@ 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_PALACE_BATTLE_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 tower_setopponent. BattleFrontier_BattlePalaceBattleRoom_MapScripts:: map_script MAP_SCRIPT_ON_TRANSITION, BattleFrontier_BattlePalaceBattleRoom_OnTransition map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattlePalaceBattleRoom_OnFrame map_script MAP_SCRIPT_ON_WARP_INTO_MAP_TABLE, BattleFrontier_BattlePalaceBattleRoom_OnWarp .byte 0 BattleFrontier_BattlePalaceBattleRoom_OnTransition: frontier_settrainers call BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfx end BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfx:: checkplayergender goto_if_eq VAR_RESULT, MALE, BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfxMale goto_if_eq VAR_RESULT, FEMALE, BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfxFemale return @ The opponent's gfx are set to the players by default BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfxMale:: setvar VAR_OBJ_GFX_ID_1, OBJ_EVENT_GFX_RIVAL_BRENDAN_NORMAL setvar VAR_OBJ_GFX_ID_0, OBJ_EVENT_GFX_RIVAL_BRENDAN_NORMAL return BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfxFemale:: setvar VAR_OBJ_GFX_ID_1, OBJ_EVENT_GFX_RIVAL_MAY_NORMAL setvar VAR_OBJ_GFX_ID_0, OBJ_EVENT_GFX_RIVAL_MAY_NORMAL return BattleFrontier_BattlePalaceBattleRoom_OnFrame: map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_EnterRoom .2byte 0 BattleFrontier_BattlePalaceBattleRoom_EventScript_EnterRoom:: showobjectat LOCALID_PALACE_BATTLE_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM frontier_get FRONTIER_DATA_BATTLE_NUM goto_if_eq VAR_RESULT, 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_BeginChallenge applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_PlayerReturnToChallenge waitmovement 0 applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown setvar VAR_TEMP_2, 1 frontier_set FRONTIER_DATA_RECORD_DISABLED, TRUE goto BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattlePalaceBattleRoom_EventScript_BeginChallenge:: applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_PlayerEnterRoom waitmovement 0 BattleFrontier_BattlePalaceBattleRoom_EventScript_NextOpponentEnter:: tower_setopponent addobject LOCALID_PALACE_BATTLE_OPPONENT applymovement LOCALID_PALACE_BATTLE_OPPONENT, BattleFrontier_BattlePalaceBattleRoom_Movement_OpponentEnter waitmovement 0 palace_getopponentintro msgbox gStringVar4, MSGBOX_DEFAULT waitmessage call BattleFrontier_BattlePalaceBattleRoom_EventScript_DoPalaceBattle switch VAR_RESULT case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedOpponent BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyLost:: frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_LOST goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobby BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedOpponent:: call BattleFrontier_EventScript_IncrementWinStreak frontier_get FRONTIER_DATA_BATTLE_NUM addvar VAR_RESULT, 1 frontier_set FRONTIER_DATA_BATTLE_NUM, VAR_RESULT switch VAR_RESULT case 7, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon applymovement LOCALID_PALACE_BATTLE_OPPONENT, BattleFrontier_BattlePalaceBattleRoom_Movement_OpponentExit waitmovement 0 removeobject LOCALID_PALACE_BATTLE_OPPONENT applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceUp applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown waitmovement 0 msgbox BattleFrontier_BattlePalaceBattleRoom_Text_LetMeRestoreYourMons, MSGBOX_DEFAULT special LoadPlayerParty special SavePlayerParty frontier_setpartyorder FRONTIER_PARTY_SIZE playfanfare MUS_HEAL waitfanfare special HealPlayerParty BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent:: frontier_getbrainstatus copyvar VAR_TEMP_F, VAR_RESULT goto_if_ne VAR_RESULT, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattlePalaceBattleRoom_EventScript_MavenUpNext frontier_get FRONTIER_DATA_BATTLE_NUM call_if_eq VAR_RESULT, 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor2ndOpponent