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	<id>https://wiki.skytemple.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Caitemis</id>
	<title>SkyTemple - User contributions [en]</title>
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	<updated>2026-04-08T08:55:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Special_Episodes_Player_Character_List&amp;diff=1499</id>
		<title>Special Episodes Player Character List</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Special_Episodes_Player_Character_List&amp;diff=1499"/>
		<updated>2026-03-30T01:26:13Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Special Episodes Player Character List is a list, where you can edit the party for game&#039;s special episodes. In this list, you can modify party member&#039;s species, moves, levels, location ID (must be between 236-240 or 214), IQ and HP. The amount of slots and what slots are used in what episode is hardcoded.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
=== ID ===&lt;br /&gt;
The ID of the Special Episode character. This is a value of 0-9. No other IDs/characters can be added.&lt;br /&gt;
&lt;br /&gt;
=== Pokémon ===&lt;br /&gt;
The Pokémon entity used, which includes the monster name, gender, and ID number.&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
The starting level of the Special Episode character.&lt;br /&gt;
&lt;br /&gt;
=== Recruited ===&lt;br /&gt;
The recruitment location that will be listed in the character&#039;s info. Must be either 214 or 236-240. The leader for the Special Episode in vanilla always has a location ID of 214. [TODO: Add explanation of what the location ID means and if changing the leader location ID messes anything up]&lt;br /&gt;
&lt;br /&gt;
=== Move 1/2/3/4 ===&lt;br /&gt;
The moves that the player character will start off with. [TODO: Figure out if Nothing (000) results in a blanks slot if &amp;quot;not all moves are fixed&amp;quot; is selected]&lt;br /&gt;
&lt;br /&gt;
=== Not all moves are fixed ===&lt;br /&gt;
If checked off, the &amp;quot;Nothing (000)&amp;quot; moves will be replaced with random moves from the Pokémon&#039;s learnset. [TODO: fact check this and see what happens if there is no Nothing(000) ]&lt;br /&gt;
&lt;br /&gt;
=== IQ ===&lt;br /&gt;
The player character&#039;s starting IQ. The actual IQ group and skills depends on the player character&#039;s Pokémon.&lt;br /&gt;
&lt;br /&gt;
=== Fixed HP ===&lt;br /&gt;
If set to a number other than 0, sets the starting HP stat of the player character to a fixed amount. [TODO: fact check this]&lt;br /&gt;
&lt;br /&gt;
== Default Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Pokémon&lt;br /&gt;
!Level&lt;br /&gt;
!Recruited&lt;br /&gt;
!Move 1&lt;br /&gt;
!Move 2&lt;br /&gt;
!Move 3&lt;br /&gt;
!Move 4&lt;br /&gt;
!Not all moves are fixed&lt;br /&gt;
!IQ&lt;br /&gt;
!Fixed HP&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Celebi (Genderless) ($0279)&lt;br /&gt;
|45&lt;br /&gt;
|Unknown (0238)&lt;br /&gt;
|Heal Bell (026)&lt;br /&gt;
|Recover (117)&lt;br /&gt;
|Magical Leaf (297)&lt;br /&gt;
|AncientPower (093)&lt;br /&gt;
|&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Igglybuff (Male) ($0174)&lt;br /&gt;
|17&lt;br /&gt;
|??? (0214)&lt;br /&gt;
|Pound (250)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|✓&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Medicham (Female) ($0936)&lt;br /&gt;
|31&lt;br /&gt;
|Unknown (0240)&lt;br /&gt;
|Force Palm (507)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|✓&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bidoof (Male) ($0434)&lt;br /&gt;
|10&lt;br /&gt;
|??? (0214)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|✓&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Sunflora (Female) ($0792)&lt;br /&gt;
|29&lt;br /&gt;
|??? (0214)&lt;br /&gt;
|GrassWhistle (084)&lt;br /&gt;
|Razor Leaf (251)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|✓&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Gardevoir (Female) ($0910)&lt;br /&gt;
|33&lt;br /&gt;
|Unknown (0239)&lt;br /&gt;
|Confusion (234)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|✓&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Dusknoir (Male) ($0519)&lt;br /&gt;
|45&lt;br /&gt;
|Barren Valley (0237)&lt;br /&gt;
|Ice Punch (344)&lt;br /&gt;
|Shadow Sneak (451)&lt;br /&gt;
|Will-O-Wisp (047)&lt;br /&gt;
|Shadow Punch (126)&lt;br /&gt;
|&lt;br /&gt;
|110&lt;br /&gt;
|130&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Lopunny (Female) ($1070)&lt;br /&gt;
|32&lt;br /&gt;
|??? (0214)&lt;br /&gt;
|Pound (250)&lt;br /&gt;
|Baton Pass (252)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|✓&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Grovyle (Male) ($0281)&lt;br /&gt;
|46&lt;br /&gt;
|??? (0214)&lt;br /&gt;
|Absorb (135)&lt;br /&gt;
|Quick Attack (190)&lt;br /&gt;
|Leaf Blade (336)&lt;br /&gt;
|Dig (008)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Armaldo (Male) ($0376)&lt;br /&gt;
