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https://github.com/thornAvery/jep-hack.git
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Nihon Gate maps/tileset
This adds the Nihon Gate tileset and gives Nihon its own gate style. Kanto can be done another time.
This commit is contained in:
parent
bf65943f9e
commit
61aeb76705
21 changed files with 211 additions and 49 deletions
1
maps/NihonGate2F.ablk
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maps/NihonGate2F.ablk
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2
maps/NihonGateNorthSouth.ablk
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maps/NihonGateNorthSouth.ablk
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@ -1,4 +1,9 @@
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object_const_def
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const MUSEUM2F_YOUNGSTER
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const MUSEUM2F_GRAMPS
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const MUSEUM2F_SCIENTIST
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const MUSEUM2F_LASS
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const MUSEUM2F_POKEFAN_M
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PewterMuseumOfScience2F_MapScripts:
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def_scene_scripts
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@ -1,42 +0,0 @@
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object_const_def
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const ROUTE49OLDCITYGATE_OFFICER
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Route49OldCityGate_MapScripts:
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def_scene_scripts
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def_callbacks
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Route49OldCityGateOfficerScript:
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jumptextfaceplayer Route49OldCityOfficerText
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Route49OldCityOfficerText:
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text "You're from JOHTO?"
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para "Haha, are you home"
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line "sick? We like to"
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cont "call this place a"
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cont "'JOHTO TOWN'."
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para "Huh? What's with"
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line "that glare?"
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para "It just looks like"
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line "VIOLET CITY, that's"
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cont "all!"
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done
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Route49OldCityGate_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 4, 7, ROUTE_49_2, 3
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warp_event 5, 7, ROUTE_49_2, 4
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warp_event 4, 0, DEBUG_ROOM, 1 ; OLD_CITY
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warp_event 5, 0, DEBUG_ROOM, 1 ; OLD_CITY
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def_coord_events
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def_bg_events
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def_object_events
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object_event 0, 3, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, Route49OldCityGateOfficerScript, -1
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71
maps/Route49OldCityGate1F.asm
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maps/Route49OldCityGate1F.asm
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@ -0,0 +1,71 @@
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object_const_def
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const ROUTE49OLDCITYGATE1F_OFFICER
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const ROUTE49OLDCITYGATE1F_YOUNGSTER
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const ROUTE49OLDCITYGATE1F_COOLTRAINERM
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Route49OldCityGate1F_MapScripts:
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def_scene_scripts
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def_callbacks
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Route49OldCityGateOfficerScript:
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jumptextfaceplayer Route49OldCityOfficerText
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Route49OldCityOfficerText:
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text "You're from JOHTO?"
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para "Haha, are you home"
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line "sick? We like to"
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cont "call this place a"
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cont "'JOHTO TOWN'."
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para "Huh? What's with"
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line "that glare?"
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para "It just looks like"
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line "VIOLET CITY, that's"
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cont "all!"
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done
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Route49OldCityGateYoungsterScript:
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jumptextfaceplayer Route49OldCityYoungsterText
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Route49OldCityYoungsterText:
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text "OLD CITY is just"
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line "on the other side"
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cont "of this gate!"
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done
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Route49OldCityGateCooltrainerFScript:
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jumptextfaceplayer Route49OldCityCooltrainerFText
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Route49OldCityCooltrainerFText:
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text "OLD CITY has a"
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line "famous 5-STORY"
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cont "PAGODA! We call it"
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cont "GROWLITHE TOWER!"
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para "Have you ever"
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line "been there? You"
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cont "don't seem impres-"
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cont "sessed." ; Since the player is from Johto, this is an everyday experience.
