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Blue's Lab First Pass
This largely finishes the Blue's Lab commit from last night, adding all the bits and bobs to make the first initial cutscene. This essentially puts all the first plot threads into place: Impostor Oak, the Nihon League, and so on. This stuff is stupid unorthodox, I expect it to be an uphill battle.
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5 changed files with 232 additions and 131 deletions
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@ -8,9 +8,7 @@
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SilentHills_MapScripts:
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def_scene_scripts
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scene_script SilentHillsNoopScene, SCENE_SILENT_HILLS_NOOP
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scene_script SilentHillsBlue1, SCENE_SILENT_HILLS_BLUE1
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scene_script SilentHillsBlue2, SCENE_SILENT_HILLS_BLUE2
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scene_script SilentHillsNoopScene, SCENE_SILENT_HILLS_BLUE
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def_callbacks
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callback MAPCALLBACK_NEWMAP, SilentHillsFlypointCallback
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@ -19,63 +17,83 @@ SilentHillsNoopScene:
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end
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SilentHillsBlue1:
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checkevent EVENT_DRAGGED_BY_BLUE
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iftrue .end
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moveobject SILENT_HILLS_BLUE, 4, 8
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playmusic MUSIC_PROF_OAK
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opentext
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writetext BlueWaitText1
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waitbutton
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closetext
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pause 15
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applymovement PLAYER, KrisWantsLefties
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moveobject SILENT_HILLS_BLUE, 6, 9
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disappear SILENT_HILLS_BLUE
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appear SILENT_HILLS_BLUE
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opentext
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writetext BlueWaitText2
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waitbutton
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closetext
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opentext
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writetext BlueFollowMeText
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playmusic MUSIC_SHOW_ME_AROUND
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appear SILENT_HILLS_BLUE
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turnobject PLAYER, RIGHT
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showemote EMOTE_SHOCK, PLAYER, 15
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applymovement SILENT_HILLS_BLUE, BlueStrideMovement
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opentext
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writetext BlueFollowMeText
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waitbutton
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closetext
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follow SILENT_HILLS_BLUE, PLAYER, BlueFollowMeMovement1
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follow SILENT_HILLS_BLUE, PLAYER
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applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A
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applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1
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applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1B
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disappear SILENT_HILLS_BLUE
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playsound SFX_ENTER_DOOR
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stopfollow
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pause 10
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applymovement PLAYER, KrisWantsUppies
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disappear PLAYER
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playsound SFX_ENTER_DOOR
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special FadeOutPalettes
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pause 15
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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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setscene SCENE_SILENT_HILLS_NOOP
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end
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SilentHillsBlue2:
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checkevent EVENT_DRAGGED_BY_BLUE
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iftrue .end
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moveobject SILENT_HILLS_BLUE, 4, 8
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playmusic MUSIC_PROF_OAK
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opentext
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writetext BlueWaitText1
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waitbutton
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closetext
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pause 15
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applymovement PLAYER, KrisWantsLefties
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moveobject SILENT_HILLS_BLUE, 6, 8
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disappear SILENT_HILLS_BLUE
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appear SILENT_HILLS_BLUE
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opentext
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writetext BlueWaitText2
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waitbutton
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closetext
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opentext
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writetext BlueFollowMeText
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playmusic MUSIC_SHOW_ME_AROUND
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appear SILENT_HILLS_BLUE
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turnobject PLAYER, RIGHT
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showemote EMOTE_SHOCK, PLAYER, 15
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applymovement SILENT_HILLS_BLUE, BlueStrideMovement
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opentext
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writetext BlueFollowMeText
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waitbutton
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closetext
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follow SILENT_HILLS_BLUE, PLAYER, BlueFollowMeMovement2
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follow SILENT_HILLS_BLUE, PLAYER
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applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A
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applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement2 ; don't need 1B as we use a fallthrough instead
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disappear SILENT_HILLS_BLUE
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playsound SFX_ENTER_DOOR
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stopfollow
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pause 10
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applymovement PLAYER, KrisWantsUppies
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disappear PLAYER
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playsound SFX_ENTER_DOOR
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special FadeOutPalettes
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pause 15
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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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setscene SCENE_SILENT_HILLS_NOOP
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end
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SilentHillsFlypointCallback:
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@ -142,6 +160,7 @@ SilentHillManText:
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BlueWaitText1:
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text "Hey! Hey! Wait!"
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line "Don't go out!"
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done
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BlueWaitText2:
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@ -153,8 +172,8 @@ BlueFollowMeText:
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line "know--"
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para "Huh?! It's you!"
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line "You wiped the floor"
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cont "with me before!"
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line "You wiped the flo-"
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cont "or with me before!"
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para "What are you doing"
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line "in NIHON?!"
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@ -162,26 +181,44 @@ BlueFollowMeText:
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para "…"
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para "You may be useful,"
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line "actually. Come with"
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cont "me!"
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line "actually. Come on,"
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cont "follow me!"
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done
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BlueStrideMovement:
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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step_end
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; I got really annoyed at the inefficiency and decided to do things like this.
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; There is probably a fallthrough you can use somewhere.
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BlueFollowMeMovement1A:
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step_end
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BlueFollowMeMovement1:
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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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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BlueFollowMeMovement2:
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step DOWN
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step DOWN
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step DOWN
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step DOWN
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; fallthrough
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BlueFollowMeMovement1B:
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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@ -191,25 +228,14 @@ BlueFollowMeMovement1:
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step UP
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step_end
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BlueFollowMeMovement2:
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step DOWN
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step DOWN
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step DOWN
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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KrisWantsUppies:
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step UP
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step_end
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KrisWantsLefties: ; Wasn't funny enough
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step LEFT
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step_end
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; A little message for the cheaters.
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SilentHillsWhatScript:
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jumptextfaceplayer SilentHillsWhatText
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@ -223,7 +249,7 @@ SilentHillsWhatText:
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para "…"
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para "Well, you must be"
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line "smart…and dedicated."
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line "smart…."
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para "So, props! Thanks"
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line "for playing!"
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@ -240,8 +266,8 @@ SilentHills_MapEvents:
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warp_event 3, 12, SILVERS_HOUSE, 1
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def_coord_events
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coord_event 1, 9, SCENE_SILENT_HILLS_BLUE1, SilentHillsBlue1
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coord_event 1, 8, SCENE_SILENT_HILLS_BLUE2, SilentHillsBlue2
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coord_event 1, 9, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue1
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coord_event 1, 8, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue2
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def_bg_events
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bg_event 8, 4, BGEVENT_READ, SilentHillsSign1
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@ -255,4 +281,4 @@ SilentHills_MapEvents:
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def_object_events
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object_event 8, 7, SPRITE_POKEFAN_F, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillPokefanF, -1
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object_event 9, 13, SPRITE_YOUNGSTER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillYoungster, -1
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object_event 0, 0, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, SilentHillsWhatText, -1
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object_event 0, 0, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillsWhatScript, -1
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