|28&lt;br /&gt;
|Armaldo&#039;s Shelter (0236)&lt;br /&gt;
|Water Gun (308)&lt;br /&gt;
|Metal Claw (325)&lt;br /&gt;
|Harden (058)&lt;br /&gt;
|Nothing (000)&lt;br /&gt;
|✓&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
{{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Misc._Settings&amp;diff=1498</id>
		<title>Misc. Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Misc._Settings&amp;diff=1498"/>
		<updated>2026-03-30T01:02:05Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Misc Settings.png|thumb|A screenshot of the default settings for Lists -&amp;gt; Misc. Settings.]]&lt;br /&gt;
Misc. Settings is a list of mostly dungeon-specific things you can edit. Here, you can edit text speed, music track in the main menu, enemy spawn delay, belly loss per turn, amount of HP healed by items and damage delay of bad conditions like burns.&lt;br /&gt;
&lt;br /&gt;
{{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=File:Misc_Settings.png&amp;diff=1497</id>
		<title>File:Misc Settings.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=File:Misc_Settings.png&amp;diff=1497"/>
		<updated>2026-03-30T01:01:45Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of the default settings for Lists -&amp;gt; Misc. Settings.&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Object_Sprite&amp;diff=1496</id>
		<title>Object Sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Object_Sprite&amp;diff=1496"/>
		<updated>2026-03-30T00:59:51Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Object Sprite is a section where you can view all sprites used by objects in the overworld. Also, you can add your own sprites.&lt;br /&gt;
&lt;br /&gt;
Requirements for the sprite: 1 palette, resolution less than 512x256.&lt;br /&gt;
&lt;br /&gt;
The [[ExtractObjectTable]] patch must be applied in order to view, add, and import/export object sprites. Additionally, each object sprite needs to be assigned in the [[Object List]] in order to be used.&lt;br /&gt;
&lt;br /&gt;
Warning: due to a bug, you must save and reload the ROM after adding a new sprite object before importing an image to it, otherwise, SkyTemple will throw an error!&lt;br /&gt;
&lt;br /&gt;
{{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1462</id>
		<title>Monster Sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1462"/>
		<updated>2026-02-15T05:11:05Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
This page contains information about Monster Sprites. Monster Sprites are one of two sprite categories for Pokémon entries, the other being [[Pokémon Portrait|Pokémon Portraits]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Monster Sprites are the sprites used for Pokémon in dungeons, cutscenes, and the overworld. The size of the sprite also determines what Body Size is assigned in vanilla, and the sprite&#039;s VRAM and file size (as well as recommended Body Size) can be seen using the [[SpriteSizeInMonsterData]] patch.&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
Each sprite contains multiple animations, each with its own [[Animation ID]]. These can be called in scripts via the [[List of Opcodes#0xfd - SetAnimation|SetAnimation Opcode]]. Note that Monster Sprites must have every Dungeon Animation to be playable in dungeons, but they can have fewer animations outside of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Importing and Exporting Sprites ==&lt;br /&gt;
{{StubSection}}&lt;br /&gt;
There are two ways to import/export sprites: as a folder or ZIP file in the SpriteBot format, or importing the Ground, Dungeon, and/or Attack animations as WAN files. The easiest and most recommended way is the former method.&lt;br /&gt;
&lt;br /&gt;
== Creating Sprites ==&lt;br /&gt;
{{StubSection}}&lt;br /&gt;
&lt;br /&gt;
== Common Issues and Questions ==&lt;br /&gt;
{{StubSection}}&lt;br /&gt;
&lt;br /&gt;
=== My sprite&#039;s colors are all strange when I import! ===&lt;br /&gt;
Is your sprite within 15 colors (with a 16th for transparency)? If not, then SkyTemple may reduce its colors. Double check using a program to make sure you have no visually identical colors (colors that look the same but have different hex codes) and no surprise extra colors.{{NavSkyTemple}}&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Portrait&amp;diff=1461</id>
		<title>Pokémon Portrait</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Portrait&amp;diff=1461"/>
		<updated>2026-02-15T05:08:44Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about Pokémon portraits. Portraits are one of two sprite categories for Pokémon entries, the other being [[Monster Sprite|Monster Sprites]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Portraits are images that can be displayed during dialogue, on the top screen, or in the footprint minigame. Up to 40 portraits can be assigned to one Pokémon (20 left-facing and 20 right-facing, although right-facing is not necessary if the Pokémon is symmetrical). Each portrait is 40 pixels by 40 pixels.&lt;br /&gt;
