pokecrystal/maps/TinTower1F.asm

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object_const_def ; object_event constants
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const TINTOWER1F_SUICUNE
const TINTOWER1F_RAIKOU
const TINTOWER1F_ENTEI
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const TINTOWER1F_EUSINE
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const TINTOWER1F_SAGE1
const TINTOWER1F_SAGE2
const TINTOWER1F_SAGE3
const TINTOWER1F_SAGE4
const TINTOWER1F_SAGE5
const TINTOWER1F_SAGE6
TinTower1F_MapScripts:
db 2 ; scene scripts
scene_script .FaceSuicune ; SCENE_DEFAULT
scene_script .DummyScene ; SCENE_FINISHED
db 2 ; callbacks
callback MAPCALLBACK_OBJECTS, .NPCsCallback
callback MAPCALLBACK_TILES, .StairsCallback
.FaceSuicune:
prioritysjump .SuicuneBattle
end
.DummyScene:
end
.NPCsCallback:
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checkevent EVENT_GOT_RAINBOW_WING
iftrue .GotRainbowWing
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checkevent EVENT_BEAT_ELITE_FOUR
iffalse .FaceBeasts
special BeastsCheck
iffalse .FaceBeasts
clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
setevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
.GotRainbowWing:
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checkevent EVENT_FOUGHT_HO_OH
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iffalse .Done
appear TINTOWER1F_EUSINE
.Done:
return
.FaceBeasts:
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checkevent EVENT_FOUGHT_SUICUNE
iftrue .FoughtSuicune
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appear TINTOWER1F_SUICUNE
setval RAIKOU
special MonCheck
iftrue .NoRaikou
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appear TINTOWER1F_RAIKOU
sjump .CheckEntei
.NoRaikou:
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disappear TINTOWER1F_RAIKOU
.CheckEntei:
setval ENTEI
special MonCheck
iftrue .NoEntei
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appear TINTOWER1F_ENTEI
sjump .BeastsDone
.NoEntei:
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disappear TINTOWER1F_ENTEI
.BeastsDone:
return
.FoughtSuicune:
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disappear TINTOWER1F_SUICUNE
disappear TINTOWER1F_RAIKOU
disappear TINTOWER1F_ENTEI
clearevent EVENT_TIN_TOWER_1F_WISE_TRIO_1
setevent EVENT_TIN_TOWER_1F_WISE_TRIO_2
return
.StairsCallback:
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checkevent EVENT_GOT_RAINBOW_WING
iftrue .DontHideStairs
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changeblock 10, 2, $09 ; floor
.DontHideStairs:
return
.SuicuneBattle:
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applymovement PLAYER, TinTowerPlayerMovement1
pause 15
setval RAIKOU
special MonCheck
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iftrue .Next1 ; if player caught Raikou, he doesn't appear in Tin Tower
applymovement TINTOWER1F_RAIKOU, TinTowerRaikouMovement1
turnobject PLAYER, LEFT
cry RAIKOU
pause 10
playsound SFX_WARP_FROM
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applymovement TINTOWER1F_RAIKOU, TinTowerRaikouMovement2
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disappear TINTOWER1F_RAIKOU
playsound SFX_EXIT_BUILDING
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waitsfx
.Next1:
setval ENTEI
special MonCheck
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iftrue .Next2 ; if player caught Entei, he doesn't appear in Tin Tower
applymovement TINTOWER1F_ENTEI, TinTowerEnteiMovement1
turnobject PLAYER, RIGHT
cry ENTEI
pause 10
playsound SFX_WARP_FROM
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applymovement TINTOWER1F_ENTEI, TinTowerEnteiMovement2
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disappear TINTOWER1F_ENTEI
playsound SFX_EXIT_BUILDING
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waitsfx
.Next2:
turnobject PLAYER, UP
pause 10
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applymovement PLAYER, TinTowerPlayerMovement2
applymovement TINTOWER1F_SUICUNE, TinTowerSuicuneMovement
cry SUICUNE
pause 20
loadwildmon SUICUNE, 40
loadvar VAR_BATTLETYPE, BATTLETYPE_SUICUNE
startbattle
dontrestartmapmusic
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disappear TINTOWER1F_SUICUNE
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setevent EVENT_FOUGHT_SUICUNE
setevent EVENT_SAW_SUICUNE_ON_ROUTE_42
setmapscene ROUTE_42, SCENE_ROUTE42_NOTHING
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setevent EVENT_SAW_SUICUNE_ON_ROUTE_36
setmapscene ROUTE_36, SCENE_ROUTE36_NOTHING
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setevent EVENT_SAW_SUICUNE_AT_CIANWOOD_CITY
setmapscene CIANWOOD_CITY, SCENE_CIANWOODCITY_NOTHING
setscene SCENE_FINISHED
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clearevent EVENT_SET_WHEN_FOUGHT_HO_OH
reloadmapafterbattle
pause 20
turnobject PLAYER, DOWN
playmusic MUSIC_MYSTICALMAN_ENCOUNTER
playsound SFX_ENTER_DOOR
moveobject TINTOWER1F_EUSINE, 10, 15
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appear TINTOWER1F_EUSINE
applymovement TINTOWER1F_EUSINE, MovementData_0x1851ec
playsound SFX_ENTER_DOOR
moveobject TINTOWER1F_SAGE1, 9, 15
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appear TINTOWER1F_SAGE1
applymovement TINTOWER1F_SAGE1, MovementData_0x1851f5
playsound SFX_ENTER_DOOR
moveobject TINTOWER1F_SAGE2, 9, 15
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appear TINTOWER1F_SAGE2
applymovement TINTOWER1F_SAGE2, MovementData_0x1851fb
playsound SFX_ENTER_DOOR
moveobject TINTOWER1F_SAGE3, 9, 15
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appear TINTOWER1F_SAGE3
applymovement TINTOWER1F_SAGE3, MovementData_0x1851fe
moveobject TINTOWER1F_SAGE1, 7, 13
moveobject TINTOWER1F_SAGE2, 9, 13
moveobject TINTOWER1F_SAGE3, 11, 13
turnobject PLAYER, RIGHT
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opentext
