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  #2676    
Old December 13th, 2009 (05:47 PM).
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Script doesn't continue after the battle plus theres some wierd cmdc3 stuff which I didn't put there

Code:
'---------------
#org 0x27978C
checkflag 0x216
if 0x1 goto 0x82797EF
applymovement 0x6 0x82797F2
waitmovement 0x0
msgbox 0x82797FC MSG_NORMAL
applymovement 0x6 0x82797F5
waitmovement 0x0
trainerbattle 0x1 0x6 0x0 0x827980C 0x8279838 0x279852
msgbox 0x8279852 MSG_NORMAL
fadescreen 0x1
setflag 0x216
hidesprite 0x5
hidesprite 0x3
fadescreen 0x0
applymovement 0x1 0x82797F9
waitmovement 0x0
msgbox 0x8279893 MSG_NORMAL
setflag 0x829
release
end

'---------------
#org 0x2797EF
release
end

'---------------
#org 0x279852
cmdc3 0xB4

'---------
' Strings
'---------
#org 0x2797FC
= Erased

#org 0x27980C
= Erased

#org 0x279838
= Erased

#org 0x279852
= Erased

#org 0x279893
= Erased


'-----------
' Movements
'-----------
#org 0x2797F2
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x2797F5
#raw 0x10 'Step Down (Normal)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x2797F9
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements
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dragging himself, forw
ard again, the pain has
still not diminished. E
ventually though, he e
merges inside a v
ery large room w

here everything about

the house

suddenly

changes.
  #2677    
Old December 13th, 2009 (05:58 PM).
Shiny_Noctowl Shiny_Noctowl is offline
 
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I made a simple test script to ensure that I understand how to script warps, but nothing happens when you step on the script tile. What's wrong with it? (The script is in Ruby, if it matters.)

'-----------------------
#org 0xEEEEEE
warp 0x0 0x9 0xFF 0x2 0x2
  #2678    
Old December 13th, 2009 (06:33 PM).
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a lot, the offsets wrong, there is no end. you properly didn't put the unknown at 3 or the var number at 4050.
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  #2679    
Old December 13th, 2009 (06:52 PM).
Shiny_Noctowl Shiny_Noctowl is offline
 
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Quote originally posted by NarutoActor:
a lot, the offsets wrong, there is no end. you properly didn't put the unknown at 3 or the var number at 4050.
What's wrong with the offset? Offsets are 6 hex digits, so the maximum is 0xFFFFFF; I only did 0xEEEEEE and I've successfully used scripts at that offset before. What unknown and var number? I don't understand.

EDIT: Never mind, I added "end" and now it works.
  #2680    
Old December 13th, 2009 (07:48 PM).
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Quote originally posted by Cirnos Servant:
Script doesn't continue after the battle plus theres some wierd cmdc3 stuff which I didn't put there

Code:
'---------------
#org 0x27978C
checkflag 0x216
if 0x1 goto 0x82797EF
applymovement 0x6 0x82797F2
waitmovement 0x0
msgbox 0x82797FC MSG_NORMAL
applymovement 0x6 0x82797F5
waitmovement 0x0
trainerbattle 0x1 0x6 0x0 0x827980C 0x8279838 0x279852
msgbox 0x8279852 MSG_NORMAL
fadescreen 0x1
setflag 0x216
hidesprite 0x5
hidesprite 0x3
fadescreen 0x0
applymovement 0x1 0x82797F9
waitmovement 0x0
msgbox 0x8279893 MSG_NORMAL
setflag 0x829
release
end

'---------------
#org 0x2797EF
release
end

'---------------
#org 0x279852
cmdc3 0xB4

'---------
' Strings
'---------
#org 0x2797FC
= Erased

#org 0x27980C
= Erased

#org 0x279838
= Erased

#org 0x279852
= Erased

#org 0x279893
= Erased


'-----------
' Movements
'-----------
#org 0x2797F2
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x2797F5
#raw 0x10 'Step Down (Normal)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x2797F9
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements
Yeah, trainerbattle 0x1 works differently than you thought. The last offset on trainerbattle(0x279852) is the offset where it continues from. So it would be like this:
Code:
trainerbattle 0x1 0x6 0x0 @before @after @later
end

