter goto BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceReactToPlayer BattleFrontier_BattleDomeBattleRoom_EventScript_PlayerEnterForTucker:: applymovement LOCALID_DOME_PLAYER, BattleFrontier_BattleDomeBattleRoom_Movement_PlayerEnterForTucker BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceReactToPlayer:: playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround waitmovement 0 goto_if_ne VAR_TEMP_F, DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_BattleOpponent goto_if_ne VAR_TEMP_E, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnounceTucker BattleFrontier_BattleDomeBattleRoom_EventScript_BattleOpponent:: dome_getopponentname msgbox BattleFrontier_BattleDomeBattleRoom_Text_PlayerVersusTrainer, MSGBOX_DEFAULT closemessage applymovement LOCALID_DOME_PLAYER, BattleFrontier_BattleDomeBattleRoom_Movement_PlayerStepForward applymovement LOCALID_DOME_OPPONENT, BattleFrontier_BattleDomeBattleRoom_Movement_OpponentStepForward waitmovement 0 tower_getopponentintro 0 msgbox gStringVar4, MSGBOX_DEFAULT closemessage dome_initopponentparty call BattleFrontier_BattleDomeBattleRoom_EventScript_DoDomeBattle setvar VAR_TEMP_2, NO_DRAW switch VAR_RESULT case B_OUTCOME_WON, BattleFrontier_BattleDomeBattleRoom_EventScript_DefeatedOpponent case B_OUTCOME_LOST, BattleFrontier_BattleDomeBattleRoom_EventScript_LostToOpponent case B_OUTCOME_FORFEITED, BattleFrontier_BattleDomeBattleRoom_EventScript_LostToOpponent setvar VAR_TEMP_2, DRAW_TRAINER BattleFrontier_BattleDomeBattleRoom_EventScript_Draw:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_RefereeDecisionPleaseWait, MSGBOX_DEFAULT closemessage playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround delay 60 applymovement LOCALID_DOME_REFEREE, BattleFrontier_BattleDomeBattleRoom_Movement_RefereeEnter waitmovement 0 applymovement LOCALID_DOME_ANNOUNCER, BattleFrontier_BattleDomeBattleRoom_Movement_AnnouncerFaceLeft waitmovement 0 delay 180 applymovement LOCALID_DOME_REFEREE, BattleFrontier_BattleDomeBattleRoom_Movement_RefereeExit waitmovement 0 goto_if_eq VAR_TEMP_2, DRAW_TUCKER, BattleFrontier_BattleDomeBattleRoom_EventScript_LostToOpponent @ Tucker always wins on a draw dome_compareseeds switch VAR_RESULT case 1, BattleFrontier_BattleDomeBattleRoom_EventScript_DefeatedOpponent BattleFrontier_BattleDomeBattleRoom_EventScript_LostToOpponent:: applymovement LOCALID_DOME_ANNOUNCER, Common_Movement_WalkInPlaceDown waitmovement 0 dome_getopponentname call_if_eq VAR_TEMP_2, NO_DRAW, BattleFrontier_BattleDomeBattleRoom_EventScript_OpponentWon call_if_eq VAR_TEMP_2, DRAW_TRAINER, BattleFrontier_BattleDomeBattleRoom_EventScript_OpponentWonDraw call_if_eq VAR_TEMP_2, DRAW_TUCKER, BattleFrontier_BattleDomeBattleRoom_EventScript_TuckerWonDraw playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround delay 60 BattleFrontier_BattleDomeBattleRoom_EventScript_LostTourney:: dome_resolvewinners DOME_PLAYER_LOST_MATCH BattleFrontier_BattleDomeBattleRoom_EventScript_WarpToLobbyLost:: frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_LOST goto BattleFrontier_BattleDomeBattleRoom_EventScript_WarpToLobby BattleFrontier_BattleDomeBattleRoom_EventScript_OpponentWon:: frontier_gettrainername STR_VAR_2 message BattleFrontier_BattleDomeBattleRoom_Text_TrainerIsWinner waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_OpponentWonDraw:: frontier_gettrainername STR_VAR_1 message BattleFrontier_BattleDomeBattleRoom_Text_RefereesDecidedWinnerTrainer waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_TuckerWonDraw:: message BattleFrontier_BattleDomeBattleRoom_Text_RefereesDecidedWinnerTucker waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_DefeatedOpponent:: applymovement LOCALID_DOME_ANNOUNCER, Common_Movement_WalkInPlaceDown waitmovement 0 call_if_eq VAR_TEMP_2, NO_DRAW, BattleFrontier_BattleDomeBattleRoom_EventScript_PlayerWon call_if_eq VAR_TEMP_2, DRAW_TRAINER, BattleFrontier_BattleDomeBattleRoom_EventScript_PlayerWonDraw playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround delay 60 dome_getroundtext dome_resolvewinners DOME_PLAYER_WON_MATCH frontier_get FRONTIER_DATA_BATTLE_NUM addvar VAR_RESULT, 1 frontier_set FRONTIER_DATA_BATTLE_NUM, VAR_RESULT switch VAR_RESULT case DOME_ROUNDS_COUNT, BattleFrontier_BattleDomeBattleRoom_EventScript_WonTourney