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writetext TinTowerEusineSuicuneText
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waitbutton
closetext
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applymovement TINTOWER1F_EUSINE, MovementData_0x1851f1
playsound SFX_EXIT_BUILDING
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disappear TINTOWER1F_EUSINE
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waitsfx
special FadeOutMusic
pause 20
playmapmusic
end
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TinTower1FSage1Script:
jumptextfaceplayer TinTower1FSage1Text
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TinTower1FSage2Script:
jumptextfaceplayer TinTower1FSage2Text
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TinTower1FSage3Script:
jumptextfaceplayer TinTower1FSage3Text
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TinTower1FSage4Script:
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checkevent EVENT_FOUGHT_HO_OH
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iftrue .FoughtHoOh
jumptextfaceplayer TinTower1FSage4Text1
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.FoughtHoOh:
jumptextfaceplayer TinTower1FSage4Text2
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TinTower1FSage5Script:
faceplayer
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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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iftrue .GotRainbowWing
writetext TinTower1FSage5Text1
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buttonsound
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verbosegiveitem RAINBOW_WING
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closetext
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refreshscreen
earthquake 72
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waitsfx
playsound SFX_STRENGTH
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changeblock 10, 2, $20 ; stairs
reloadmappart
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setevent EVENT_GOT_RAINBOW_WING
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closetext
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opentext
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.GotRainbowWing:
writetext TinTower1FSage5Text2
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waitbutton
closetext
end
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.FoughtHoOh:
writetext TinTower1FSage5Text3
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waitbutton
closetext
end
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TinTower1FSage6Script:
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checkevent EVENT_FOUGHT_HO_OH
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iftrue .FoughtHoOh
jumptextfaceplayer TinTower1FSage6Text1
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.FoughtHoOh:
jumptextfaceplayer TinTower1FSage6Text2
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TinTowerEusine:
jumptextfaceplayer TinTowerEusineHoOhText
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TinTowerPlayerMovement1:
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slow_step UP
slow_step UP
slow_step UP
slow_step UP
step_end
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TinTowerRaikouMovement1:
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set_sliding
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fast_jump_step DOWN
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remove_sliding
step_end
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TinTowerRaikouMovement2:
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set_sliding
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fast_jump_step DOWN
fast_jump_step RIGHT
fast_jump_step DOWN
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remove_sliding
step_end
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TinTowerEnteiMovement1:
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set_sliding
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fast_jump_step DOWN
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remove_sliding
step_end
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TinTowerEnteiMovement2:
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set_sliding
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fast_jump_step DOWN
fast_jump_step LEFT
fast_jump_step DOWN
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remove_sliding
step_end
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TinTowerSuicuneMovement:
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set_sliding
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fast_jump_step DOWN
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remove_sliding
step_end
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TinTowerPlayerMovement2:
fix_facing
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big_step DOWN
remove_fixed_facing
step_end
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MovementData_0x1851ec:
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step UP
step UP
step UP
turn_head LEFT
step_end
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MovementData_0x1851f1:
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step DOWN
step DOWN
step DOWN
step_end
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MovementData_0x1851f5:
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step UP
step UP
step LEFT
step LEFT
turn_head UP
step_end
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MovementData_0x1851fb:
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step UP
step UP
step_end
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MovementData_0x1851fe:
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step UP
step RIGHT
step RIGHT
step UP
step_end
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TinTowerEusineSuicuneText:
text "EUSINE: Awesome!"