&lt;br /&gt;
== Creating Portraits ==&lt;br /&gt;
If you are creating portraits to import, there are a few limitations to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* The size of each portrait must be 40 pixels by 40 pixels.&lt;br /&gt;
* Each portrait can have a maximum of 15 unique colors.&lt;br /&gt;
* Highly complex portraits may be invalid (this is a very rare case, but it has been reported).&lt;br /&gt;
* Image must be a PNG.&lt;br /&gt;
&lt;br /&gt;
== Importing Portraits ==&lt;br /&gt;
[[File:Portrait Import Menu.png|thumb|482x482px|An image of the options given when selecting the &amp;quot;Import&amp;quot; option on a Pokémon&#039;s Portraits tab.]]&lt;br /&gt;
To import a portrait, go to the &amp;quot;Portraits&amp;quot; tab in a Pokémon&#039;s entry. Here, you can see a list of all the portraits as well as the portraits themselves. Select &amp;quot;Import,&amp;quot; then either &amp;quot;...from separate images&amp;quot; or &amp;quot;...from one sheet (SpriteBot format).&lt;br /&gt;
&lt;br /&gt;
To import portraits using the &amp;quot;...from separate images&amp;quot; option, you must select a directory containing all the portraits you wish to add. These images must be labeled &amp;quot;Y_XX.png&amp;quot; where Y is the Pokémon&#039;s number (in Bulbasaur&#039;s, case 1 for male and 601 for female because those are its SkyTemple entry numbers) and XX is a number between 0 and 40. The &amp;quot;XX&amp;quot; numbers correspond to the expressions listed on the Portraits page (0 for Normal, 1 for the flipped version of Normal, etc.).&lt;br /&gt;
[[File:Portrait-0000.png|thumb|An example of a SpriteBot format portrait sheet. Each expression is labeled.]]&lt;br /&gt;
To import portraits using the &amp;quot;...from one sheet (SpriteBot format)&amp;quot; option, you must submit a file that can be up to 320 pixels high (160 without asymmetry) by 200 pixels wide. The image&#039;s dimensions must be in multiples of 40 pixels. Each portrait placement corresponds to each of the expressions used by starter Pokémon plus 4 &amp;quot;Special&amp;quot; portraits (8 with asymmetry). You can obtain a portrait sheet in this format from the [https://sprites.pmdcollab.org/ PMD Sprite Repository].&lt;br /&gt;
&lt;br /&gt;
== Common Issues and Questions ==&lt;br /&gt;
&lt;br /&gt;
=== My portrait is within the color limit, but I&#039;m still getting oddities upon importing! ===&lt;br /&gt;
Double check through either your art app (if it shows the entire palette) or a pixel color counter. Chances are, you have visually identical colors: colors that appear identical, but actually have different hex codes. Alternatively, you could have some compression from a JPEG format if you converted a JPEG to a PNG.&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m having trouble getting my portrait to fit the color limit! ===&lt;br /&gt;
Look for any shades you can combine without losing detail, but if none exist, try seeing if you can use a similar color on your Pokémon to replace a background color (or vice versa). You can also simplify the background&#039;s gradient to a color or so less if need be.&lt;br /&gt;
&lt;br /&gt;
=== What are the little pixels on the outside of the Pokémon? ===&lt;br /&gt;
That is called anti-aliasing! It is a technique in pixel art that helps the lineart appear smoother. This can be seen in both Chunsoft and fanmade portraits. When editing or making a portrait, try to have an external anti-aliasing color that is darker than the background color it is on, and make sure the colors are relatively similar (blue and green, yellow and orange, etc.).&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1460</id>
		<title>Monster Sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1460"/>
		<updated>2026-02-15T05:05:31Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
This page contains information about Monster Sprites. Monster Sprites are one of two sprite categories for Pokémon entries, the other being [[Pokémon Portrait|Pokémon Portraits]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Monster Sprites are the sprites used for Pokémon in dungeons, cutscenes, and the overworld. The size of the sprite also determines what Body Size is assigned in vanilla, and the sprite&#039;s VRAM and file size (as well as recommended Body Size) can be seen using the [[SpriteSizeInMonsterData]] patch.&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
Each sprite contains multiple animations, each with its own [[Animation ID]]. These can be called in scripts via the [[List of Opcodes#0xfd - SetAnimation|SetAnimation Opcode]]. Note that Monster Sprites must have every Dungeon Animation to be playable in dungeons, but they can have fewer animations outside of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Importing and Exporting Sprites ==&lt;br /&gt;
{{StubSection}}&lt;br /&gt;