#org @later
msgbox @talk 0x6
fadescreen 0x1
setflag 0x216
ect.
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  #2681    
Old December 13th, 2009 (08:16 PM).
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Quote originally posted by Cirnos Servant:
It will work on people, script and signpost events.
It doesn't matter
oh okay well im tryin to understand scripts so idont have to ask so much question is it the special part that makes it a healer type thing
  #2682    
Old December 13th, 2009 (08:21 PM).
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Quote originally posted by novluis323:
oh okay well im tryin to understand scripts so idont have to ask so much question is it the special part that makes it a healer type thing
Yes, special 0x0 heals your Pokemon. I would suggest reading diego's scripting tutorial before trying to script.
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  #2683    
Old December 13th, 2009 (08:33 PM).
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Quote originally posted by Jesse[TB Pro]:
Yes, special 0x0 heals your Pokemon. I would suggest reading diego's scripting tutorial before trying to script.
oh ive read over it a couple of times already and thats how i learned to do a couple of things alone but i learn more by doing it my self
  #2684    
Old December 15th, 2009 (07:34 AM).
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i made a script for pokemon paradise can anyone help casue it freezes every time you talk to them

#org $start
lockall
faceplayer
Trainerbattle 0 0x252 $before $after $aftertalk
Boxset 6
Release
end
#org $before
$before 1 =[PLAYER] This guy want my dad\pTeam Nature: Go away kid i dont need you\p come on [PLAYER] you can beat him /p please you cant defeat me!

#org $after
$after 1 = These pokemon i stole are useless...

#org $aftertalk
$aftertalk 1 = yer you showed him\p i better report to the boss $nature

#org $nature
applymovement 0x16 $move
pausemove 0x0000
fadescreen 1
removesprite 16
setflag 0x1200
pause 0x16
fadescreen 0
message $run
$run 1 = I better tell my dad what happend
applymovement 0x02 $move2
pausemove 0x0000
fadescreen 1
removesprite 2
setflag 0x1201
pause 0x02
fadescreen 0
release
end
#org $move
#raw 0x35
#raw 0x35
#raw 0x35
#raw 0x38
#raw 0x38
#raw 0x38
#raw 0x38
#raw 0x38
#raw 0x38
#raw 0x38
#raw 0x38
#raw 0x38
#raw 0xFE

#org $move2
#raw 0x35
#raw 0x35
#raw 0x35
#raw 0x35
#raw 0x35
#raw 0x35
#raw 0x35
#raw 0x35
#raw 0x35
#raw 0xFE
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  #2685    
Old December 15th, 2009 (08:21 AM).
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Shukumei Shukumei is offline
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Looks like you're still using pokescript. My advice is to switch over to XSE ASAP! but as for your script the thing that jumped out at me was the

#org $aftertalk
$aftertalk 1 = yer you showed him\p i better report to the boss $nature

I think (It's been a while since I used pokescript) it will work if you use

#org $aftertalk
message $saythis
boxset 6
goto $nature
end

#org $saythis
$saythis 1 = yer you showed him\p i better report to the boss

Like I said i'm a little rusty with Pokescript but I'm pretty sure this is how it should look. Anyone else please feel encouraged to correct any mistakes I made.
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  #2686    
Old December 15th, 2009 (10:54 AM).
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So I'm muddling through scripting, and I've hit a snag. I want the script to run as you enter your rival's house for the first time, but putting it on the warp only activates it as you leave.

This is alright with me, as I'm more interested in why it's running twice even with the proper flags set.

This is what I have so far:


#org 0x8740A71
'-----------------------------------
lock
checkflag 0x1000
if true jump 0x8740B77 ' Flag is set
msgbox 0x8740A8F ' \v\h06:Hey \v\h01! I...
callstd MSG_LOCK ' Built-in lock command
release
applymovement 0x1 0x8740B79 ' walk_down walk_down ...
setflag 0x1000
end

#org 0x8740B77
'-----------------------------------
release
end


#org 0x8740A8F
= \v\h06:Hey \v\h01! I finally decided.\nI'm outta here!\pYou can tag along\nif you like. I'm going\pto pester Mr. Boone\nfor a pokemon, and then\pI'm off to see the world.\nYou should do the same.\pUnless you LIKE squatting\nin an abandoned house...

#org 0x8740B79
M walk_down walk_down walk_down walk_down walk_left walk_down walk_down walk_down end


The problem with this is that though the script runs correctly when you step on the tile to leave, if you immediately head back into the room and approach it from the east or west sides it runs the dialogue again.