setvar VAR_0x8006, 1 warp MAP_BATTLE_FRONTIER_BATTLE_DOME_PRE_BATTLE_ROOM, 5, 3 waitstate BattleFrontier_BattleDomeBattleRoom_EventScript_WonTourney:: applymovement LOCALID_DOME_PLAYER, BattleFrontier_BattleDomeBattleRoom_Movement_PlayerApproachAudience waitmovement 0 frontier_get FRONTIER_DATA_LVL_MODE switch VAR_RESULT case FRONTIER_LVL_OPEN, BattleFrontier_BattleDomeBattleRoom_EventScript_WonLvOpenTourney msgbox BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsLv50Champ, MSGBOX_DEFAULT goto BattleFrontier_BattleDomeBattleRoom_EventScript_CelebrateWin BattleFrontier_BattleDomeBattleRoom_EventScript_WonLvOpenTourney:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsLvOpenChamp, MSGBOX_DEFAULT BattleFrontier_BattleDomeBattleRoom_EventScript_CelebrateWin:: special DoDomeConfetti playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround delay 60 frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_WON goto BattleFrontier_BattleDomeBattleRoom_EventScript_WarpToLobby BattleFrontier_BattleDomeBattleRoom_EventScript_PlayerWon:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsWinner, MSGBOX_DEFAULT return BattleFrontier_BattleDomeBattleRoom_EventScript_PlayerWonDraw:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_RefereesDecidedWinnerPlayer, MSGBOX_DEFAULT return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayer:: dome_get DOME_DATA_ATTEMPTED_CHALLENGE goto_if_eq VAR_RESULT, FALSE, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttempt dome_get DOME_DATA_HAS_WON_CHALLENGE goto_if_eq VAR_RESULT, FALSE, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWon dome_get DOME_DATA_WIN_STREAK_ACTIVE goto_if_eq VAR_RESULT, FALSE, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreak goto BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampion return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttempt:: call BattleFrontier_BattleDomeBattleRoom_EventScript_GetRoundNum switch VAR_RESULT case DOME_ROUND1, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttemptRound1 case DOME_ROUND2, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttemptRound2 case DOME_SEMIFINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttemptSemifinal case DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttemptFinal return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttemptRound1:: message BattleFrontier_BattleDomeBattleRoom_Text_BrightNewHope waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttemptRound2:: message BattleFrontier_BattleDomeBattleRoom_Text_RisingStar waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttemptSemifinal:: message BattleFrontier_BattleDomeBattleRoom_Text_WillTheyRaceToChampionship waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerFirstAttemptFinal:: message BattleFrontier_BattleDomeBattleRoom_Text_CanAchieveChampionFirstTry waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWon:: call BattleFrontier_BattleDomeBattleRoom_EventScript_GetRoundNum switch VAR_RESULT case DOME_ROUND1, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWonRound1 case DOME_ROUND2, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWonRound2 case DOME_SEMIFINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWonSemifinal case DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWonFinal return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWonRound1:: message BattleFrontier_BattleDomeBattleRoom_Text_CanLossBeAvenged waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWonRound2:: message BattleFrontier_BattleDomeBattleRoom_Text_OnFireForChampionship waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWonSemifinal:: message BattleFrontier_BattleDomeBattleRoom_Text_WinHereAdvancesToFinal waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerNeverWonFinal:: message BattleFrontier_BattleDomeBattleRoom_Text_WillLongHeldDreamComeTrue waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampion:: goto_if_ne VAR_TEMP_F, DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionNoTucker switch VAR_TEMP_E case FRONTIER_BRAIN_SILVER, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerPreTuckerSilver case FRONTIER_BRAIN_GOLD, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerPreTuckerGold case FRONTIER_BRAIN_STREAK, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerPreTuckerSilver case FRONTIER_BRAIN_STREAK_LONG, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerPreTuckerGold BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionNoTucker:: call BattleFrontier_BattleDomeBattleRoom_EventScript_GetRoundNum switch VAR_RESULT case DOME_ROUND1, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionRound1 case DOME_ROUND2, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionRound2 case DOME_SEMIFINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionSemifinal case DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionFinal return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionRound1:: message BattleFrontier_BattleDomeBattleRoom_Text_TheInvincibleChampion waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionRound2:: message BattleFrontier_BattleDomeBattleRoom_Text_CanAnyoneHopeToBeatTrainer waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionSemifinal:: message BattleFrontier_BattleDomeBattleRoom_Text_DoBattlesExistSolelyForTrainer waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerChampionFinal:: message BattleFrontier_BattleDomeBattleRoom_Text_CurrentChampAimingToRetainTitle waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerPreTuckerSilver:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_FeelGlowOfTrueMaster, MSGBOX_DEFAULT return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerPreTuckerGold:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_CanWinStreakBeStretched, MSGBOX_DEFAULT return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreak:: call BattleFrontier_BattleDomeBattleRoom_EventScript_GetRoundNum switch VAR_RESULT case DOME_ROUND1, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreakRound1 case DOME_ROUND2, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreakRound2 case DOME_SEMIFINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreakSemifinal case DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreakFinal return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreakRound1:: message BattleFrontier_BattleDomeBattleRoom_Text_FormerChampHasReturned waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreakRound2:: message BattleFrontier_BattleDomeBattleRoom_Text_FormerToughnessReturned waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreakSemifinal:: message BattleFrontier_BattleDomeBattleRoom_Text_WillDoExpectedAdvanceToFinals waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnouncePlayerBrokenStreakFinal:: message BattleFrontier_BattleDomeBattleRoom_Text_WillFormerChampRegainGlory waitmessage return BattleFrontier_BattleDomeBattleRoom_EventScript_GetRoundNum:: frontier_get FRONTIER_DATA_BATTLE_NUM return BattleFrontier_BattleDomeBattleRoom_EventScript_AnnounceTucker:: switch VAR_TEMP_E case FRONTIER_BRAIN_SILVER, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnounceTuckerSilver case FRONTIER_BRAIN_GOLD, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnounceTuckerGold case FRONTIER_BRAIN_STREAK, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnounceTuckerSilver case FRONTIER_BRAIN_STREAK_LONG, BattleFrontier_BattleDomeBattleRoom_EventScript_AnnounceTuckerGold BattleFrontier_BattleDomeBattleRoom_EventScript_AnnounceTuckerSilver:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_MakeWayForDomeAceTucker, MSGBOX_DEFAULT goto BattleFrontier_BattleDomeBattleRoom_EventScript_TuckerEnter BattleFrontier_BattleDomeBattleRoom_EventScript_AnnounceTuckerGold:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_LegendHasReturnedDomeAceTucker, MSGBOX_DEFAULT BattleFrontier_BattleDomeBattleRoom_EventScript_TuckerEnter:: closemessage applymovement LOCALID_DOME_AUDIENCE_TWIN, BattleFrontier_BattleDomeBattleRoom_Movement_AudienceTwinJump applymovement LOCALID_DOME_ANNOUNCER, BattleFrontier_BattleDomeBattleRoom_Movement_AnnouncerMoveForTuckerEntrance applymovement LOCALID_DOME_OPPONENT, BattleFrontier_BattleDomeBattleRoom_Movement_TuckerEnterAndDance playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround waitse playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround waitse playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround waitse playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround waitse playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround waitse waitmovement 0 message BattleFrontier_BattleDomeBattleRoom_Text_SpectatorTuckerChant waitmessage playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround waitse switch VAR_TEMP_E case FRONTIER_BRAIN_GOLD, BattleFrontier_BattleDomeBattleRoom_EventScript_TuckerGoldIntro case FRONTIER_BRAIN_STREAK, BattleFrontier_BattleDomeBattleRoom_EventScript_BattleTuckerSilver case FRONTIER_BRAIN_STREAK_LONG, BattleFrontier_BattleDomeBattleRoom_EventScript_BattleTuckerGold frontier_get FRONTIER_DATA_HEARD_BRAIN_SPEECH goto_if_ne VAR_RESULT, FALSE, BattleFrontier_BattleDomeBattleRoom_EventScript_BattleTuckerSilver msgbox BattleFrontier_BattleDomeBattleRoom_Text_TuckerSilverIntro, MSGBOX_DEFAULT frontier_set FRONTIER_DATA_HEARD_BRAIN_SPEECH BattleFrontier_BattleDomeBattleRoom_EventScript_BattleTuckerSilver:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_LetsSeeYourStrategy, MSGBOX_DEFAULT call BattleFrontier_BattleDomeBattleRoom_EventScript_DoTuckerBattle switch VAR_RESULT case B_OUTCOME_LOST, BattleFrontier_BattleDomeBattleRoom_EventScript_LostToTucker case B_OUTCOME_FORFEITED, BattleFrontier_BattleDomeBattleRoom_EventScript_LostToTucker case B_OUTCOME_DREW, BattleFrontier_BattleDomeBattleRoom_EventScript_TuckerDraw msgbox BattleFrontier_BattleDomeBattleRoom_Text_IncredibleVictorIsPlayer, MSGBOX_DEFAULT dome_resolvewinners DOME_PLAYER_WON_MATCH frontier_getsymbols goto_if_ne VAR_RESULT, 0, BattleFrontier_BattleDomeBattleRoom_EventScript_WonTourney closemessage applymovement LOCALID_DOME_OPPONENT, BattleFrontier_BattleDomeBattleRoom_Movement_TuckerApproachPlayer waitmovement 0 msgbox BattleFrontier_BattleDomeBattleRoom_Text_SeeYourFrontierPass, MSGBOX_DEFAULT playfanfare MUS_OBTAIN_SYMBOL message BattleFrontier_BattleDomeBattleRoom_Text_ReceivedTacticsSymbol waitmessage waitfanfare frontier_givesymbol msgbox BattleFrontier_BattleDomeBattleRoom_Text_WontUnderestimateYouNextTime, MSGBOX_DEFAULT goto BattleFrontier_BattleDomeBattleRoom_EventScript_WonTourney BattleFrontier_BattleDomeBattleRoom_EventScript_TuckerGoldIntro:: frontier_get FRONTIER_DATA_HEARD_BRAIN_SPEECH goto_if_ne VAR_RESULT, FALSE, BattleFrontier_BattleDomeBattleRoom_EventScript_BattleTuckerGold msgbox BattleFrontier_BattleDomeBattleRoom_Text_TuckerGoldIntro, MSGBOX_DEFAULT frontier_set FRONTIER_DATA_HEARD_BRAIN_SPEECH BattleFrontier_BattleDomeBattleRoom_EventScript_BattleTuckerGold:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_UnleashAllPowerIPossess, MSGBOX_DEFAULT call BattleFrontier_BattleDomeBattleRoom_EventScript_DoTuckerBattle switch VAR_RESULT case B_OUTCOME_LOST, BattleFrontier_BattleDomeBattleRoom_EventScript_LostToTucker case B_OUTCOME_FORFEITED, BattleFrontier_BattleDomeBattleRoom_EventScript_LostToTucker case B_OUTCOME_DREW, BattleFrontier_BattleDomeBattleRoom_EventScript_TuckerDraw msgbox BattleFrontier_BattleDomeBattleRoom_Text_IncredibleVictorIsPlayer, MSGBOX_DEFAULT dome_resolvewinners DOME_PLAYER_WON_MATCH frontier_getsymbols goto_if_eq VAR_RESULT, 2, BattleFrontier_BattleDomeBattleRoom_EventScript_WonTourney closemessage applymovement LOCALID_DOME_OPPONENT, BattleFrontier_BattleDomeBattleRoom_Movement_TuckerApproachPlayer waitmovement 0 msgbox BattleFrontier_BattleDomeBattleRoom_Text_NeverLostWhenPowerUnleashed, MSGBOX_DEFAULT playfanfare MUS_OBTAIN_SYMBOL message BattleFrontier_BattleDomeBattleRoom_Text_TacticsSymbolTookGoldenShine waitmessage waitfanfare frontier_givesymbol msgbox BattleFrontier_BattleDomeBattleRoom_Text_LookForwardToNextEncounter, MSGBOX_DEFAULT goto BattleFrontier_BattleDomeBattleRoom_EventScript_WonTourney BattleFrontier_BattleDomeBattleRoom_EventScript_DoTuckerBattle:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_PlayerVersusTucker, MSGBOX_DEFAULT closemessage applymovement LOCALID_DOME_PLAYER, BattleFrontier_BattleDomeBattleRoom_Movement_PlayerStepForward2 applymovement LOCALID_DOME_OPPONENT, BattleFrontier_BattleDomeBattleRoom_Movement_TuckerStepForward waitmovement 0 call BattleFrontier_BattleDomeBattleRoom_EventScript_DoDomeBattle return BattleFrontier_BattleDomeBattleRoom_EventScript_LostToTucker:: msgbox BattleFrontier_BattleDomeBattleRoom_Text_WinnerIsTucker, MSGBOX_DEFAULT