There are two ways to import/export sprites: as a folder or ZIP file in the SpriteBot format, or importing the Ground, Dungeon, and/or Attack animations as WAN files. The easiest and most recommended way is the former method.&lt;br /&gt;
&lt;br /&gt;
== Creating Sprites ==&lt;br /&gt;
{{StubSection}}{{NavSkyTemple}}&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=PitfallTrapTweak&amp;diff=1459</id>
		<title>PitfallTrapTweak</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=PitfallTrapTweak&amp;diff=1459"/>
		<updated>2026-02-15T05:00:29Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the PitfallTrapTweak [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----PitfallTrapTweak is an [[ASM Patch]] created by Adex. It is located under the Improvements and Tweaks tab in Patches -&amp;gt; ASM. &lt;br /&gt;
&lt;br /&gt;
When applied, if the player falls into a Pitfall Trap in an ascending dungeon, they will go back by one floor instead of forward. If the trap is triggered on 1F, the floor will be reset with a different seed.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=EditGuestPokemon&amp;diff=1458</id>
		<title>EditGuestPokemon</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=EditGuestPokemon&amp;diff=1458"/>
		<updated>2026-02-15T04:58:56Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the EditGuestPokemon [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----EditGuestPokemon is an [[ASM Patch]] created by Frostbyte. It is located under the Utility tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch changes the way [[Guest Pokémon List|Guest Pokemon]] are handled, allowing them to be edited.&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=RemoveBodySizeCheck&amp;diff=1457</id>
		<title>RemoveBodySizeCheck</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=RemoveBodySizeCheck&amp;diff=1457"/>
		<updated>2026-02-15T04:58:04Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the RemoveBodySizeCheck [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----RemoveBodySizeCheck is an [[ASM Patch]] created by Frostbyte. It is located under the Improvements and Tweaks tab in Patches -&amp;gt; ASM. &lt;br /&gt;
&lt;br /&gt;
When applied, it allows you to go to the dungeon with a team whose size is more than 6 stars. However, this does not remove the check in the Chimecho Assembly where Chimecho will not allow to add a team member if the 6 star size restriction is not met. Also, this doesn&#039;t remove the check in dungeons that automatically sends home team members if the sprite size is too big for the game to handle.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=PartnersTriggerHiddenTraps&amp;diff=1456</id>
		<title>PartnersTriggerHiddenTraps</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=PartnersTriggerHiddenTraps&amp;diff=1456"/>
		<updated>2026-02-15T04:55:04Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the PartnersTriggerHiddenTraps [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----PartnersTriggerHiddenTraps is an [[ASM Patch]] created by Cipnit. It is located under the Improvements and Tweaks tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
When applied, all party members can trigger a hidden trap (without it, only hero can do so). &lt;br /&gt;
&lt;br /&gt;
Important:&lt;br /&gt;
&lt;br /&gt;
* Recommended if the [[CompleteTeamControl]] patch is applied.&lt;br /&gt;
* Not recommended if a dungeon has a Pitfall Trap, since anyone who isn&#039;t hero will be instantly killed.&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=PartnersTriggerHiddenTraps&amp;diff=1455</id>
		<title>PartnersTriggerHiddenTraps</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=PartnersTriggerHiddenTraps&amp;diff=1455"/>
		<updated>2026-02-15T04:54:09Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the PartnersTriggerHiddenTraps [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
PartnersTriggerHiddenTraps is an [[ASM Patch]] created by Cipnit. It is located under the Improvements and Tweaks tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
When applied, all party members can trigger a hidden trap (without it, only hero can do so). &lt;br /&gt;
&lt;br /&gt;
Important:&lt;br /&gt;
&lt;br /&gt;
* Recommended if the [[CompleteTeamControl]] patch is applied.&lt;br /&gt;
* Not recommended if a dungeon has a Pitfall Trap, since anyone who isn&#039;t hero will be instantly killed.&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=PartnersTriggerHiddenTraps&amp;diff=1454</id>
		<title>PartnersTriggerHiddenTraps</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=PartnersTriggerHiddenTraps&amp;diff=1454"/>
		<updated>2026-02-15T04:51:11Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the PartnersTriggerHiddenTraps [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
PartnersTriggerHiddenTraps is an [[ASM Patch]] created by Cipnit. It is located under the Improvements and Tweaks tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
