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- # - npc outcome movement
- 440 - stuck, no encounters
- 441 - stuck, wurmple 3rd tile
- 442 - early down, up, boxed in by girl
- 443 - late up, correct wingull
- 444 - early down, late zig
- 445 - early down, wurmple 4th tile
- 446 - stuck, down last moment, wurmple 1st tile
- 447 - early up, correct wingull standard
- 448 - stuck, correct wingull 2 left before grass, behind house enter 3rd tile
- 449 - late down, correct wingull standard
- 450 - stuck, correct wingull 2 left before grass, behind house enter 3rd tile
- 451 - late down, wingull 3rd tile
- 452 - late down, wurmple on wingulls tile
- 453 - late up, zig on wingulls tile
- 454 - stuck, no encounters
- 455 - late up, late zig
- 456 - stuck, wingull 5th/last tile
- 457 - late up, no encounters
- 458 - stuck, no encounters
- 459 - late up, late zig
- 460 - late down, zig 6th tile
- if the npc moved standard movement was used, and if he was stuck the 'stuck movement' was used.
- This is what the outcomes are based on on the frames which don't yield the correct wingull.
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