.set LOCALID_ATTENDANT, 1 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 compare VAR_0x8006, 1 goto_if_ne BattleFrontier_BattleFactoryPreBattleRoom_EventScript_TurnPlayerNorth setobjectxy LOCALID_ATTENDANT, 8, 7 turnobject LOCALID_ATTENDANT, DIR_SOUTH BattleFrontier_BattleFactoryPreBattleRoom_EventScript_TurnPlayerNorth:: turnobject OBJ_EVENT_ID_PLAYER, DIR_NORTH end BattleFrontier_BattleFactoryPreBattleRoom_OnFrame: map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterRoom .2byte 0 BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterRoom:: compare VAR_0x8006, 1 goto_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReturnToRoomFromBattle setvar VAR_TEMP_0, 1 applymovement LOCALID_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantEnterRoom applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerEnterRoom waitmovement 0 compare VAR_0x8006, 2 goto_if_eq 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 compare VAR_RESULT, FRONTIER_LVL_50 call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLv50 compare VAR_RESULT, FRONTIER_LVL_OPEN call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLvOpen waitmovement 0 warp MAP_BATTLE_FRONTIER_BATTLE_FACTORY_BATTLE_ROOM, 255, 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 compare VAR_RESULT, FRONTIER_BRAIN_NOT_READY goto_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForRegularOpponent playse SE_POKENAV_CALL waitse msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_WaitFewMoments, MSGBOX_DEFAULT closemessage applymovement LOCALID_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_AttendantMoveToReceiveCall waitmovement 0 msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_UnderstoodSirWillDo, MSGBOX_DEFAULT closemessage applymovement LOCALID_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 compare VAR_RESULT, FRONTIER_BRAIN_NOT_READY goto_if_ne BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForHead BattleFrontier_BattleFactoryPreBattleRoom_EventScript_AskReadyForRegularOpponent:: frontier_get FRONTIER_DATA_BATTLE_NUM compare VAR_RESULT, 1 call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor2ndOpponent compare VAR_RESULT, 2 call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor3rdOpponent compare VAR_RESULT, 3 call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor4thOpponent compare VAR_RESULT, 4 call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor5thOpponent compare VAR_RESULT, 5 call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor6thOpponent compare VAR_RESULT, 6 call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_ReadyFor7thOpponent call BattleFrontier_EventScript_GetCantRecordBattle compare VAR_RESULT, TRUE goto_if_eq 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 compare VAR_RESULT, TRUE @ Did player keep current pokemon goto_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_EnterBattleRoom 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 compare VAR_0x8005, TYPE_NORMAL call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesNormal compare VAR_0x8005, TYPE_FIGHTING call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFighting compare VAR_0x8005, TYPE_FLYING call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFlying compare VAR_0x8005, TYPE_POISON call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPoison compare VAR_0x8005, TYPE_GROUND call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGround compare VAR_0x8005, TYPE_ROCK call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesRock compare VAR_0x8005, TYPE_BUG call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesBug compare VAR_0x8005, TYPE_GHOST call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGhost compare VAR_0x8005, TYPE_STEEL call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesSteel compare VAR_0x8005, TYPE_FIRE call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesFire compare VAR_0x8005, TYPE_WATER call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesWater compare VAR_0x8005, TYPE_GRASS call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesGrass compare VAR_0x8005, TYPE_ELECTRIC call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesElectric compare VAR_0x8005, TYPE_PSYCHIC call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesPsychic compare VAR_0x8005, TYPE_ICE call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesIce compare VAR_0x8005, TYPE_DRAGON call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDragon compare VAR_0x8005, TYPE_DARK call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_OpponentUsesDark compare VAR_0x8005, NUMBER_OF_MON_TYPES call_if_eq 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_OpponentHasNoMostCommonType:: msgbox BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerHasNoClearFavorite, MSGBOX_DEFAULT return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_CommentOnOpponentStyle:: compare VAR_0x8006, FACTORY_STYLE_NONE call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleUnrestrained compare VAR_0x8006, FACTORY_STYLE_PREPARATION call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleTotalPreparation compare VAR_0x8006, FACTORY_STYLE_SLOW_STEADY call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleSlowAndSteady compare VAR_0x8006, FACTORY_STYLE_ENDURANCE call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleEndurance compare VAR_0x8006, FACTORY_STYLE_HIGH_RISK call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleHighRisk compare VAR_0x8006, FACTORY_STYLE_WEAKENING call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleWeakenFoe compare VAR_0x8006, FACTORY_STYLE_UNPREDICTABLE call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleImpossibleToPredict compare VAR_0x8006, FACTORY_STYLE_WEATHER call_if_eq BattleFrontier_BattleFactoryPreBattleRoom_EventScript_StyleDependsOnFlow compare VAR_0x8006, FACTORY_NUM_STYLES call_if_eq 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 compare VAR_RESULT, TRUE goto_if_eq 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_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLv50 applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattleFactoryPreBattleRoom_Movement_PlayerWalkToBattleRoomLv50 return BattleFrontier_BattleFactoryPreBattleRoom_EventScript_WalkToBattleRoomLvOpen:: applymovement LOCALID_ATTENDANT, BattleFrontier_BattleFactoryPreBattleRoom_Movement_GuideWalkToBattleRoomLvOpen applymovement OBJ_EVENT_ID_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 "First, we will hold your POKéMON for\n" .string "safekeeping.\p" .string "You may then choose from our\n" .string "selection of POKéMON.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_LetUsRestoreMons: .string "Thank you for competing!