When applied, all party members can trigger a hidden trap (without it, only hero can do so). &lt;br /&gt;
&lt;br /&gt;
Important:&lt;br /&gt;
&lt;br /&gt;
* Recommended if the [[CompleteTeamControl]] patch is applied.&lt;br /&gt;
* Not recommended if a dungeon has a Pitfall Trap, since anyone who isn&#039;t hero will be instantly killed.&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=EditGuestPokemon&amp;diff=1453</id>
		<title>EditGuestPokemon</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=EditGuestPokemon&amp;diff=1453"/>
		<updated>2026-02-15T04:49:21Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the EditGuestPokemon [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
EditGuestPokemon is an [[ASM Patch]] created by Frostbyte. It is located under the Utility tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch changes the way [[Guest Pokémon List|Guest Pokemon]] are handled, allowing them to be edited.&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=CompleteTeamControl&amp;diff=1452</id>
		<title>CompleteTeamControl</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=CompleteTeamControl&amp;diff=1452"/>
		<updated>2026-02-15T04:46:24Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
----CompleteTeamControl is an [[ASM Patch]] by Cipnit. It is located under the New Mechanics tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch allows the player to press start to toggle between manual mode and automatic mode. In manual mode, the player can control partners on their turns. Manual mode can only be disengaged on the leader&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Important:&lt;br /&gt;
&lt;br /&gt;
* This patch can only be applied if the [[ExtraSpace]] patch is applied first.&lt;br /&gt;
* Since partners cannot normally trigger hidden traps even in manual mode, the [[PartnersTriggerHiddenTraps]] patch is highly recommended if this patch is applied.&lt;br /&gt;
* The [[ReduceJumpcutPauseTime]] patch is not needed if CTC is applied because CTC already applies its changes.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=ReduceJumpcutPauseTime&amp;diff=1451</id>
		<title>ReduceJumpcutPauseTime</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=ReduceJumpcutPauseTime&amp;diff=1451"/>
		<updated>2026-02-15T04:43:23Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: Created page with &amp;quot;This page contains information about the ReduceJumpcutPauseTime ASM Patch.  === Overview === ----ReduceJumpcutPauseTime is an ASM Patch by Cipnit. It is located under the Improvements and Tweaks tab in Patches -&amp;gt; ASM.  This patch reduces the amount of time the game pauses when switching point of view in dungeons (such as when far-off pals is enabled) from 60 frames to 12 frames.  Note that this change is already applied in the CompleteTeamControl patch, so th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the ReduceJumpcutPauseTime [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----ReduceJumpcutPauseTime is an [[ASM Patch]] by Cipnit. It is located under the Improvements and Tweaks tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch reduces the amount of time the game pauses when switching point of view in dungeons (such as when far-off pals is enabled) from 60 frames to 12 frames.&lt;br /&gt;
&lt;br /&gt;
Note that this change is already applied in the [[CompleteTeamControl]] patch, so this patch is not needed if CTC is applied.&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=FarOffPalOverdrive&amp;diff=1450</id>
		<title>FarOffPalOverdrive</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=FarOffPalOverdrive&amp;diff=1450"/>
		<updated>2026-02-15T04:40:12Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: Created page with &amp;quot;This page contains information about the FarOffPalOverdrive ASM Patch.  === Overview === ----FarOffPalOverdrive is an ASM Patch by Cipnit. It is located under the Improvements and Tweaks tab in Patches -&amp;gt; ASM.  This patch makes the game always cut to the point of view (PoV) of a partner when it uses a move or is attacked if far-off pals is enabled. This is recommended if the CompleteTeamControl patch is applied because otherwise, the PoV will switch to the le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the FarOffPalOverdrive [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----FarOffPalOverdrive is an [[ASM Patch]] by Cipnit. It is located under the Improvements and Tweaks tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch makes the game always cut to the point of view (PoV) of a partner when it uses a move or is attacked if far-off pals is enabled. This is recommended if the [[CompleteTeamControl]] patch is applied because otherwise, the PoV will switch to the leader at the end of a manual movement round, and CTC already reduces the time it takes to switch the PoV.&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=ImplementFairyGummies&amp;diff=1449</id>
