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-- Articuno (scripts/SeafoamIslandsB4F.asm SeafoamIslandsB4FArticunoText +
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-- home/trainers.asm TalkToTrainer; ARTICUNO 50 from
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-- data/maps/objects/SeafoamIslandsB4F.asm).
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--
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-- The text_asm loads ArticunoTrainerHeader and calls TalkToTrainer:
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-- SeafoamIslandsB4FArticunoBattleText is text_far "Gyaoo!" + text_asm
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-- PlayCry ARTICUNO + WaitForSoundToFinish, then the wild battle starts --
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-- or, when EVENT_BEAT_ARTICUNO is already set, the (identical)
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-- after-battle text prints and nothing else happens. The script also
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-- switches to SCRIPT_SEAFOAMISLANDSB4F_OBJECT_MOVING3, which just routes
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-- the battle end through EndTrainerBattle (set EVENT_BEAT_ARTICUNO + hide
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-- the object on any non-blackout result) -- static_battle covers that.
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-- The B4F current/boulder puzzle itself is data-driven via field.seafoam.
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local M = {}
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M.SEAFOAM_ISLANDS_B4F = {
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talk = {
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TEXT_SEAFOAMISLANDSB4F_ARTICUNO = {
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{ "play_cry", "ARTICUNO" }, -- 1 text_asm PlayCry
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{ "show_text", "_SeafoamIslandsB4FArticunoBattleText" }, -- 2 "Gyaoo!"
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{ "check_flag", "EVENT_BEAT_ARTICUNO" }, -- 3
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{ "jump_if_true", 6 }, -- 4 already beaten: text only
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{ "static_battle", "ARTICUNO", 50, "EVENT_BEAT_ARTICUNO" }, -- 5
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},
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},
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}
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return M
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