X=the script tile:


V
X

Approaching it here, the script runs fine. Then if you approach the tile like this:

>X

Or X<

It runs the script again, despite the flag being set.

Any thoughts?
  #2687    
Old December 15th, 2009 (02:17 PM).
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Quote originally posted by EP_DarkSol:
So I'm muddling through scripting, and I've hit a snag. I want the script to run as you enter your rival's house for the first time, but putting it on the warp only activates it as you leave.

This is alright with me, as I'm more interested in why it's running twice even with the proper flags set.

This is what I have so far:


#org 0x8740A71
'-----------------------------------
lock
checkflag 0x1000
if true jump 0x8740B77 ' Flag is set
msgbox 0x8740A8F ' \v\h06:Hey \v\h01! I...
callstd MSG_LOCK ' Built-in lock command
release
applymovement 0x1 0x8740B79 ' walk_down walk_down ...
setflag 0x1000
end

#org 0x8740B77
'-----------------------------------
release
end


#org 0x8740A8F
= \v\h06:Hey \v\h01! I finally decided.\nI'm outta here!\pYou can tag along\nif you like. I'm going\pto pester Mr. Boone\nfor a pokemon, and then\pI'm off to see the world.\nYou should do the same.\pUnless you LIKE squatting\nin an abandoned house...

#org 0x8740B79
M walk_down walk_down walk_down walk_down walk_left walk_down walk_down walk_down end


The problem with this is that though the script runs correctly when you step on the tile to leave, if you immediately head back into the room and approach it from the east or west sides it runs the dialogue again.


X=the script tile:


V
X

Approaching it here, the script runs fine. Then if you approach the tile like this:

>X

Or X<

It runs the script again, despite the flag being set.

Any thoughts?
You need a level script.
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  #2688    
Old December 15th, 2009 (04:20 PM).
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Quote originally posted by Jesse[TB Pro]:
You need a level script.

Thanks a ton, I'm looking at the level script tutorial now.

I assume that level scripts are also what make dressers and mirrors and things interactive? Or is that more in tile behavior's ballpark?
  #2689    
Old December 15th, 2009 (05:29 PM).
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Quote originally posted by EP_DarkSol:
Thanks a ton, I'm looking at the level script tutorial now.

I assume that level scripts are also what make dressers and mirrors and things interactive? Or is that more in tile behavior's ballpark?
Yep, that has to do with the tile behaviors. You can edit them via A-Text, though.
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  #2690    
Old December 15th, 2009 (07:17 PM).
Razer Rage Razer Rage is offline
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Right, so I searched, but didn't find the answer. How can I edit the introduction text (both the "how to play" and "oaks intro") in firered? I can't get advancetext to work.

Edit: Also, how do I create custom items?
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  #2691    
Old December 15th, 2009 (07:40 PM).
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Ahhh You did not search enough There is a hex tutorial by fan king and I have answered this question count less times. Here is the short version. Find the string of text, decomplie it, edit it, compile it.
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  #2692    
Old December 15th, 2009 (08:05 PM). Edited December 16th, 2009 by Razer Rage.
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Quote originally posted by NarutoActor:
Ahhh You did not search enough There is a hex tutorial by fan king and I have answered this question count less times. Here is the short version. Find the string of text, decomplie it, edit it, compile it.
I searched again, including posts made by you. Nothing.

Is this the tutorial you're referring to? http://www.pokecommunity.com/showthread.php?t=189143&highlight=hex

If so, that doesn't answer my question. Isn't there an easier way? Like with XSE? I've even searched through a fire red script dump, and I STILL can't find it.

EDIT: Sigh, nevermind. I didn't look in the Simply Questions thread, and I was able to get AdvanceMap to work. Thanks for your help.
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  #2693    
Old December 16th, 2009 (01:31 PM).
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yeah you can use xse just de-compile the string of text.
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  #2694    
Old December 17th, 2009 (04:10 AM). Edited December 17th, 2009 by Giga Universe.
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I'm trying to build a script where an overworld follows the player throughout the map. So far, it is working, except for the fact that the player cannot interact with ANYTHING, so, in other words, the player can walk through walls, not read signs/talk to people or even use warps. Another bug in the script is that all animations (flowers/sea/etc) do not play until you move. Also, you cannot open the start menu, and I assume if you have registered an item to select it won't activate, as nothing else works, but I haven't tested this. If anyone has any ideas on how to fix this up please do so!

