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https://github.com/thornAvery/jep-hack.git
synced 2026-02-08 00:55:28 +13:00
Initial HGSS-style Suicune Progression
Still need to set up the events properly. It's gonna take a while and a lot of testing. This makes the Clear Bell unnecessary and makes the Radio Tower director hand over a Master Ball instead.
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4581e10cc2
commit
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7 changed files with 132 additions and 386 deletions
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@ -1,7 +1,4 @@
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object_const_def
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const TINTOWER1F_SUICUNE
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const TINTOWER1F_RAIKOU
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const TINTOWER1F_ENTEI
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const TINTOWER1F_EUSINE
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const TINTOWER1F_SAGE1
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const TINTOWER1F_SAGE2
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@ -12,36 +9,22 @@
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TinTower1F_MapScripts:
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def_scene_scripts
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scene_script TinTower1FSuicuneBattleScene, SCENE_TINTOWER1F_SUICUNE_BATTLE
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scene_script TinTower1FNoopScene, SCENE_TINTOWER1F_NOOP
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def_callbacks
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callback MAPCALLBACK_OBJECTS, TinTower1FNPCsCallback
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callback MAPCALLBACK_TILES, TinTower1FStairsCallback
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callback MAPCALLBACK_NEWMAP, TinTower1FLoadReservedIDsCallback
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TinTower1FSuicuneBattleScene:
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sdefer TinTower1FSuicuneBattleScript
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end
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TinTower1FNoopScene:
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end
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TinTower1FLoadReservedIDsCallback:
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loadmonindex 1, RAIKOU
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loadmonindex 2, ENTEI
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loadmonindex 3, SUICUNE
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endcallback
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; Much of this may look unnecessary but we are keeping the janky "temporarily let the player in" clause of vanilla
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; I frankly think this could be made significantly better simply by not letting the player in until they have actually got the wing
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TinTower1FNPCsCallback:
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checkevent EVENT_GOT_RAINBOW_WING
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iftrue .GotRainbowWing
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checkevent EVENT_BEAT_ELITE_FOUR
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iffalse .FaceBeasts
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special BeastsCheck
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iffalse .FaceBeasts
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clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
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setevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
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sjump .Done
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setevent EVENT_TIN_TOWER_1F_WISE_TRIO_1 ; purpose?
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.GotRainbowWing:
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checkevent EVENT_FOUGHT_HO_OH
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iffalse .Done
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@ -49,38 +32,6 @@ TinTower1FNPCsCallback:
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.Done:
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endcallback
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.FaceBeasts:
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checkevent EVENT_FOUGHT_SUICUNE
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iftrue .FoughtSuicune
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appear TINTOWER1F_SUICUNE
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loadmonindex 0, RAIKOU
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special MonCheck
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iftrue .NoRaikou
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appear TINTOWER1F_RAIKOU
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sjump .CheckEntei
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.NoRaikou:
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disappear TINTOWER1F_RAIKOU
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.CheckEntei:
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loadmonindex 0, ENTEI
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special MonCheck
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iftrue .NoEntei
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appear TINTOWER1F_ENTEI
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sjump .BeastsDone
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.NoEntei:
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disappear TINTOWER1F_ENTEI
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.BeastsDone:
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endcallback
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.FoughtSuicune:
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disappear TINTOWER1F_SUICUNE
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disappear TINTOWER1F_RAIKOU
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disappear TINTOWER1F_ENTEI
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clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
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setevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
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endcallback
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TinTower1FStairsCallback:
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checkevent EVENT_GOT_RAINBOW_WING
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iftrue .DontHideStairs
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@ -88,92 +39,6 @@ TinTower1FStairsCallback:
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.DontHideStairs:
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endcallback
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TinTower1FSuicuneBattleScript:
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applymovement PLAYER, TinTower1FPlayerEntersMovement
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pause 15
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loadmonindex 0, RAIKOU
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special MonCheck
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iftrue .Next1 ; if player caught Raikou, it doesn't appear in Tin Tower
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applymovement TINTOWER1F_RAIKOU, TinTower1FRaikouApproachesMovement
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turnobject PLAYER, LEFT
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cry RAIKOU
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pause 10
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playsound SFX_WARP_FROM
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applymovement TINTOWER1F_RAIKOU, TinTower1FRaikouLeavesMovement
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disappear TINTOWER1F_RAIKOU
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playsound SFX_EXIT_BUILDING
