"Speech" houses just have dialog NPCs
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83
maps/Route5CleanseTagHouse.asm
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83
maps/Route5CleanseTagHouse.asm
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@@ -0,0 +1,83 @@
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const_value set 2
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const ROUTE5CLEANSETAGHOUSE_GRANNY
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const ROUTE5CLEANSETAGHOUSE_TEACHER
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Route5CleanseTagHouse_MapScripts:
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.SceneScripts:
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db 0
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.MapCallbacks:
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db 0
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GrannyScript_0x18b634:
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faceplayer
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opentext
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checkevent EVENT_GOT_CLEANSE_TAG
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iftrue UnknownScript_0x18b649
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writetext UnknownText_0x18b655
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buttonsound
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verbosegiveitem CLEANSE_TAG
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iffalse UnknownScript_0x18b64d
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setevent EVENT_GOT_CLEANSE_TAG
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UnknownScript_0x18b649:
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writetext UnknownText_0x18b6a7
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waitbutton
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UnknownScript_0x18b64d:
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closetext
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end
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Route5CleanseTagHouseTeacherScript:
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jumptextfaceplayer Route5CleanseTagHouseTeacherText
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HouseForSaleBookshelf:
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jumpstd difficultbookshelf
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UnknownText_0x18b655:
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text "Eeyaaaah!"
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para "I sense a sinister"
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line "shadow hovering"
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cont "over you."
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para "Take this to ward"
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line "it off!"
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done
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UnknownText_0x18b6a7:
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text "You were in mortal"
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line "danger, but you"
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cont "are protected now."
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done
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Route5CleanseTagHouseTeacherText:
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text "My grandma is into"
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line "warding off what"
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para "she believes to be"
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line "evil spirits."
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para "I'm sorry that she"
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line "startled you."
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done
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Route5CleanseTagHouse_MapEvents:
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; filler
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db 0, 0
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.Warps:
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db 2
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warp_def 2, 7, 4, ROUTE_5
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warp_def 3, 7, 4, ROUTE_5
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.CoordEvents:
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db 0
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.BGEvents:
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db 2
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bg_event 0, 1, BGEVENT_READ, HouseForSaleBookshelf
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bg_event 1, 1, BGEVENT_READ, HouseForSaleBookshelf
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.ObjectEvents:
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db 2
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object_event 2, 5, SPRITE_GRANNY, SPRITEMOVEDATA_SPINCLOCKWISE, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, GrannyScript_0x18b634, -1
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object_event 5, 3, SPRITE_TEACHER, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, Route5CleanseTagHouseTeacherScript, -1
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