		<title>ImplementFairyGummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=ImplementFairyGummies&amp;diff=1449"/>
		<updated>2026-02-15T04:33:53Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the ImplementFairyGummies [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----ImplementFairyGummies is an [[ASM Patch]] by Anonymous. It is located under the New Mechanics tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch implements Fairy-type specialized gummies. These gummies use unused item 138.&lt;br /&gt;
&lt;br /&gt;
Important:&lt;br /&gt;
&lt;br /&gt;
* This patch needs the [[ExtractItemCode]], [[ExtractBarItemList]], and [[AddTypes]] patches to be applied for this patch to work.&lt;br /&gt;
* If [[AddTypes]] is reapplied, this patch must be reapplied as well.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=AddTypes&amp;diff=1448</id>
		<title>AddTypes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=AddTypes&amp;diff=1448"/>
		<updated>2026-02-15T04:28:38Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the AddTypes [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----AddTypes is an [[ASM Patch]] by Anonymous. It is located under the New Mechanics tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch adds types to the type matchup table. This replaces the old 18x18 type matchup table with a 25x25 table. This new table contains generation 6+ type matchups with the Fairy type added to the end.&lt;br /&gt;
&lt;br /&gt;
Important:&lt;br /&gt;
&lt;br /&gt;
* The [[ImplementFairyGummies]] patch can only be applied if this patch is applied first.&lt;br /&gt;
* Prior to SkyTemple version 1.6.0rc1, the Scrappy ability and the Exposed status do not work if this patch is applied. This is due to an error setting the Normal/Fighting vs Ghost matchup to 0 (little effect) on the type matchup table instead of leaving it at 2 (normal effectiveness; result is reduced in vanilla with a separate check).&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=AddTypes&amp;diff=1447</id>
		<title>AddTypes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=AddTypes&amp;diff=1447"/>
		<updated>2026-02-15T04:26:53Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the AddTypes [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----AddTypes is an [[ASM Patch]] by Anonymous. It is located under the New Mechanics tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch adds types to the type matchup table. This replaces the old 18x18 type matchup table with a 25x25 table. This new table contains generation 6+ type matchups with the Fairy type added to the end.&lt;br /&gt;
&lt;br /&gt;
Important:&lt;br /&gt;
&lt;br /&gt;
* The [[ImplementFairyGummies]] patch can only be applied if this patch is applied first.&lt;br /&gt;
* Prior to SkyTemple version 1.6.0rc1, the Scrappy ability and the Exposed status do not work if this patch is applied.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=AddTypes&amp;diff=1446</id>
		<title>AddTypes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=AddTypes&amp;diff=1446"/>
		<updated>2026-02-15T04:26:36Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the AddTypes [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----AddTypes is an [[ASM Patch]] by Anonymous. It is located under the New Mechanics tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch adds types to the type matchup table. This replaces the old 18x18 type matchup table with a 25x25 table. This new table contains generation 6+ type matchups with the Fairy type added to the end.&lt;br /&gt;
&lt;br /&gt;
Important:&lt;br /&gt;
&lt;br /&gt;
* The [[ImplementFairyGummies]] patch can only be applied if this patch is applied first.&lt;br /&gt;
* Prior to SkyTemple version 1.6.0rc1, the Scrappy ability and the Exposed status do not work if this patch is applied. See [[Type Matchup Table]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Special_Processes&amp;diff=1445</id>
		<title>List of Special Processes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=List_of_Special_Processes&amp;diff=1445"/>
		<updated>2026-02-15T04:23:00Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the list of all [[Special Process Effect|special processes]] in the game. These are called by using &amp;lt;code&amp;gt;ProcessSpecial(PROCESS_SPECIAL_Name, Argument1, Argument2);&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Name&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|RETURN_DUNGEON&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|INIT_MAIN_TEAM_AFTER_QUIZ&lt;br /&gt;
|Assigns the starter Pokemon, bow color, and much more from the personality quiz. Needs to run before most cutscenes involving the starters will actually function.&lt;br /&gt;
|-&lt;br /&gt;
|3-4&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|NEXT_DAY&lt;br /&gt;