playse SE_M_ENCORE2 call BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround waitse goto BattleFrontier_BattleDomeBattleRoom_EventScript_LostTourney BattleFrontier_BattleDomeBattleRoom_EventScript_TuckerDraw:: setvar VAR_TEMP_2, DRAW_TUCKER goto BattleFrontier_BattleDomeBattleRoom_EventScript_Draw BattleFrontier_BattleDomeBattleRoom_EventScript_DoDomeBattle:: frontier_set FRONTIER_DATA_RECORD_DISABLED, FALSE special HealPlayerParty setvar VAR_0x8004, SPECIAL_BATTLE_DOME setvar VAR_0x8005, 0 setvar VAR_TEMP_9, 1 special DoSpecialTrainerBattle waitstate setvar VAR_TEMP_9, 0 dome_restorehelditems special HealPlayerParty dome_resetsketch return BattleFrontier_BattleDomeBattleRoom_OnWarp: map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattleDomeBattleRoom_EventScript_SetUpObjects .2byte 0 BattleFrontier_BattleDomeBattleRoom_EventScript_SetUpObjects:: hideobjectat LOCALID_DOME_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_DOME_BATTLE_ROOM call BattleFrontier_BattleDomeBattleRoom_EventScript_AddAudience call BattleFrontier_BattleDomeBattleRoom_EventScript_SetPlayerGfx setvar VAR_TEMP_1, 1 applymovement LOCALID_PLAYER, BattleFrontier_BattleDomeBattleRoom_Movement_SetInvisible frontier_get FRONTIER_DATA_BATTLE_NUM goto_if_ne VAR_RESULT, DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_EndSetUpObjects frontier_getbrainstatus copyvar VAR_TEMP_E, VAR_RESULT goto_if_eq VAR_RESULT, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattleDomeBattleRoom_EventScript_EndSetUpObjects call BattleFrontier_EventScript_SetBrainObjectGfx setobjectxyperm LOCALID_DOME_OPPONENT, 13, 9 removeobject LOCALID_DOME_OPPONENT delay 1 addobject LOCALID_DOME_OPPONENT applymovement LOCALID_DOME_OPPONENT, BattleFrontier_BattleDomeBattleRoom_Movement_SetInvisibleFacingUp BattleFrontier_BattleDomeBattleRoom_EventScript_EndSetUpObjects:: end BattleFrontier_BattleDomeBattleRoom_OnResume: call_if_eq VAR_TEMP_9, 1, BattleFrontier_BattleDomeBattleRoom_EventScript_CallAddAudience end BattleFrontier_BattleDomeBattleRoom_EventScript_CallAddAudience:: call BattleFrontier_BattleDomeBattleRoom_EventScript_AddAudience return @ Add audience members to supplement the permanent object event audience BattleFrontier_BattleDomeBattleRoom_EventScript_AddAudience:: call_if_eq VAR_TEMP_F, DOME_ROUND1, BattleFrontier_BattleDomeBattleRoom_EventScript_AddRound1Audience call_if_eq VAR_TEMP_F, DOME_ROUND2, BattleFrontier_BattleDomeBattleRoom_EventScript_AddRound2Audience call_if_eq VAR_TEMP_F, DOME_SEMIFINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AddSemifinalAudience call_if_eq VAR_TEMP_F, DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_AddFinalAudience return BattleFrontier_BattleDomeBattleRoom_EventScript_AddRound1Audience:: return BattleFrontier_BattleDomeBattleRoom_EventScript_AddRound2Audience:: createvobject OBJ_EVENT_GFX_SCIENTIST_1, 1, 3, 0 createvobject OBJ_EVENT_GFX_EXPERT_F, 4, 6, 0 createvobject OBJ_EVENT_GFX_NINJA_BOY, 6, 8, 0 createvobject OBJ_EVENT_GFX_LITTLE_GIRL, 9, 11, 0 createvobject OBJ_EVENT_GFX_SCIENTIST_1, 11, 13, 0 createvobject OBJ_EVENT_GFX_MAN_5, 13, 15, 0 createvobject OBJ_EVENT_GFX_BEAUTY, 19, 7, 1 createvobject OBJ_EVENT_GFX_WOMAN_5, 22, 11, 1 createvobject OBJ_EVENT_GFX_LITTLE_BOY, 25, 15, 1 createvobject OBJ_EVENT_GFX_YOUNGSTER, 26, 2, 2 createvobject OBJ_EVENT_GFX_SCHOOL_KID_M, 29, 5, 1 return BattleFrontier_BattleDomeBattleRoom_EventScript_AddSemifinalAudience:: createvobject OBJ_EVENT_GFX_SCIENTIST_1, 1, 3, 0 createvobject OBJ_EVENT_GFX_EXPERT_F, 4, 6, 0 createvobject OBJ_EVENT_GFX_NINJA_BOY, 6, 8, 0 createvobject OBJ_EVENT_GFX_WOMAN_2, 7, 9, 0 createvobject OBJ_EVENT_GFX_LITTLE_GIRL, 9, 11, 0 createvobject OBJ_EVENT_GFX_LASS, 10, 12, 0 createvobject OBJ_EVENT_GFX_SCIENTIST_1, 11, 13, 0 createvobject OBJ_EVENT_GFX_MAN_5, 13, 15, 0 createvobject OBJ_EVENT_GFX_GENTLEMAN, 15, 2, 1 createvobject OBJ_EVENT_GFX_NINJA_BOY, 16, 3, 1 createvobject OBJ_EVENT_GFX_WOMAN_2, 17, 4, 1 createvobject OBJ_EVENT_GFX_BEAUTY, 19, 7, 1 createvobject OBJ_EVENT_GFX_EXPERT_F, 20, 9, 1 createvobject OBJ_EVENT_GFX_WOMAN_5, 22, 11, 1 createvobject OBJ_EVENT_GFX_SCIENTIST_1, 23, 13, 1 createvobject OBJ_EVENT_GFX_LITTLE_BOY, 25, 15, 1 createvobject OBJ_EVENT_GFX_YOUNGSTER, 26, 2, 2 createvobject OBJ_EVENT_GFX_HEX_MANIAC, 