Game: FireRed (U)
Type: Level Script (Script type 2 in AMap. Flag is 7001)
Script Editor: XSE
Script: (EDIT: Almost forgot to Add: Uses JPan's Fire Red Hacked Engine!)
Spoiler:
#dynamic 0x800000 'asumes 800000 is free. Script by Giga Universe. Do not steal!

#org @start
setvar 0x7001 0x1 'make level script work by setting level flag
getplayerpos 0x7002 0x7003 'store players coords
goto @cont 'goto new offset to create loop
end

#org @cont
special2 0x8006 0x2c 'check D-Pad with JPans built in ROM Base
compare 0x8006 0x1 'check if up is pressed
if 0x1 goto @up 'handle return
compare 0x8006 0x2 'check if left is pressed
if 0x1 goto @left 'handle return
compare 0x8006 0x3 'check if down is pressed
if 0x1 goto @down 'handle return
compare 0x8006 0x4 'check if right is pressed
if 0x1 goto @right 'handle return
compare 0x8006 0x0 'failsafe if nothing is pressed
if 0x1 goto @not_yet 'handle failsafes return
goto @not_yet 'another failsafe
end

#org @not_yet
goto @cont 'loop if nothing is pressed
end

#org @up
applymovement 0xFF @move_up 'move player
waitmovement 0xFF 'wait for player
getplayerpos 0x7002 0x7003 'store players coords
addvar 0x7003 0x1 'adjust the players coords to behind the player
movesprite 0x01 0x7002 0x7003 'moves the follower behind you
applymovement 0x1 @move_up 'smooths up the animation of the follower
goto @cont 'loop
end

#org @down
applymovement 0xFF @move_down 'move player
waitmovement 0xFF 'wait for player
getplayerpos 0x7002 0x7003 'store players coords
subvar 0x7003 0x1 'adjust the players coords to behind the player
movesprite 0x01 0x7002 0x7003 'moves the follower behind you
applymovement 0x1 @move_down 'smooths up the animation of the follower
goto @cont 'loop
end

#org @left
applymovement 0xFF @move_left 'move player
waitmovement 0xFF 'wait for player
getplayerpos 0x7002 0x7003 'store players coords
addvar 0x7002 0x1 'adjust the players coords to behind the player
movesprite 0x01 0x7002 0x7003 'moves the follower behind you
applymovement 0x1 @move_left 'smooths up the animation of the follower
goto @cont 'loop
end

#org @right
applymovement 0xFF @move_right 'move player
waitmovement 0xFF 'wait for player
getplayerpos 0x7002 0x7003 'store players coords
subvar 0x7002 0x1 'adjust the players coords to behind the player
movesprite 0x01 0x7002 0x7003 'moves the follower behind you
applymovement 0x1 @move_right 'smooths up the animation of the follower
goto @cont 'loop
end

#org @move_up
#raw 0x11 'move up
#raw 0xFE 'end movements

#org @move_down
#raw 0x10 'move down
#raw 0xFE 'end movements

#org @move_left
#raw 0x12 'move left
#raw 0xFE 'end movements

#org @move_right
#raw 0x13 'move right
#raw 0xFE 'end movements

Media (Video):
Spoiler:

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  #2695    
Old December 18th, 2009 (12:45 PM).
piercesj piercesj is offline
 
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Can someone tell me if this is a correct yes no script? Thanks so much
#dynamic 0x######

#org @yesno
lock
faceplayer
msgbox @message
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
release

end
#org @message
= Do you want me /pto take you to /p LYNDONVILLE?

#org @yes
= Ok Lets Go!

#org @no
= Ok then.
  #2696    
Old December 18th, 2009 (01:39 PM).
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here are the corrections if that's what you are asking.
#dynamic 0x700000

#org @yesno
lock
faceplayer
msgbox @message 0x6
msgbox @yesno 0x5
compare LASTRESULT
if 0x1 goto @yes
compare LASTRESULT
if 0x0 goto @no
release
end

#org @yes
msgbox @myes 0x6
release
end

#org @no
msgbox @mno 0x6
release
end

#org @message
= Do you want me /pto take you to /p LYNDONVILLE?

#org @myes
= Ok Lets Go!