\n" .string "Let us restore your POKéMON!$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor2ndOpponent: .string "The 2nd match is next!\n" .string "Are you ready?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor3rdOpponent: .string "The 3rd match is next!\n" .string "Are you ready?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor4thOpponent: .string "The 4th match is next!\n" .string "Are you ready?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor5thOpponent: .string "The 5th match is next!\n" .string "Are you ready?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor6thOpponent: .string "The 6th match is next!\n" .string "Are you ready?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor7thOpponent: .string "Finally, the 7th match is next!\n" .string "Are you ready?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_SaveAndQuitGame: .string "Would you like to save and quit\n" .string "the game?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_RetireFromChallenge: .string "Would you like to retire from your\n" .string "Battle Swap challenge?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_InvestigatedUpcomingOpponent: .string "I've conducted a little investigation\n" .string "about your upcoming opponent.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInNormalType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the NORMAL type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFireType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the FIRE type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInWaterType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the WATER type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInElectricType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the ELECTRIC type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGrassType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the GRASS type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInIceType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the ICE type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFightingType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the FIGHTING type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPoisonType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the POISON type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGroundType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the GROUND type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInFlyingType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the FLYING type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInPsychicType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the PSYCHIC type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInBugType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the BUG type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInRockType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the ROCK type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInGhostType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the GHOST type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDragonType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the DRAGON type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInDarkType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the DARK type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerSkilledInSteelType: .string "The TRAINER is apparently skilled\n" .string "in the handling of the STEEL type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_TrainerHasNoClearFavorite: .string "The TRAINER appears to have no clear\n" .string "favorites when it comes to type.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleSlowAndSteady: .string "The favorite battle style appears to\n" .string "be slow and steady.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleEndurance: .string "The favorite battle style appears to\n" .string "be one of endurance.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleHighRisk: .string "The favorite battle style appears to\n" .string "be high risk, high return.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleDependsOnFlow: .string "The favorite battle style appears to\n" .string "depend on the battle's flow.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleTotalPreparation: .string "The favorite battle style appears to\n" .string "be one based on total preparation.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleWeakenFoe: .string "The favorite battle style appears\n" .string "to be weakening the foe to start.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleFlexible: .string "The favorite battle style appears to\n" .string "be flexibly adaptable to the situation.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleImpossibleToPredict: .string "The favorite battle style appears to\n" .string "be impossible to predict.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_StyleUnrestrained: .string "The favorite battle style appears to\n" .string "be free-spirited and unrestrained.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_LikeToSwapMon: .string "Before starting the battle, would you\n" .string "like to swap a POKéMON?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_YourSwapIsComplete: .string "Thank you!\n" .string "Your POKéMON swap is complete.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_RightThisWay: .string "Right this way, please!$" BattleFrontier_BattleFactoryPreBattleRoom_Text_SavingDataPleaseWait: .string "I am saving your data.\n" .string "Please wait.$" BattleFrontier_BattleFactoryPreBattleRoom_Text_RecordLatestBattle: .string "Would you like to record your latest\n" .string "battle on your FRONTIER PASS?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_WaitFewMoments: .string "Excuse me! Excuse me, please!\n" .string "May I get you to wait a few moments?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_UnderstoodSirWillDo: .string "…Uh-huh? What?! …Whoa!\n" .string "Understood, sir! Will do!$" BattleFrontier_BattleFactoryPreBattleRoom_Text_MessageFromHeadComeRightNow: .string "Oh, my…\n" .string "Sorry to keep you waiting!\p" .string "I have a message from this facility's\n" .string "boss, the FACTORY HEAD.\p" .string "He says, “We're going to do it!\n" .string "Come here right now!”$" BattleFrontier_BattleFactoryPreBattleRoom_Text_PreparedToFaceHead: .string "The FACTORY HEAD is demanding you.\n" .string "Are you prepared to face him?$" BattleFrontier_BattleFactoryPreBattleRoom_Text_CantTellAnythingAboutHead: .string "I'm terribly sorry, but I can't tell you\n" .string "anything about the FACTORY HEAD.$"