-- Moltres (scripts/VictoryRoad2F.asm VictoryRoad2FMoltresText + -- home/trainers.asm TalkToTrainer; MOLTRES 50 from -- data/maps/objects/VictoryRoad2F.asm). -- -- The text_asm loads MoltresTrainerHeader and calls TalkToTrainer: -- VictoryRoad2FMoltresBattleText is text_far "Gyaoo!" + text_asm -- PlayCry MOLTRES + WaitForSoundToFinish, then the wild battle starts -- -- or, when EVENT_BEAT_MOLTRES is already set, the (identical) -- after-battle text prints and nothing else happens. EndTrainerBattle -- sets EVENT_BEAT_MOLTRES and hides the object on any non-blackout -- result (win, catch or flee) -- static_battle mirrors that. local M = {} M.VICTORY_ROAD_2F = { talk = { TEXT_VICTORYROAD2F_MOLTRES = { { "check_flag", "EVENT_BEAT_MOLTRES" }, { "jump_if_true", "beaten" }, { "play_cry", "MOLTRES", true }, { "engage_music", "Music_MeetMaleTrainer" }, -- home/trainers.asm:123 { "show_text", "_VictoryRoad2FMoltresBattleText" }, { "static_battle", "MOLTRES", 50, "EVENT_BEAT_MOLTRES" }, { "jump", "end" }, { "label", "beaten" }, { "play_cry", "MOLTRES", true }, { "show_text", "_VictoryRoad2FMoltresBattleText" }, }, }, } return M