Move events and scripts into map dirs
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AbandonedShip_Corridors_B1F_EventObjects: @ 8536808
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object_event 1, EVENT_OBJ_GFX_TUBER_M, 0, 2, 8, 3, 2, 1, 1, 0, 0, AbandonedShip_Corridors_B1F_EventScript_237DBF, 0
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object_event 2, EVENT_OBJ_GFX_SAILOR, 0, 9, 6, 3, 14, 0, 0, 1, 4, AbandonedShip_Corridors_B1F_EventScript_237E13, 0
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AbandonedShip_Corridors_B1F_MapWarps: @ 8536838
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warp_def 6, 4, 3, 2, MAP_ABANDONED_SHIP_ROOMS2_B1F
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warp_def 3, 4, 3, 0, MAP_ABANDONED_SHIP_ROOMS2_B1F
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warp_def 5, 7, 3, 0, MAP_ABANDONED_SHIP_ROOMS_B1F
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warp_def 8, 7, 3, 1, MAP_ABANDONED_SHIP_ROOMS_B1F
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warp_def 11, 7, 3, 2, MAP_ABANDONED_SHIP_ROOMS_B1F
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warp_def 11, 4, 3, 0, MAP_ABANDONED_SHIP_ROOM_B1F
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warp_def 0, 2, 3, 10, MAP_ABANDONED_SHIP_CORRIDORS_1F
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warp_def 8, 2, 3, 9, MAP_ABANDONED_SHIP_CORRIDORS_1F
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AbandonedShip_Corridors_B1F_MapBGEvents: @ 8536878
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bg_event 11, 4, 3, 0, 0, AbandonedShip_Corridors_B1F_EventScript_237DC8
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AbandonedShip_Corridors_B1F_MapEvents:: @ 8536884
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map_events AbandonedShip_Corridors_B1F_EventObjects, AbandonedShip_Corridors_B1F_MapWarps, 0x0, AbandonedShip_Corridors_B1F_MapBGEvents
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@@ -0,0 +1,91 @@
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AbandonedShip_Corridors_B1F_MapScripts:: @ 8237D84
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map_script 5, AbandonedShip_Corridors_B1F_MapScript1_237D8F
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map_script 1, AbandonedShip_Corridors_B1F_MapScript1_237D98
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.byte 0
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AbandonedShip_Corridors_B1F_MapScript1_237D8F: @ 8237D8F
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setdivewarp MAP_ABANDONED_SHIP_UNDERWATER1, 255, 5, 4
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end
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AbandonedShip_Corridors_B1F_MapScript1_237D98: @ 8237D98
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checkflag FLAG_0x0EF
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call_if 0, AbandonedShip_Corridors_B1F_EventScript_237DAB
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checkflag FLAG_0x0EF
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call_if 1, AbandonedShip_Corridors_B1F_EventScript_237DB5
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end
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AbandonedShip_Corridors_B1F_EventScript_237DAB:: @ 8237DAB
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setmetatile 11, 4, 563, 1
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return
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AbandonedShip_Corridors_B1F_EventScript_237DB5:: @ 8237DB5
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setmetatile 11, 4, 555, 1
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return
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AbandonedShip_Corridors_B1F_EventScript_237DBF:: @ 8237DBF
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msgbox AbandonedShip_Corridors_B1F_Text_237F03, 2
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end
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AbandonedShip_Corridors_B1F_EventScript_237DC8:: @ 8237DC8
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lockall
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checkflag FLAG_0x0EF
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goto_eq AbandonedShip_Corridors_B1F_EventScript_237E09
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checkitem ITEM_STORAGE_KEY, 1
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compare VAR_RESULT, 0
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goto_eq AbandonedShip_Corridors_B1F_EventScript_237DFF
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msgbox AbandonedShip_Corridors_B1F_Text_237F4B, 4
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playse SE_PIN
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takeitem ITEM_STORAGE_KEY, 1
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setflag FLAG_0x0EF
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call AbandonedShip_Corridors_B1F_EventScript_237DB5
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special DrawWholeMapView
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releaseall
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end
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AbandonedShip_Corridors_B1F_EventScript_237DFF:: @ 8237DFF
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msgbox AbandonedShip_Corridors_B1F_Text_237F15, 4
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releaseall
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end
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AbandonedShip_Corridors_B1F_EventScript_237E09:: @ 8237E09
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msgbox AbandonedShip_Corridors_B1F_Text_237FA5, 4
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releaseall
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end
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AbandonedShip_Corridors_B1F_EventScript_237E13:: @ 8237E13
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trainerbattle 0, TRAINER_DUNCAN, 0, AbandonedShip_Corridors_B1F_Text_237E2A, AbandonedShip_Corridors_B1F_Text_237E80
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msgbox AbandonedShip_Corridors_B1F_Text_237E92, 6
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end
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AbandonedShip_Corridors_B1F_Text_237E2A: @ 8237E2A
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.string "When we go out to sea, we SAILORS\n"
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.string "always bring our POKéMON.\l"
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.string "How about a quick battle?$"
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AbandonedShip_Corridors_B1F_Text_237E80: @ 8237E80
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.string "Whoops, I’m sunk!$"
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AbandonedShip_Corridors_B1F_Text_237E92: @ 8237E92
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.string "The ship’s bottom has sunk into the\n"
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.string "depths.\p"
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.string "If a POKéMON knew how to go underwater,\n"
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.string "we might make some progress…$"
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AbandonedShip_Corridors_B1F_Text_237F03: @ 8237F03
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.string "Yay!\n"
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.string "It’s a ship!$"
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AbandonedShip_Corridors_B1F_Text_237F15: @ 8237F15
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.string "The door is locked.\p"
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.string "“STORAGE” is painted on the door.$"
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AbandonedShip_Corridors_B1F_Text_237F4B: @ 8237F4B
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.string "{PLAYER} inserted and turned the\n"
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.string "STORAGE KEY.\p"
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.string "The inserted KEY stuck fast,\n"
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.string "but the door opened.$"
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AbandonedShip_Corridors_B1F_Text_237FA5: @ 8237FA5
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AbandonedShip_HiddenFloorCorridors_Text_237FA5: @ 8237FA5
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.string "The door is open.$"
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