-- Hand-ported from pret/pokered scripts/PalletTown.asm. -- -- Only Oak needs a talk script: PalletTownOakText (scripts/ -- PalletTown.asm:163) is a text_asm branch on wOakWalkedToPlayer showing -- either _PalletTownOakHeyWaitDontGoOutText or _PalletTownOakItsUnsafeText; -- we branch on the starter flag, which tracks it. The intro cutscene -- itself (Oak stopping the player and walking them to the lab) is the -- PALLET_TOWN onStep in data/scripts/story2.lua. -- -- The girl, fisher and the four signs resolve automatically through the -- extracted text pointers (no script needed). return { talk = { TEXT_PALLETTOWN_OAK = { { "face_player" }, -- 1 { "check_flag", "EVENT_GOT_STARTER" }, -- 2 { "jump_if_true", 6 }, -- 3 { "show_text", "_PalletTownOakHeyWaitDontGoOutText" },-- 4 { "jump", 7 }, -- 5 { "show_text", "_PalletTownOakItsUnsafeText" }, -- 6 }, }, }