.set LOCALID_ATTENDANT, 1 BattleFrontier_BattlePalaceCorridor_MapScripts:: map_script MAP_SCRIPT_ON_FRAME_TABLE, BattleFrontier_BattlePalaceCorridor_OnFrame .byte 0 BattleFrontier_BattlePalaceCorridor_OnFrame: map_script_2 VAR_TEMP_0, 0, BattleFrontier_BattlePalaceCorridor_EventScript_WalkThroughCorridor .2byte 0 BattleFrontier_BattlePalaceCorridor_EventScript_WalkThroughCorridor:: delay 16 applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_EnterCorridor applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_EnterCorridor waitmovement 0 lockall palace_getcomment call_if_eq VAR_RESULT, 0, BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment1 call_if_eq VAR_RESULT, 1, BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment2 call_if_eq VAR_RESULT, 2, BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment3 call_if_eq VAR_RESULT, 3, BattleFrontier_BattlePalaceCorridor_EventScript_StreakComment call_if_eq VAR_RESULT, 4, BattleFrontier_BattlePalaceCorridor_EventScript_LongStreakComment closemessage frontier_get FRONTIER_DATA_LVL_MODE goto_if_eq VAR_RESULT, FRONTIER_LVL_OPEN, BattleFrontier_BattlePalaceCorridor_EventScript_WalkToOpenBattleRoom applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkTo50BattleRoom applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkTo50BattleRoom waitmovement 0 opendoor 6, 3 waitdooranim applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantEnterBattleRoom applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerEnterBattleRoom waitmovement 0 closedoor 6, 3 waitdooranim goto BattleFrontier_BattlePalaceCorridor_EventScript_WarpToBattleRoom BattleFrontier_BattlePalaceCorridor_EventScript_WalkToOpenBattleRoom:: applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkToOpenBattleRoom applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkToOpenBattleRoom waitmovement 0 opendoor 10, 3 waitdooranim applymovement LOCALID_ATTENDANT, BattleFrontier_BattlePalaceCorridor_Movement_AttendantEnterBattleRoom applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattlePalaceCorridor_Movement_PlayerEnterBattleRoom waitmovement 0 closedoor 10, 3 waitdooranim BattleFrontier_BattlePalaceCorridor_EventScript_WarpToBattleRoom:: warp MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM, 7, 4 waitstate end BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment1:: msgbox BattleFrontier_BattlePalaceCorridor_Text_PeopleAndMonAreSame, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment2:: msgbox BattleFrontier_BattlePalaceCorridor_Text_LetMonDoWhatItLikes, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_EventScript_RandomComment3:: msgbox BattleFrontier_BattlePalaceCorridor_Text_MonDifferentWhenCornered, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_EventScript_StreakComment:: msgbox BattleFrontier_BattlePalaceCorridor_Text_BeginningToUnderstandNature, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_EventScript_LongStreakComment:: msgbox BattleFrontier_BattlePalaceCorridor_Text_HeartfeltBondBetweenYouAndMons, MSGBOX_DEFAULT return BattleFrontier_BattlePalaceCorridor_Movement_EnterCorridor: walk_up walk_up walk_up walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkTo50BattleRoom: walk_up walk_up walk_left walk_left walk_up walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkTo50BattleRoom: walk_up walk_up walk_up walk_left walk_left walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_AttendantWalkToOpenBattleRoom: walk_up walk_right walk_right walk_up walk_up walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_PlayerWalkToOpenBattleRoom: walk_up walk_up walk_right walk_right walk_up walk_up step_end BattleFrontier_BattlePalaceCorridor_Movement_PlayerEnterBattleRoom: walk_up BattleFrontier_BattlePalaceCorridor_Movement_AttendantEnterBattleRoom: walk_up set_invisible step_end BattleFrontier_BattlePalaceCorridor_Text_PeopleAndMonAreSame: .string "People and POKéMON, they are but\n" .string "the same…\p" .string "Their individual nature makes them\n" .string "good at certain things, and not good\l" .string "at others.$" BattleFrontier_BattlePalaceCorridor_Text_LetMonDoWhatItLikes: .string "Rather than trying to make a POKéMON\n" .string "do what it dislikes, try to let it do\l" .string "what it likes and is good at doing.\p" .string "Put yourself in the POKéMON's position\n" .string "and consider what moves it would like.$" BattleFrontier_BattlePalaceCorridor_Text_MonDifferentWhenCornered: .string "A POKéMON's nature is a remarkable\n" .string "thing…\p" .string "Some POKéMON behave in a completely\n" .string "different way when they are cornered.$" BattleFrontier_BattlePalaceCorridor_Text_BeginningToUnderstandNature: .string "Are you beginning to understand how\n" .string "a POKéMON's nature makes it behave?$" BattleFrontier_BattlePalaceCorridor_Text_HeartfeltBondBetweenYouAndMons: .string "Ah… I see a strong, heartfelt bond\n" .string "between you and your POKéMON…$"