line "Too awesome, even!"
para "I've never seen a"
line "battle that great."
para "That was truly"
line "inspiring to see."
para "SUICUNE was tough,"
line "but you were even"
para "more incredible,"
line "<PLAYER>."
para "I heard SUICUNE's"
line "mystic power"
para "summons a rainbow-"
line "colored #MON."
para "Maybe, just maybe,"
line "what went on today"
para "will cause that"
line "#MON to appear."
para "I'm going to study"
line "the legends more."
para "Thanks for showing"
line "me that fantastic"
cont "battle."
para "Later, <PLAYER>!"
done
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TinTower1FSage1Text:
text "According to"
line "legend…"
para "When the souls of"
line "#MON and humans"
para "commune, from the"
line "heavens descends a"
para "#MON of rainbow"
line "colors…"
para "Could it mean the"
line "legendary #MON"
para "are testing us"
line "humans?"
done
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TinTower1FSage2Text:
text "When the BRASS"
line "TOWER burned down,"
para "three nameless"
line "#MON were said"
para "to have perished."
line "It was tragic."
para "However…"
para "A rainbow-colored"
line "#MON…"
para "In other words…"
para "HO-OH descended"
line "from the sky and"
para "gave new life to"
line "the three #MON."
para "They are…"
para "SUICUNE, ENTEI and"
line "RAIKOU."
para "That is what they"
line "say."
done
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TinTower1FSage3Text:
text "The two TOWERS are"
line "said to have been"
para "built to foster"
line "friendship and"
para "hope between #-"
line "MON and people."
para "That was 700 years"
line "ago, but the ideal"
para "still remains"
line "important today."
done
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TinTower1FSage4Text1:
text "HO-OH appears to"
line "have descended"
para "upon this, the TIN"
line "TOWER!"
done
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TinTower1FSage5Text1:
text "This will protect"
line "you. Take it."
done
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TinTower1FSage5Text2:
text "Now, go."
done
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TinTower1FSage6Text1:
text "I believe you are"
line "being tested."
para "Free your mind"
line "from uncertainty,"
cont "and advance."
done
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TinTowerEusineHoOhText:
text "I knew it."
para "I knew you'd get"
line "to see the #MON"
para "of rainbow colors,"
line "<PLAYER>."
para "It happened just"
line "as I envisioned."
para "My research isn't"
line "bad, I might say."
para "I'm going to keep"
line "studying #MON"
para "to become a famous"
line "#MANIAC!"
done
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TinTower1FSage4Text2:
text "The legendary"
line "#MON are said"
para "to embody three"
line "powers…"
para "The lightning that"
line "struck the TOWER."
para "The fire that"
line "burned the TOWER."
para "And the rain that"
line "put out the fire…"
done
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TinTower1FSage5Text3:
text "When the legendary"
line "#MON appeared…"
para "They struck terror"
line "in those who saw"
cont "their rise."
para "And…"
para "Some even took to"
line "futile attacks."
para "The legendary"
line "#MON, knowing"
para "their own power,"
line "fled, ignoring the"
cont "frightened people."
done
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TinTower1FSage6Text2:
text "Of the legendary"
line "#MON, SUICUNE"
para "is said to be the"
line "closest to HO-OH."
para "I hear there may"
line "also be a link to"
para "#MON known as"
line "UNOWN."
para "The #MON UNOWN"
line "must be sharing a"
para "cooperative bond"
line "with SUICUNE."
done
TinTower1F_MapEvents:
db 0, 0 ; filler
db 3 ; warp events
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warp_event 9, 15, ECRUTEAK_CITY, 12
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warp_event 10, 15, ECRUTEAK_CITY, 12
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warp_event 10, 2, TIN_TOWER_2F, 2
db 0 ; coord events
db 0 ; bg events
db 10 ; 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
object_event 7, 9, SPRITE_RAIKOU, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_RAIKOU
object_event 12, 9, SPRITE_ENTEI, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_TIN_TOWER_1F_ENTEI
object_event 8, 3, SPRITE_SUPER_NERD, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, TinTowerEusine, EVENT_TIN_TOWER_1F_EUSINE
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
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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object_event 14, 6, SPRITE_SAGE, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage3Script, EVENT_TIN_TOWER_1F_WISE_TRIO_1
object_event 4, 2, SPRITE_SAGE, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage4Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2
object_event 9, 1, SPRITE_SAGE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage5Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2
object_event 14, 2, SPRITE_SAGE, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TinTower1FSage6Script, EVENT_TIN_TOWER_1F_WISE_TRIO_2