call_if_eq VAR_RESULT, 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor3rdOpponent call_if_eq VAR_RESULT, 3, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor4thOpponent call_if_eq VAR_RESULT, 4, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor5thOpponent call_if_eq VAR_RESULT, 5, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor6thOpponent call_if_eq VAR_RESULT, 6, BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor7thOpponent call BattleFrontier_EventScript_GetCantRecordBattle goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponentNoRecord multichoice 19, 4, MULTI_GO_ON_RECORD_REST_RETIRE, TRUE switch VAR_RESULT case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_ContinueChallenge case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRecordBattle case 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge case 3, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponentNoRecord:: multichoice 20, 6, MULTI_GO_ON_REST_RETIRE, TRUE switch VAR_RESULT case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_ContinueChallenge case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge case 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRecordBattle:: message BattleFrontier_BattlePalaceBattleRoom_Text_RecordLastMatch waitmessage multichoicedefault 20, 8, MULTI_YESNO, 1, FALSE switch VAR_RESULT case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_RecordBattle case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattlePalaceBattleRoom_EventScript_RecordBattle:: call BattleFrontier_EventScript_SaveBattle goto BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge:: msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SaveAndQuitGame, MSGBOX_YESNO switch VAR_RESULT case NO, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent case YES, BattleFrontier_BattlePalaceBattleRoom_EventScript_PauseChallenge case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge:: message BattleFrontier_BattlePalaceBattleRoom_Text_WishToQuitChallenge waitmessage multichoicedefault 20, 8, MULTI_YESNO, 1, FALSE switch VAR_RESULT case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyLost case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForOpponent BattleFrontier_BattlePalaceBattleRoom_EventScript_ContinueChallenge:: applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight closemessage goto BattleFrontier_BattlePalaceBattleRoom_EventScript_NextOpponentEnter BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon:: frontier_set FRONTIER_DATA_CHALLENGE_STATUS, CHALLENGE_STATUS_WON goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobby BattleFrontier_BattlePalaceBattleRoom_EventScript_PauseChallenge:: message BattleFrontier_BattlePalaceBattleRoom_Text_SavingData waitmessage palace_save CHALLENGE_STATUS_PAUSED playse SE_SAVE waitse fadescreen FADE_TO_BLACK frontier_reset end BattleFrontier_BattlePalaceBattleRoom_EventScript_MavenUpNext:: goto_if_eq VAR_TEMP_2, 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMaven msgbox BattleFrontier_BattlePalaceBattleRoom_Text_ChallengingPalaceMaven, MSGBOX_DEFAULT setvar VAR_TEMP_2, 1 BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMaven:: message BattleFrontier_BattlePalaceBattleRoom_Text_ReadyForPalaceMaven waitmessage call BattleFrontier_EventScript_GetCantRecordBattle goto_if_eq VAR_RESULT, TRUE, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMavenNoRecord multichoice 19, 4, MULTI_GO_ON_RECORD_REST_RETIRE, TRUE switch VAR_RESULT case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenser case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRecordBattle case 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge case 3, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMaven BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMavenNoRecord:: multichoice 20, 6, MULTI_GO_ON_REST_RETIRE, TRUE switch VAR_RESULT case 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenser case 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskPauseChallenge case 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskRetireChallenge case MULTI_B_PRESSED, BattleFrontier_BattlePalaceBattleRoom_EventScript_AskReadyForMaven BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenser:: call BattleFrontier_EventScript_SetBrainObjectGfx msgbox BattleFrontier_BattlePalaceBattleRoom_Text_AnnounceArrivalOfSpenser, MSGBOX_DEFAULT closemessage applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight setobjectxyperm LOCALID_PALACE_BATTLE_OPPONENT, 15, 1 addobject LOCALID_PALACE_BATTLE_OPPONENT hideobjectat LOCALID_PALACE_BATTLE_OPPONENT, MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM setobjectxy LOCALID_PALACE_BATTLE_OPPONENT, 13, 1 setobjectxyperm LOCALID_PALACE_BATTLE_OPPONENT, 13, 1 applymovement LOCALID_PALACE_DUSCLOPS, BattleFrontier_BattlePalaceBattleRoom_Movement_DusclopsEnter applymovement LOCALID_PALACE_AZURILL, BattleFrontier_BattlePalaceBattleRoom_Movement_AzurillEnter applymovement LOCALID_PALACE_BATTLE_OPPONENT, BattleFrontier_BattlePalaceBattleRoom_Movement_SpenserEnter waitmovement 0 switch VAR_TEMP_F case FRONTIER_BRAIN_GOLD, BattleFrontier_BattlePalaceBattleRoom_EventScript_IntroSpenserGold case FRONTIER_BRAIN_STREAK, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserSilver case FRONTIER_BRAIN_STREAK_LONG, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserGold frontier_get FRONTIER_DATA_HEARD_BRAIN_SPEECH goto_if_ne VAR_RESULT, FALSE, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserSilver msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserFirstIntro, MSGBOX_DEFAULT frontier_set FRONTIER_DATA_HEARD_BRAIN_SPEECH BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserSilver:: msgbox BattleFrontier_BattlePalaceBattleRoom_Text_ProveYourBondWithMons, MSGBOX_DEFAULT call BattleFrontier_BattlePalaceBattleRoom_EventScript_DoPalaceBattle goto_if_eq VAR_RESULT, 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedSpenserSilver goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyLost BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedSpenserSilver:: palace_incrementstreak frontier_getsymbols goto_if_ne VAR_RESULT, 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserPostSilverBattle, MSGBOX_DEFAULT applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceUp applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown msgbox BattleFrontier_BattlePalaceBattleRoom_Text_LetsSeeFrontierPass, MSGBOX_DEFAULT playfanfare MUS_OBTAIN_SYMBOL message BattleFrontier_BattlePalaceBattleRoom_Text_ReceivedSpiritsSymbol waitmessage waitfanfare frontier_givesymbol applymovement LOCALID_PALACE_BATTLE_OPPONENT, Common_Movement_WalkInPlaceLeft waitmovement 0 applymovement LOCALID_PALACE_BATTLE_PLAYER, Common_Movement_WalkInPlaceFasterRight applymovement LOCALID_PALACE_BATTLE_ATTENDANT, Common_Movement_WalkInPlaceFasterRight waitmovement 0 msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserAwaitNextTime, MSGBOX_DEFAULT goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon BattleFrontier_BattlePalaceBattleRoom_EventScript_IntroSpenserGold:: frontier_get FRONTIER_DATA_HEARD_BRAIN_SPEECH goto_if_ne VAR_RESULT, FALSE, BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserGold msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserThisTimeWontHoldBack, MSGBOX_DEFAULT frontier_set FRONTIER_DATA_HEARD_BRAIN_SPEECH BattleFrontier_BattlePalaceBattleRoom_EventScript_BattleSpenserGold:: msgbox BattleFrontier_BattlePalaceBattleRoom_Text_Kaaah, MSGBOX_DEFAULT call BattleFrontier_BattlePalaceBattleRoom_EventScript_DoPalaceBattle goto_if_eq VAR_RESULT, 1, BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedSpenserGold goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyLost BattleFrontier_BattlePalaceBattleRoom_EventScript_DefeatedSpenserGold:: palace_incrementstreak frontier_getsymbols goto_if_eq VAR_RESULT, 2, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserYourTeamIsAdmirable, MSGBOX_DEFAULT