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waitsfx
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.Next1:
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loadmonindex 0, ENTEI
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special MonCheck
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iftrue .Next2 ; if player caught Entei, it doesn't appear in Tin Tower
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applymovement TINTOWER1F_ENTEI, TinTower1FEnteiApproachesMovement
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turnobject PLAYER, RIGHT
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cry ENTEI
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pause 10
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playsound SFX_WARP_FROM
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applymovement TINTOWER1F_ENTEI, TinTower1FEnteiLeavesMovement
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disappear TINTOWER1F_ENTEI
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playsound SFX_EXIT_BUILDING
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waitsfx
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.Next2:
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turnobject PLAYER, UP
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pause 10
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applymovement PLAYER, TinTower1FPlayerBacksUpMovement
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applymovement TINTOWER1F_SUICUNE, TinTower1FSuicuneApproachesMovement
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cry SUICUNE
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pause 20
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loadwildmon SUICUNE, 40
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loadvar VAR_BATTLETYPE, BATTLETYPE_SUICUNE
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startbattle
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dontrestartmapmusic
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disappear TINTOWER1F_SUICUNE
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setevent EVENT_FOUGHT_SUICUNE
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setevent EVENT_SAW_SUICUNE_ON_ROUTE_42
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setmapscene ROUTE_42, SCENE_ROUTE42_NOOP
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setevent EVENT_SAW_SUICUNE_ON_ROUTE_36
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setmapscene ROUTE_36, SCENE_ROUTE36_NOOP
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setevent EVENT_SAW_SUICUNE_AT_CIANWOOD_CITY
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setmapscene CIANWOOD_CITY, SCENE_CIANWOODCITY_NOOP
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setscene SCENE_TINTOWER1F_NOOP
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clearevent EVENT_SET_WHEN_FOUGHT_HO_OH
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reloadmapafterbattle
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pause 20
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turnobject PLAYER, DOWN
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playmusic MUSIC_MYSTICALMAN_ENCOUNTER
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playsound SFX_ENTER_DOOR
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moveobject TINTOWER1F_EUSINE, 10, 15
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appear TINTOWER1F_EUSINE
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applymovement TINTOWER1F_EUSINE, TinTower1FEusineEntersMovement
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playsound SFX_ENTER_DOOR
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moveobject TINTOWER1F_SAGE1, 9, 15
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appear TINTOWER1F_SAGE1
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applymovement TINTOWER1F_SAGE1, TinTower1FSage1EntersMovement
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playsound SFX_ENTER_DOOR
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moveobject TINTOWER1F_SAGE2, 9, 15
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appear TINTOWER1F_SAGE2
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applymovement TINTOWER1F_SAGE2, TinTower1FSage2EntersMovement
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playsound SFX_ENTER_DOOR
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moveobject TINTOWER1F_SAGE3, 9, 15
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appear TINTOWER1F_SAGE3
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applymovement TINTOWER1F_SAGE3, TinTower1FSage3EntersMovement
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moveobject TINTOWER1F_SAGE1, 7, 13
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moveobject TINTOWER1F_SAGE2, 9, 13
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moveobject TINTOWER1F_SAGE3, 11, 13
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turnobject PLAYER, RIGHT
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opentext
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writetext TinTower1FEusineSuicuneText
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waitbutton
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closetext
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applymovement TINTOWER1F_EUSINE, TinTower1FEusineLeavesMovement
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playsound SFX_EXIT_BUILDING
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disappear TINTOWER1F_EUSINE
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waitsfx
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special FadeOutMusic
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pause 20
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playmapmusic
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end
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TinTower1FSage1Script:
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jumptextfaceplayer TinTower1FSage1Text
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@ -196,21 +61,9 @@ TinTower1FSage5Script:
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opentext
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checkevent EVENT_FOUGHT_HO_OH
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iftrue .FoughtHoOh
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checkevent EVENT_GOT_RAINBOW_WING
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checkitem RAINBOW_WING
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iftrue .GotRainbowWing
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writetext TinTower1FSage5Text1
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promptbutton
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verbosegiveitem RAINBOW_WING
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closetext
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refreshscreen
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earthquake 72
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waitsfx
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playsound SFX_STRENGTH
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changeblock 10, 2, $20 ; stairs
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reloadmappart
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setevent EVENT_GOT_RAINBOW_WING
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closetext
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opentext
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sjump .FoughtHoOh
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.GotRainbowWing:
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writetext TinTower1FSage5Text2
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waitbutton
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@ -234,129 +87,11 @@ TinTower1FSage6Script:
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TinTower1FEusine:
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jumptextfaceplayer TinTower1FEusineHoOhText
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TinTower1FPlayerEntersMovement:
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slow_step UP
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slow_step UP