28, 5, 2 createvobject OBJ_EVENT_GFX_SCHOOL_KID_M, 29, 5, 1 createvobject OBJ_EVENT_GFX_MART_EMPLOYEE, 30, 6, 2 createvobject OBJ_EVENT_GFX_WOMAN_5, 31, 8, 2 return BattleFrontier_BattleDomeBattleRoom_EventScript_AddFinalAudience:: createvobject OBJ_EVENT_GFX_NINJA_BOY, 0, 2, 0 createvobject OBJ_EVENT_GFX_SCIENTIST_1, 1, 3, 0 createvobject OBJ_EVENT_GFX_BEAUTY, 2, 15, 0 createvobject OBJ_EVENT_GFX_MAN_5, 3, 5, 0 createvobject OBJ_EVENT_GFX_EXPERT_F, 4, 6, 0 createvobject OBJ_EVENT_GFX_SCIENTIST_1, 5, 7, 0 createvobject OBJ_EVENT_GFX_NINJA_BOY, 6, 8, 0 createvobject OBJ_EVENT_GFX_WOMAN_2, 7, 9, 0 createvobject OBJ_EVENT_GFX_WOMAN_3, 8, 10, 0 createvobject OBJ_EVENT_GFX_LITTLE_GIRL, 9, 11, 0 createvobject OBJ_EVENT_GFX_LASS, 10, 12, 0 createvobject OBJ_EVENT_GFX_SCIENTIST_1, 11, 13, 0 createvobject OBJ_EVENT_GFX_BEAUTY, 12, 14, 0 createvobject OBJ_EVENT_GFX_MAN_5, 13, 15, 2 createvobject OBJ_EVENT_GFX_HIKER, 14, 12, 2 createvobject OBJ_EVENT_GFX_GENTLEMAN, 15, 2, 1 createvobject OBJ_EVENT_GFX_NINJA_BOY, 16, 3, 1 createvobject OBJ_EVENT_GFX_WOMAN_2, 17, 4, 1 createvobject OBJ_EVENT_GFX_WOMAN_3, 18, 6, 1 createvobject OBJ_EVENT_GFX_BEAUTY, 19, 7, 1 createvobject OBJ_EVENT_GFX_EXPERT_F, 20, 9, 1 createvobject OBJ_EVENT_GFX_MAN_2, 21, 10, 1 createvobject OBJ_EVENT_GFX_WOMAN_5, 22, 11, 1 createvobject OBJ_EVENT_GFX_SCIENTIST_1, 23, 13, 1 createvobject OBJ_EVENT_GFX_GENTLEMAN, 24, 14, 1 createvobject OBJ_EVENT_GFX_LITTLE_BOY, 25, 15, 1 createvobject OBJ_EVENT_GFX_YOUNGSTER, 26, 2, 2 createvobject OBJ_EVENT_GFX_FAT_MAN, 27, 3, 2 createvobject OBJ_EVENT_GFX_HEX_MANIAC, 28, 5, 2 createvobject OBJ_EVENT_GFX_SCHOOL_KID_M, 29, 5, 1 createvobject OBJ_EVENT_GFX_MART_EMPLOYEE, 30, 6, 2 createvobject OBJ_EVENT_GFX_WOMAN_5, 31, 8, 2 return BattleFrontier_BattleDomeBattleRoom_Movement_SetInvisible: set_invisible step_end BattleFrontier_BattleDomeBattleRoom_Movement_PlayerEnter: set_visible delay_16 walk_up walk_up walk_up walk_right BattleFrontier_BattleDomeBattleRoom_Movement_PlayerStepForward: walk_right step_end BattleFrontier_BattleDomeBattleRoom_Movement_PlayerApproachAudience: walk_up step_end @ Identical to Movement_PlayerEnter BattleFrontier_BattleDomeBattleRoom_Movement_PlayerEnterForTucker: set_visible delay_16 walk_up walk_up walk_up walk_right walk_right step_end BattleFrontier_BattleDomeBattleRoom_Movement_PlayerStepForward2: walk_right step_end BattleFrontier_BattleDomeBattleRoom_Movement_OpponentStepForward: walk_left step_end BattleFrontier_BattleDomeBattleRoom_Movement_SetInvisibleFacingUp: face_up set_invisible step_end BattleFrontier_BattleDomeBattleRoom_Movement_TuckerEnterAndDance: set_visible walk_up walk_up walk_up face_left delay_8 delay_4 face_down delay_8 delay_4 face_right delay_8 delay_4 face_up delay_8 delay_4 face_left delay_16 walk_fast_up walk_fast_up face_left delay_8 delay_4 face_down delay_8 delay_4 face_right delay_8 delay_4 face_up delay_8 delay_4 face_left jump_2_left unlock_facing_direction face_up lock_facing_direction jump_2_left jump_2_left unlock_facing_direction face_right lock_facing_direction jump_2_left unlock_facing_direction face_down delay_2 face_left delay_8 delay_4 face_up delay_8 delay_4 face_right delay_8 delay_4 face_down delay_8 delay_4 face_left delay_4 face_up delay_4 face_right delay_4 face_down delay_4 face_left delay_2 face_up delay_2 face_right delay_2 face_down delay_2 face_left lock_facing_direction walk_right walk_slow_right walk_right walk_slow_right unlock_facing_direction face_up delay_16 jump_in_place_up jump_in_place_up delay_16 walk_right walk_right walk_right jump_in_place_up delay_16 walk_right walk_down walk_down face_left delay_2 face_up delay_2 face_right delay_2 face_down delay_2 face_left delay_4 walk_left walk_left step_end BattleFrontier_BattleDomeBattleRoom_Movement_AnnouncerMoveForTuckerEntrance: delay_16 delay_16 walk_left walk_left walk_in_place_faster_right delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 walk_right walk_right walk_in_place_faster_down step_end BattleFrontier_BattleDomeBattleRoom_Movement_TuckerStepForward: walk_left step_end BattleFrontier_BattleDomeBattleRoom_Movement_TuckerApproachPlayer: walk_left walk_left step_end BattleFrontier_BattleDomeBattleRoom_EventScript_AudienceLookAround:: turnvobject 