applymovement LOCALID_PALACE_BATTLE_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceUp applymovement LOCALID_PALACE_BATTLE_ATTENDANT, BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown msgbox BattleFrontier_BattlePalaceBattleRoom_Text_HurryWithFrontierPass, MSGBOX_DEFAULT playfanfare MUS_OBTAIN_SYMBOL message BattleFrontier_BattlePalaceBattleRoom_Text_SpiritsSymbolTookGoldenShine waitmessage waitfanfare frontier_givesymbol applymovement LOCALID_PALACE_BATTLE_OPPONENT, Common_Movement_WalkInPlaceLeft waitmovement 0 applymovement LOCALID_PALACE_BATTLE_PLAYER, Common_Movement_WalkInPlaceFasterRight applymovement LOCALID_PALACE_BATTLE_ATTENDANT, Common_Movement_WalkInPlaceFasterRight waitmovement 0 msgbox BattleFrontier_BattlePalaceBattleRoom_Text_SpenserComeSeeMeAgain, MSGBOX_DEFAULT goto BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyWon BattleFrontier_BattlePalaceBattleRoom_EventScript_DoPalaceBattle:: closemessage setvar VAR_TEMP_2, 0 frontier_set FRONTIER_DATA_RECORD_DISABLED, FALSE special HealPlayerParty setvar VAR_0x8004, SPECIAL_BATTLE_PALACE setvar VAR_0x8005, 0 special DoSpecialTrainerBattle waitstate frontier_restorehelditems special HealPlayerParty frontier_resetsketch return BattleFrontier_BattlePalaceBattleRoom_OnWarp: map_script_2 VAR_TEMP_1, 0, BattleFrontier_BattlePalaceBattleRoom_EventScript_SetUpRoomObjects .2byte 0 BattleFrontier_BattlePalaceBattleRoom_EventScript_SetUpRoomObjects:: hideobjectat LOCALID_PALACE_BATTLE_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM call BattleFrontier_BattlePalaceBattleRoom_EventScript_SetPlayerGfx setvar VAR_TEMP_1, 1 applymovement LOCALID_PLAYER, BattleFrontier_BattlePalaceBattleRoom_Movement_SetInvisible removeobject LOCALID_PALACE_BATTLE_OPPONENT applymovement LOCALID_PALACE_DUSCLOPS, BattleFrontier_BattlePalaceBattleRoom_Movement_SetInvisible applymovement LOCALID_PALACE_AZURILL, BattleFrontier_BattlePalaceBattleRoom_Movement_SetInvisible end BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor2ndOpponent:: message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor2ndOpponent waitmessage return BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor3rdOpponent:: message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor3rdOpponent waitmessage return BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor4thOpponent:: message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor4thOpponent waitmessage return BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor5thOpponent:: message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor5thOpponent waitmessage return BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor6thOpponent:: message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor6thOpponent waitmessage return BattleFrontier_BattlePalaceBattleRoom_EventScript_ReadyFor7thOpponent:: message BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor7thOpponent waitmessage return BattleFrontier_BattlePalaceBattleRoom_Movement_SetInvisible: set_invisible step_end BattleFrontier_BattlePalaceBattleRoom_Movement_PlayerEnterRoom: set_visible walk_up walk_up walk_up walk_up BattleFrontier_BattlePalaceBattleRoom_Movement_FaceRight: face_right step_end BattleFrontier_BattlePalaceBattleRoom_Movement_FaceUp: face_up step_end BattleFrontier_BattlePalaceBattleRoom_Movement_PlayerReturnToChallenge: set_visible walk_up walk_up walk_up walk_up step_end BattleFrontier_BattlePalaceBattleRoom_Movement_OpponentEnter: walk_down walk_down walk_down walk_down face_left step_end BattleFrontier_BattlePalaceBattleRoom_Movement_OpponentExit: walk_up walk_up walk_up walk_up step_end BattleFrontier_BattlePalaceBattleRoom_Movement_FaceDown: face_down step_end BattleFrontier_BattlePalaceBattleRoom_Movement_UnusedOpponentEnter1: set_visible walk_slow_down walk_slow_down face_left step_end BattleFrontier_BattlePalaceBattleRoom_Movement_UnusedOpponentEnter2: set_visible walk_slow_down