|Changes the contents of Job and Outlaw boards, Updates Kecleon Shops, Updates Croagunk, Updates Spinda Cafe, and likely more. Calls &amp;lt;code&amp;gt;GroundMainNextDay&amp;lt;/code&amp;gt;, which does the above. &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|DUNGEON_HAD_REQUEST_DONE&lt;br /&gt;
|True if the player finished a mission in the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|8-9&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|GET_SOS_MAIL_COUNT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|GET_SOS_MAIL_RETRIES_LEFT&lt;br /&gt;
|Used by Pelipper to determine how many rescue attempts are left on a specific rescue.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|INIT_RANDOM_NPC_JOBS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|GET_RANDOM_NPC_JOB_TYPE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|GET_RANDOM_NPC_JOB_SUB_TYPE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|GET_RANDOM_NPC_STILL_AVAILABLE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|ACCEPT_RANDOM__NPC_JOB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Unknown&lt;br /&gt;
|Just returns 0.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|KEY_WAIT_PRESS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|KEY_WAIT_INIT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|KEY_WAIT_CHECK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22-23&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Unknown&lt;br /&gt;
|Allows to skip a demo if the save file exist&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|JUMP_TO_TITLE_SCREEN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|RETURN_TO_TITLE_SCREEN&lt;br /&gt;
|Exits ground mode and returns to the title screen.&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|IS_RECRUITABLE_IN_TEAM&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|GET_RECRUITABLE_CURRENT_LEvEL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|RECRUITABLE_CAN_ADD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|ADD_RECRUITABLE_TO_TEAM&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|COUNT_ITEM_IN_BAG&lt;br /&gt;
|Counts how many of a specific item ID are in the bag&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|COUNT_TABLE_ITEM_IN_BAG&lt;br /&gt;
|Counts how many of a specific set_Item item slot are in the bag&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|COUNT_ITEM_TYPE_IN_STORAGE&lt;br /&gt;
|Counts how many of a specific item ID are in storage&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Unknown&lt;br /&gt;
|Counts how many of a specific set_Item item slot are in storage&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|ADD_ITEM_TO_BAG&lt;br /&gt;
|Adds one instance of an item ID to the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|ADD_TABLE_ITEM_TO_BAG&lt;br /&gt;
|Adds one instance of a specific set_Item slot to the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Unknown&lt;br /&gt;
|Adds one instance of a specific item ID to storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|ADD_TABLE_ITEM_TO_STORAGE&lt;br /&gt;
|Adds one instance of a specific set_Item slot to storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|REMOVE_ITEMS_TYPE_IN_BAG&lt;br /&gt;
|Removes one instance of an item ID from the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|REMOVE_TABLE_ITEMS_TYPE_IN_BAG&lt;br /&gt;
|Removes one instance of a set_Item slot from the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Unknown&lt;br /&gt;
|Removes one instance of an item ID from storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Unknown&lt;br /&gt;
|Removes one instance of a set_Item slot from storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|PREPARE_MENU_ACCEPT_TEAM_MEMBER&lt;br /&gt;
|Sets a team member for menu 65 to ask the player whether accept them or not&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|GET_HERO_KIND&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|GET_PARTNER_KIND&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|IS_TEAM_SETUP_HERO_AND_PARTNER_ONLY&lt;br /&gt;
|Returns 1 if hero is a leader&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|IS_TEAM_SETUP_PARTNER_AND_HERO_ONLY&lt;br /&gt;
|Returns 1 if partner is a leader&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|IS_TEAM_SETUP_CONTAINS_PARTNER_AND_HERO&lt;br /&gt;
|Returns 1 if the hero and partner are in the team.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|IS_TEAM_SETUP_SOLO&lt;br /&gt;
|Returns 1 if there is only 1 pokemon in the team.&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|SET_TEAM_SETUP_HERO_AND_PARTNER_ONLY&lt;br /&gt;
|Sets the active party to hero leader, partner in slot 2.&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|IS_TEAM_SETUP_HERO_ONLY&lt;br /&gt;
|Sets the active party to hero only.&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|STATUS_UPDATE&lt;br /&gt;
|Effect is unknown&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|IS_BAG_FULL&lt;br /&gt;
