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| <samp>location</samp>
 
| <samp>location</samp>
| <p>''(optional)'' The location name the NPC should walk towards. If omitted, defaults to the [[Bus Stop|bus stop]] (if married to a player) or their default location.</p><p>'''Note:''' the game has special logic for unlockable locations. If this is JojaMart/Railroad and it's not available yet, the game gets the replacement destination from the first entry in the <samp>{{t|location}}_Replacement</samp> schedule if available; otherwise it switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>. If this is CommunityCenter and it's not available yet, the game switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>.</p>
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| <p>''(optional)'' The location name the NPC should walk towards. If omitted, defaults to the previous map, or if it's the first, it defaults to the [[Bus Stop|bus stop]] (if married to a player) or their default location.</p><p>'''Note:''' the game has special logic for unlockable locations. If this is JojaMart/Railroad and it's not available yet, the game gets the replacement destination from the first entry in the <samp>{{t|location}}_Replacement</samp> schedule if available; otherwise it switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>. If this is CommunityCenter and it's not available yet, the game switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>.</p>
 
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| <samp>tileX</samp><br /><samp>tileY</samp>
 
| <samp>tileX</samp><br /><samp>tileY</samp>
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