@ Unused EventScript_CheckFallDownHole:: map_script_2 VAR_ICE_STEP_COUNT, 0, EventScript_FallDownHole .2byte 0 @ Unused EventScript_FixCrackedGround:: copyvar VAR_ICE_STEP_COUNT, 1 end EventScript_FallDownHole:: lockall delay 20 applymovement OBJ_EVENT_ID_PLAYER, Movement_SetInvisible waitmovement 0 playse SE_FALL delay 60 warphole MAP_UNDEFINED waitstate end @ Differs from the script above by assuming the warp destination has already been set EventScript_DoFallWarp:: lockall delay 20 applymovement OBJ_EVENT_ID_PLAYER, Movement_SetInvisible waitmovement 0 playse SE_FALL delay 60 special DoFallWarp waitstate end Movement_SetInvisible: set_invisible step_end