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done
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Route49OldCityGate1F_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 4, 7, ROUTE_49_2, 3
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warp_event 5, 7, ROUTE_49_2, 4
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warp_event 4, 0, DEBUG_ROOM, 1 ; OLD_CITY
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warp_event 5, 0, DEBUG_ROOM, 1 ; OLD_CITY
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warp_event 1, 0, ROUTE_49_OLD_CITY_GATE_2F, 1
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def_coord_events
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def_bg_events
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def_object_events
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object_event 0, 3, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, Route49OldCityGateOfficerScript, -1
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object_event 6, 1, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, Route49OldCityGateYoungsterScript, -1
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object_event 2, 6, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, Route49OldCityGateCooltrainerFScript, -1
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77
maps/Route49OldCityGate2F.asm
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maps/Route49OldCityGate2F.asm
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@ -0,0 +1,77 @@
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object_const_def
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const ROUTE49OLDCITYGATE2F_LASS
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const ROUTE49OLDCITYGATE2F_TWIN
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Route49OldCityGate2F_MapScripts:
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def_scene_scripts
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def_callbacks
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Route49OldCityGate2FLassScript:
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jumptextfaceplayer Route49OldCityGate2FLassText
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Route49OldCityGate2FLassText:
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text "JOHTO? That's where"
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line "KURT is, right?"
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para "He visits here so-"
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line "metimes to show us"
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cont "his # BALL"
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cont "craft."
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para "They say if you"
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line "can get on his"
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cont "good side, you'll"
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cont "have made it as"
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cont "a TRAINER!"
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done
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Route49OldCityGate2FTwinScript:
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jumptextfaceplayer Route49OldCityGate2FTwinText
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Route49OldCityGate2FTwinText:
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text "You're a tourist?"
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line "That's too bad."
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para "GROWLITHE TOWER"
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line "isn't open to just"
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cont "anyone."
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done
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Route49OldCityGate2FTelescopeScript1:
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jumptext Route49OldCityGate2FTelescopeText1
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Route49OldCityGate2FTelescopeScript2:
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jumptext Route49OldCityGate2FTelescopeText2
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Route49OldCityGate2FTelescopeText1:
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text "<PLAYER> peeked"
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line "into a telescope!"
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para "Whoa! There's a"
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line "tall, tall tower!"
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done
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Route49OldCityGate2FTelescopeText2:
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text "<PLAYER> peeked"
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line "into a telescope!"
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para "Hm? There's a"
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line "long, long river."
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done
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Route49OldCityGate2F_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 5, 0, ROUTE_49_OLD_CITY_GATE_1F, 5
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def_coord_events
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def_bg_events
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bg_event 1, 0, BGEVENT_READ, Route49OldCityGate2FTelescopeScript1
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bg_event 3, 0, BGEVENT_READ, Route49OldCityGate2FTelescopeScript2
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def_object_events
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object_event 2, 2, SPRITE_LASS, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, Route49OldCityGate2FLassScript, -1
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object_event 5, 4, SPRITE_TWIN, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, Route49OldCityGate2FTwinScript, -1
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@ -58,8 +58,8 @@ Route49_2_MapEvents:
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def_warp_events
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warp_event 8, 27, QUIET_CAVE, 3
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warp_event 9, 27, QUIET_CAVE, 4
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warp_event 9, 5, ROUTE_49_OLD_CITY_GATE, 2
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warp_event 8, 5, ROUTE_49_OLD_CITY_GATE, 1
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warp_event 9, 5, ROUTE_49_OLD_CITY_GATE_1F, 2
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warp_event 8, 5, ROUTE_49_OLD_CITY_GATE_1F, 1
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def_coord_events
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@ -17,6 +17,8 @@ SilentHillsNoopScene:
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end
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SilentHillsBlue1:
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checkevent EVENT_GOT_POKEMON_FROM_BLUE
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iftrue .end
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playmusic MUSIC_PROF_OAK
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opentext
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writetext BlueWaitText1
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@ -55,9 +57,12 @@ SilentHillsBlue1:
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warpfacing UP, BLUE_LAB, 4, 19
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setevent EVENT_DRAGGED_BY_BLUE
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setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios.
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.end
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end
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SilentHillsBlue2:
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checkevent EVENT_GOT_POKEMON_FROM_BLUE
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iftrue .end
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playmusic MUSIC_PROF_OAK
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opentext
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writetext BlueWaitText1
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warpfacing UP, BLUE_LAB, 4, 19
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setevent EVENT_DRAGGED_BY_BLUE
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setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios.
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.end
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end
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SilentHillsFlypointCallback:
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