#org @mno
= Ok then.
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  #2697    
Old December 18th, 2009 (01:45 PM).
piercesj piercesj is offline
 
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What is compare LASTRESULT?
And where did this come in
#org @yes
msgbox @myes 0x6
release
end

#org @no
msgbox @mno 0x6
release
end

Every tutorial I've seen says nothing about that.
I'm not saying your wrong or anything lol I was just wondering cause its kinda weird
  #2698    
Old December 18th, 2009 (02:52 PM).
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compare LAST RESULT(xse dose not use spaces)
it compares the last result it compares what the player chose from the yes/no message.
You can't just point a yes or no to a message string(I might be wrong I never tried it) I always point it to a script string.
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  #2699    
Old December 18th, 2009 (04:11 PM).
piercesj piercesj is offline
 
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Ok gotcha! Thanks for the help
  #2700    
Old December 18th, 2009 (04:24 PM). Edited December 19th, 2009 by gameguru.
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Maybe you all can help me with a problem I am having.
Its a map script that is supposed to make the player walk behind the rival. The rival is arguing with a jerk and sends out his Bagon. The Bagon then smacks the jerks Spearow and the spearrow flies off screen. The jerk soon chases after the spearow. Then the rival returns his pokemon and walks off screen. But when it's done the player can't move. I don't know why. please help
Spoiler:

//---------------
#org 0x72BF6B
movesprite 0x6 0x1F 0xB
applymovement 0x4 0x872BA12
applymovement 0x5 0x872BA12
msgbox 0x872B94D MSG_KEEPOPEN //"???: GET OUT OF MY WAY!"
applymovement MOVE_PLAYER 0x872BB6E
waitmovement 0xFF
closeonkeypress
msgbox 0x872B967 MSG_NORMAL //"Why don't you make me punk?"
msgbox 0x872B985 MSG_NORMAL //"???: Thanks for the idea."
applymovement 0x6 0x872BB6A
waitmovement 0x6
movesprite 0x7 0x1E 0xB
pause 0x15
msgbox 0x872B9A1 MSG_NORMAL //"???: Bagon use Headbutt!"
applymovement 0x7 0x872BA19
applymovement 0x4 0x872BA03
applymovement 0x5 0x872BA1C
waitmovement 0x5
applymovement 0x4 0x872B9FA
msgbox 0x872B9BC MSG_KEEPOPEN //"Hold on Spearow I'm coming!"
waitmovement 0x4
closeonkeypress
msgbox 0x872B9DA MSG_NORMAL //"???: Bagon, RETURN."
movesprite 0x7 0x0 0x0
applymovement 0x6 0x872B9F0
waitmovement 0x6
movesprite 0x6 0x0 0x0
setvar 0x5020 0x2
release
end

//---------
// Strings
//---------
#org 0x72B94D
= ???: GET OUT OF MY WAY!
#org 0x72B967
= Why don't you make me punk?
#org 0x72B985
= ???: Thanks for the idea.
#org 0x72B9A1
= ???: Bagon use Headbutt!
#org 0x72B9BC
= Hold on Spearow I'm coming!
#org 0x72B9DA
= ???: Bagon, RETURN.

//-----------
// Movements
//-----------
#org 0x72BA12
#raw 0x1 //Face Up
#raw 0xFE //End of Movements
#org 0x72BB6E
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x13 //Step Right (Normal)
#raw 0x13 //Step Right (Normal)
#raw 0x13 //Step Right (Normal)
#raw 0x13 //Step Right (Normal)
#raw 0x13 //Step Right (Normal)
#raw 0x13 //Step Right (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements
#org 0x72BB6A
#raw 0x2 //Face Left
#raw 0xFE //End of Movements
#org 0x72BA19
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements
#org 0x72BA03
#raw 0x2 //Face Left
#raw 0x62 //Exclamation Mark (!)
#raw 0xFE //End of Movements
#org 0x72BA1C
#raw 0x31 //Slide Down (Slow)
#raw 0x31 //Slide Down (Slow)
#raw 0x31 //Slide Down (Slow)
#raw 0x31 //Slide Down (Slow)
#raw 0x31 //Slide Down (Slow)
#raw 0x31 //Slide Down (Slow)
#raw 0x31 //Slide Down (Slow)
#raw 0xFE //End of Movements
#org 0x72B9FA
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0xFE //End of Movements
#org 0x72B9F0
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements
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