0, DIR_EAST turnvobject 2, DIR_EAST turnvobject 4, DIR_EAST turnvobject 6, DIR_EAST turnvobject 8, DIR_EAST turnvobject 10, DIR_WEST turnvobject 12, DIR_WEST turnvobject 14, DIR_WEST turnvobject 16, DIR_WEST turnvobject 18, DIR_WEST turnvobject 20, DIR_EAST turnvobject 22, DIR_EAST turnvobject 24, DIR_EAST turnvobject 26, DIR_EAST turnvobject 28, DIR_EAST turnvobject 30, DIR_EAST delay 20 turnvobject 0, DIR_SOUTH turnvobject 2, DIR_SOUTH turnvobject 4, DIR_SOUTH turnvobject 6, DIR_SOUTH turnvobject 8, DIR_SOUTH turnvobject 10, DIR_SOUTH turnvobject 12, DIR_SOUTH turnvobject 14, DIR_SOUTH turnvobject 16, DIR_SOUTH turnvobject 18, DIR_SOUTH turnvobject 20, DIR_SOUTH turnvobject 22, DIR_SOUTH turnvobject 24, DIR_SOUTH turnvobject 26, DIR_SOUTH turnvobject 28, DIR_SOUTH turnvobject 30, DIR_SOUTH delay 20 turnvobject 1, DIR_EAST turnvobject 3, DIR_EAST turnvobject 5, DIR_EAST turnvobject 7, DIR_EAST turnvobject 9, DIR_EAST turnvobject 11, DIR_WEST turnvobject 13, DIR_WEST turnvobject 15, DIR_WEST turnvobject 17, DIR_WEST turnvobject 19, DIR_WEST turnvobject 21, DIR_EAST turnvobject 23, DIR_EAST turnvobject 25, DIR_EAST turnvobject 27, DIR_WEST turnvobject 31, DIR_WEST delay 20 turnvobject 1, DIR_SOUTH turnvobject 3, DIR_SOUTH turnvobject 5, DIR_SOUTH turnvobject 7, DIR_SOUTH turnvobject 9, DIR_SOUTH turnvobject 11, DIR_SOUTH turnvobject 13, DIR_SOUTH turnvobject 15, DIR_SOUTH turnvobject 17, DIR_SOUTH turnvobject 19, DIR_SOUTH turnvobject 21, DIR_SOUTH turnvobject 23, DIR_SOUTH turnvobject 25, DIR_SOUTH turnvobject 27, DIR_SOUTH turnvobject 31, DIR_SOUTH delay 20 return BattleFrontier_BattleDomeBattleRoom_EventScript_WarpToLobby:: copyvar VAR_RESULT, VAR_FRONTIER_BATTLE_MODE goto_if_eq VAR_RESULT, FRONTIER_MODE_DOUBLES, BattleFrontier_BattleDomePreBattleRoom_EventScript_WarpToLobbyDoubles warp MAP_BATTLE_FRONTIER_BATTLE_DOME_LOBBY, 5, 11 waitstate end BattleFrontier_BattleDomePreBattleRoom_EventScript_WarpToLobbyDoubles:: warp MAP_BATTLE_FRONTIER_BATTLE_DOME_LOBBY, 17, 11 waitstate end @ On round 1 there's a 50% chance that a specific audience member will walk to his seat BattleFrontier_BattleDomeBattleRoom_EventScript_SetWalkingAudienceMemberPos:: random 2 copyvar VAR_TEMP_D, VAR_RESULT goto_if_eq VAR_TEMP_D, 0, Common_EventScript_NopReturn setobjectxyperm LOCALID_DOME_AUDIENCE_WALKING, 2, 0 setobjectmovementtype LOCALID_DOME_AUDIENCE_WALKING, MOVEMENT_TYPE_FACE_RIGHT return BattleFrontier_BattleDomeBattleRoom_EventScript_TryDoAudienceMemberWalkToSeat:: goto_if_eq VAR_TEMP_D, 0, Common_EventScript_NopReturn applymovement LOCALID_DOME_AUDIENCE_WALKING, BattleFrontier_BattleDomeBattleRoom_Movement_AudienceMemberWalkToSeat return BattleFrontier_BattleDomeBattleRoom_Movement_AudienceTwinJump: delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_8 disable_jump_landing_ground_effect jump_in_place_down delay_4 jump_in_place_down enable_jump_landing_ground_effect step_end BattleFrontier_BattleDomeBattleRoom_Movement_AudienceMemberWalkToSeat: walk_down walk_down walk_right walk_right walk_in_place_faster_down step_end BattleFrontier_BattleDomeBattleRoom_Movement_RefereeEnter: walk_right walk_right walk_right walk_right step_end BattleFrontier_BattleDomeBattleRoom_Movement_AnnouncerFaceLeft: walk_in_place_faster_left step_end BattleFrontier_BattleDomeBattleRoom_Movement_RefereeExit: walk_left walk_left walk_left walk_left step_end BattleFrontier_BattleDomeBattleRoom_Text_PlayerHasEnteredDome: .string "{PLAYER}进入了对战巨蛋!$" BattleFrontier_BattleDomeBattleRoom_Text_PlayerVersusTrainer: .string "{STR_VAR_1}!\p{PLAYER} VS {STR_VAR_2}!\p比赛开始!$" BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsWinner: .string "{PLAYER}获胜!\n恭喜!$" BattleFrontier_BattleDomeBattleRoom_Text_TrainerIsWinner: .string "{STR_VAR_2}获胜!\n恭喜!$" BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsLv50Champ: .string "{PLAYER}是Lv. 50级\n对战锦标赛的冠军!\p恭喜!$" BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsLvOpenChamp: .string "{PLAYER}是自由等级\n对战锦标赛的冠军!\p恭喜!$" BattleFrontier_BattleDomeBattleRoom_Text_RefereeDecisionPleaseWait: .string "真是让人意外的结果!\n双方宝可梦同时倒地!\p按照比赛规则,出现这种情况时\n我们需要请裁判员进行评判。\p请耐心等待\n最终结果。$" BattleFrontier_BattleDomeBattleRoom_Text_RefereesDecidedWinnerTrainer: .string "裁判做出了\n最终判决!\p冠军是……\n天啊!\l冠军是{STR_VAR_1}!\l祝贺{STR_VAR_1}!