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slow_step UP
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slow_step UP
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step_end
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TinTower1FRaikouApproachesMovement:
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set_sliding
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fast_jump_step DOWN
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remove_sliding
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step_end
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TinTower1FRaikouLeavesMovement:
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set_sliding
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fast_jump_step DOWN
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fast_jump_step RIGHT
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fast_jump_step DOWN
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remove_sliding
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step_end
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TinTower1FEnteiApproachesMovement:
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set_sliding
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fast_jump_step DOWN
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remove_sliding
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step_end
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TinTower1FEnteiLeavesMovement:
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set_sliding
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fast_jump_step DOWN
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fast_jump_step LEFT
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fast_jump_step DOWN
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remove_sliding
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step_end
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TinTower1FSuicuneApproachesMovement:
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set_sliding
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fast_jump_step DOWN
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remove_sliding
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step_end
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TinTower1FPlayerBacksUpMovement:
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fix_facing
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big_step DOWN
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remove_fixed_facing
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step_end
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TinTower1FEusineEntersMovement:
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step UP
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step UP
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step UP
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turn_head LEFT
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step_end
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TinTower1FEusineLeavesMovement:
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step DOWN
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step DOWN
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step DOWN
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step_end
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TinTower1FSage1EntersMovement:
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step UP
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step UP
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step LEFT
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step LEFT
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turn_head UP
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step_end
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TinTower1FSage2EntersMovement:
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step UP
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step UP
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step_end
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TinTower1FSage3EntersMovement:
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step UP
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step RIGHT
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step RIGHT
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step UP
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step_end
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TinTower1FEusineSuicuneText:
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text "EUSINE: Awesome!"
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line "Too awesome, even!"
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para "I've never seen a"
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line "battle that great."
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para "That was truly"
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line "inspiring to see."
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para "SUICUNE was tough,"
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line "but you were even"
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para "more incredible,"
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line "<PLAYER>."
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para "I heard SUICUNE's"
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line "mystic power"
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para "summons a rainbow-"
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line "colored #MON."
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para "Maybe, just maybe,"
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line "what went on today"
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para "will cause that"
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line "#MON to appear."
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para "I'm going to study"
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line "the legends more."
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para "Thanks for showing"
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line "me that fantastic"
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cont "battle."
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para "Later, <PLAYER>!"
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done
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TinTower1FSage1Text:
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text "According to"
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line "legend…"
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para "When the souls of"
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para "When the hearts of"
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line "#MON and humans"
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para "commune, from the"
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@ -540,9 +275,6 @@ TinTower1F_MapEvents:
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def_bg_events
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def_object_events
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object_event 9, 9, SPRITE_SUICUNE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_SUICUNE
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object_event 7, 9, SPRITE_RAIKOU, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_RAIKOU
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object_event 12, 9, SPRITE_ENTEI, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_ENTEI
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object_event 8, 3, SPRITE_SUPER_NERD, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, TinTower1FEusine, EVENT_TIN_TOWER_1F_EUSINE
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object_event 5, 9, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage1Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
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object_event 11, 11, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage2Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
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