step_end BattleFrontier_BattlePalaceBattleRoom_Movement_UnusedOpponentEnter3: walk_slow_down walk_slow_down walk_slow_down face_left step_end BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobby:: copyvar VAR_RESULT, VAR_FRONTIER_BATTLE_MODE goto_if_eq VAR_RESULT, FRONTIER_MODE_DOUBLES, BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyDoubles warp MAP_BATTLE_FRONTIER_BATTLE_PALACE_LOBBY, 5, 7 waitstate end BattleFrontier_BattlePalaceBattleRoom_EventScript_WarpToLobbyDoubles:: warp MAP_BATTLE_FRONTIER_BATTLE_PALACE_LOBBY, 19, 7 waitstate end BattleFrontier_BattlePalaceBattleRoom_Movement_DusclopsEnter: delay_16 delay_16 set_visible walk_down walk_right walk_down walk_in_place_faster_left step_end BattleFrontier_BattlePalaceBattleRoom_Movement_AzurillEnter: set_visible walk_fast_down walk_fast_right walk_fast_down walk_fast_down walk_fast_down walk_fast_down walk_fast_down walk_in_place_faster_left delay_16 step_end BattleFrontier_BattlePalaceBattleRoom_Movement_SpenserEnter: delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 delay_16 set_visible walk_slow_down walk_slow_down walk_slow_down walk_slow_down face_left step_end BattleFrontier_BattlePalaceBattleRoom_Text_LetMeRestoreYourMons: .string "太精彩了……\n让我帮您的宝可梦回复体力。$" BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor2ndOpponent: .string "下面是第2个对手,\n准备好了吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor3rdOpponent: .string "下面是第3个对手,\n准备好了吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor4thOpponent: .string "下面是第4个对手,\n准备好了吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor5thOpponent: .string "下面是第5个对手,\n准备好了吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor6thOpponent: .string "下面是第6个对手,\n准备好了吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor7thOpponent: .string "下面是第7个对手,\n准备好了吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_SaveAndQuitGame: .string "要写入记录\n并且暂停吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_WishToQuitChallenge: .string "要退出挑战吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_SavingData: .string "正在写入记录,\n请耐心等候……$" BattleFrontier_BattlePalaceBattleRoom_Text_RecordLastMatch: .string "要将您的最后一场对战\n记录到开拓通行证上吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_ChallengingPalaceMaven: .string "现在……\p由于您连胜的战绩,\n您获得了挑战大师——\l宫殿守护者的资格……$" BattleFrontier_BattlePalaceBattleRoom_Text_ReadyForPalaceMaven: .string "现在带您去见宫殿守护者,\n准备好了吗?$" BattleFrontier_BattlePalaceBattleRoom_Text_AnnounceArrivalOfSpenser: .string "让我们以最热烈的欢呼声,\n迎接宫殿守护者郁金的登场!$" BattleFrontier_BattlePalaceBattleRoom_Text_SpenserFirstIntro: .string "郁金:我的身体永远\n与宝可梦同在!\p我的灵魂永远\n与宝可梦共鸣!\p年轻的训练家啊!\n你信任你的宝可梦吗?\p你能矢志不渝地\n信任它们吗?\p如果你的牵绊不够坚韧,\n你绝无可能打败我的伙伴!$" BattleFrontier_BattlePalaceBattleRoom_Text_ProveYourBondWithMons: .string "就在此处,让我见证你和\n你的宝可梦之间的牵绊吧!$" BattleFrontier_BattlePalaceBattleRoom_Text_SpenserPostSilverBattle: .string "郁金:哇哈哈哈!\p居然没被我的虚张声势唬住!\n刚才的拙劣演技真是见笑了!\p来!\n把东西拿来!$" BattleFrontier_BattlePalaceBattleRoom_Text_LetsSeeFrontierPass: .string "唉,真是的,明明刚才还在\n保持着的威严形象呢……\p来吧!\n给我您的开拓通行证吧!$" BattleFrontier_BattlePalaceBattleRoom_Text_ReceivedSpiritsSymbol: .string "开拓通行证上浮现出了\n精神象征!$" BattleFrontier_BattlePalaceBattleRoom_Text_SpenserAwaitNextTime: .string "郁金:你的宝可梦的眼中\n没有丝毫的迷茫,\p我会满怀期待地等候\n下一次我们的再会。$" BattleFrontier_BattlePalaceBattleRoom_Text_SpenserThisTimeWontHoldBack: .string "郁金:哇哈哈哈!\n你又一路赢过来了?\p你和你的宝可梦之间\n的牵绊看来已然坚不可摧。\p很好!\p这次,我既不会虚张声势,\n也不会手下留情了。\l这次,我要动真格的了。\p准备好了吗?\n做好失败的觉悟吧!$" BattleFrontier_BattlePalaceBattleRoom_Text_Kaaah: .string "…… …… ……嘎啊!$" BattleFrontier_BattlePalaceBattleRoom_Text_SpenserYourTeamIsAdmirable: .string "郁金:何等激烈的战斗!\n就算是全力一搏,\l我的伙伴也没能打败你。\p你们的团队精神令人钦佩!\p来!\n把东西拿来吧!$" BattleFrontier_BattlePalaceBattleRoom_Text_HurryWithFrontierPass: .string "唉,真是的,明明应该再保持\n点风度的……\p嘎啊,来!\n把您的开拓通行证拿来吧!$" BattleFrontier_BattlePalaceBattleRoom_Text_SpiritsSymbolTookGoldenShine: .string "精神象征\n亮起了金光!$" BattleFrontier_BattlePalaceBattleRoom_Text_SpenserComeSeeMeAgain: .string "郁金:哇哈哈哈!\p记得常来!\n我和我的伙伴会等着你的!$"