$" BattleFrontier_BattleDomeBattleRoom_Text_RefereesDecidedWinnerPlayer: .string "裁判做出了\n最终判决!\p冠军是……\n天啊!\l冠军是{PLAYER}!\l祝贺{PLAYER}!$" BattleFrontier_BattleDomeBattleRoom_Text_BrightNewHope: .string "新的希望来了!\p$" BattleFrontier_BattleDomeBattleRoom_Text_RisingStar: .string "后起之秀啊!\p$" BattleFrontier_BattleDomeBattleRoom_Text_WillTheyRaceToChampionship: .string "哪一位训练家进入\n冠军赛了呢?\p$" BattleFrontier_BattleDomeBattleRoom_Text_CanAchieveChampionFirstTry: .string "首次挑战就能获得冠军的壮举\n能够实现吗?\p$" BattleFrontier_BattleDomeBattleRoom_Text_CanLossBeAvenged: .string "上一场比赛的失利\n会被一雪前耻吗?\p$" BattleFrontier_BattleDomeBattleRoom_Text_OnFireForChampionship: .string "训练家为了首场冠军赛\n将会全力以赴!\p$" BattleFrontier_BattleDomeBattleRoom_Text_WinHereAdvancesToFinal: .string "这场的胜利将意味着训练家\n能够晋级决赛!\p$" BattleFrontier_BattleDomeBattleRoom_Text_WillLongHeldDreamComeTrue: .string "渴望以久的冠军梦\n最终能够实现吗?\p$" BattleFrontier_BattleDomeBattleRoom_Text_TheInvincibleChampion: .string "无敌的冠军!\p$" BattleFrontier_BattleDomeBattleRoom_Text_CanAnyoneHopeToBeatTrainer: .string "有谁能够击败\n这位训练家?\p$" BattleFrontier_BattleDomeBattleRoom_Text_DoBattlesExistSolelyForTrainer: .string "难道一切对战都只为\n这位训练家而存在吗?\p$" BattleFrontier_BattleDomeBattleRoom_Text_CurrentChampAimingToRetainTitle: .string "现任冠军\n正力争卫冕!\p$" BattleFrontier_BattleDomeBattleRoom_Text_FormerChampHasReturned: .string "前任冠军\n再次归来!\p$" BattleFrontier_BattleDomeBattleRoom_Text_FormerToughnessReturned: .string "昔日强悍\n再次重现!\p$" BattleFrontier_BattleDomeBattleRoom_Text_WillDoExpectedAdvanceToFinals: .string "这位训练家会如期\n晋级决赛吗?\p$" BattleFrontier_BattleDomeBattleRoom_Text_WillFormerChampRegainGlory: .string "前任冠军能否成功\n东山再起?\p$" BattleFrontier_BattleDomeBattleRoom_Text_FeelGlowOfTrueMaster: .string "感受真正王者的耀眼光芒吧!$" BattleFrontier_BattleDomeBattleRoom_Text_MakeWayForDomeAceTucker: .string "下面……{PLAYER}将要\n面对的训练家是……\p当然!就是他!\n对战巨蛋理事!\l我们的巨蛋超级巨星!\l用你们的热情来欢迎石南吧!$" BattleFrontier_BattleDomeBattleRoom_Text_SpectatorTuckerChant: .string "观众:石南!石南!\n石南!石南!石南!$" BattleFrontier_BattleDomeBattleRoom_Text_TuckerSilverIntro: .string "石南:哈哈哈!\p听到没?观众的呼唤\n他们期待着我们的比赛呢!\p哈哈哈!\p你现在应该害怕得\n全身发抖了吧!\p别紧张,别紧张。\p我是对战巨蛋的明星,第一明星!\n我,石南,巨蛋超级巨星,\l要在我的光芒下与你战斗!$" BattleFrontier_BattleDomeBattleRoom_Text_LetsSeeYourStrategy: .string "让我来看看\n你的战术吧!$" BattleFrontier_BattleDomeBattleRoom_Text_IncredibleVictorIsPlayer: .string "不可思议!这真的太不可思议了!\n冠军竟然是{PLAYER}!$" BattleFrontier_BattleDomeBattleRoom_Text_WinnerIsTucker: .string "冠军是——石南!\n巨蛋超级巨星还是胜利了!\p祝贺他!祝贺石南!$" BattleFrontier_BattleDomeBattleRoom_Text_SeeYourFrontierPass: .string "石南:规矩就是规矩!\n拿出你的开拓通行证吧。$" BattleFrontier_BattleDomeBattleRoom_Text_ReceivedTacticsSymbol: .string "开拓通行证上竟然\n浮现出战术象征!$" BattleFrontier_BattleDomeBattleRoom_Text_WontUnderestimateYouNextTime: .string "…… …… ……\p我太过低估你了,\n下一次我不会犯同样的错误……$" BattleFrontier_BattleDomeBattleRoom_Text_CanWinStreakBeStretched: .string "我们的冠军还会继续称霸吗?\n让我们期待比赛的结果吧!$" BattleFrontier_BattleDomeBattleRoom_Text_LegendHasReturnedDomeAceTucker: .string "女士们,先生们,\n男孩们,女孩们,还有宝可梦们!\p最后,\n最后的最后,我们的传说回归了!\p是的,就是那个传说中的名字!\n我们的巨蛋超级巨星!\l他就是——石南!$" BattleFrontier_BattleDomeBattleRoom_Text_TuckerGoldIntro: .string "石南:啊……\n观众们那一浪高过一浪的欢呼声……\l还有他们那如熔炉般火热的激情……\l这里真是个美妙的地方……\p对观众们来说,\n我就是巨蛋超级巨星……\l我承载着他们的希望与梦想……\l我决不能从他们的视野中消失……\p我必须燃烧!\n燃烧得更加明亮、更加耀眼!\l我必须点亮这里的所有人!$" BattleFrontier_BattleDomeBattleRoom_Text_UnleashAllPowerIPossess: .string "就在此时,就在此地,\n我要释放我所拥有的全部实力!$" BattleFrontier_BattleDomeBattleRoom_Text_NeverLostWhenPowerUnleashed: .string "石南:你是一个非凡的人!\p我从未遇到在我释放出全部实力后\n还能打败我的人,从来没有过!\p是的,你拥有非凡的实力!\n好了,把你的开拓通行证给我吧。$" BattleFrontier_BattleDomeBattleRoom_Text_TacticsSymbolTookGoldenShine: .string "战术象征\n亮起了金光!$" BattleFrontier_BattleDomeBattleRoom_Text_LookForwardToNextEncounter: .string "你真的很强。但最重要的是,\n你拥有独一无二的魅力!\p我可以看到你的身体中\n蕴藏着成为我这样的明星的潜力。\p我很期待我们\n下一次的相遇!$" @ Unused BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsLv50Champ2: .string "{PLAYER}是Lv. 50级\n对战锦标赛的冠军!\p恭喜!$" @ Unused BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsLvOpenChamp2: .string "{PLAYER}是自由等级\n对战锦标赛的冠军!\p恭喜!$" BattleFrontier_BattleDomeBattleRoom_Text_PlayerVersusTucker: .string "现在进行决赛!\p{PLAYER}对巨蛋超级巨星,\n石南!\p比赛开始!$" BattleFrontier_BattleDomeBattleRoom_Text_RefereesDecidedWinnerTucker: .string "裁判做出了\n最后的决定!\p冠军是……\n天啊!\l冠军是我们的巨蛋超级巨星——\l石南!\p恭喜你!还有,谢谢!\n我们的巨蛋超级巨星,石南!$"