|1 if the bag is full, 0 otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|Unknown&lt;br /&gt;
|Seems to be IS_STORAGE_FULL. 1 if storage is full, 0 otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|58-59&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SEND_SKY_GIFT_TO_GUILDMASTER&lt;br /&gt;
|Seems to send a sky gift to the guildmaster.&lt;br /&gt;
|-&lt;br /&gt;
|61-62&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1444</id>
		<title>Scenario Main Values</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1444"/>
		<updated>2026-02-15T04:20:27Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The following table is a work-in-progress list of the [[List of Script Variables#0x3 - SCENARIO MAIN|scenario main]] (&amp;lt;code&amp;gt;$SCENARIO_MAIN&amp;lt;/code&amp;gt;) values used by the vanilla game. These values help the game know where you are in the story and what events have (or have not) been triggered. They are also used to determine things that change based on story progression, such as which NPCs spawn in Treasure Town or the dialogue said by the partner if you turn to talk to them in the overworld. &lt;br /&gt;
&lt;br /&gt;
The format used by the game for defining this variable is &amp;lt;code&amp;gt;$SCENARIO_MAIN = scn[1, 0];&amp;lt;/code&amp;gt; where the two numbers in the brackets change depending on story progression. &lt;br /&gt;
&lt;br /&gt;
For scripts that check for specific $SCENARIO_MAIN values using if-statements (such as to determine what partner dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner&#039;s overworld dialogue scripts: &amp;lt;code&amp;gt;if ( scn($SCENARIO_MAIN) &amp;gt;= [26, 5] )&amp;lt;/code&amp;gt; . In this example, the game is checking to see if the current $SCENARIO_MAIN value is &#039;&#039;greater than or equal to&#039;&#039; &amp;lt;code&amp;gt;[26, 5]&amp;lt;/code&amp;gt; and, if that is indeed the case, then the partner&#039;s overworld dialogue will be some variation of &amp;quot;We&#039;re so close... There&#039;s no way we can give up now, [hero]!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Because some scripts have identical names, the column for the script locations of each $SCENARIO_MAIN value will also include the name of the map folder they are found in. For example, the $SCENARIO_MAIN value that gets triggered following the Project P cutscene can be triggered by four seprate enter scripts that have identical names (&#039;&#039;enter01.ssb&#039;&#039; and &#039;&#039;enter02.ssb&#039;&#039;, respectively), so the corresponding map folder names are also included to help users know which enter scripts to look for.&amp;lt;/sub&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Scenario Main (Values)&lt;br /&gt;
!Game Chapter&lt;br /&gt;
!Description&lt;br /&gt;
!Script location of the value&lt;br /&gt;
!Other notes&lt;br /&gt;
!Other scripts that mention this value&lt;br /&gt;
!Debug Menu (that uses this value)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[1, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Immediately &amp;lt;u&amp;gt;BEFORE&amp;lt;/u&amp;gt; the personality quiz&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE_OPENING&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 900&#039;&#039;&lt;br /&gt;
|Contained within the larger &amp;lt;code&amp;gt;EVENT_DIVIDE&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Immediately &amp;lt;u&amp;gt;AFTER&amp;lt;/u&amp;gt; the personality quiz&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M00A_01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2261&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE_FIRST&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 967&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;happylappy&#039;&#039;&#039;&#039;&#039; writes that this is in a switch case in &amp;lt;code&amp;gt;EVENT_DIVIDE&amp;lt;/code&amp;gt; over $SCENARIO_MAIN&lt;br /&gt;
&#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(also applies to scn[3, 1];)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!&#039;&#039;&#039;Chapter 1&#039;&#039;&#039;&lt;br /&gt;
|Partner’s Relic Fragment was just stolen on the beach&lt;br /&gt;
|&#039;&#039;&#039;D01P11B&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;code&amp;gt;m01a0208.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 1&lt;br /&gt;
|Pre-fight in Beach Cave&lt;br /&gt;
|&#039;&#039;&#039;D01P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m01a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Visual of the Rainbow Stoneship along with &#039;&#039;“The Pokémon Company and CHUNSOFT presents”&#039;&#039; before the game title appears&lt;br /&gt;
|&#039;&#039;&#039;S11P02C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;t01p0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2150&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!&#039;&#039;&#039;Chapter 2&#039;&#039;&#039;&lt;br /&gt;
|About to enter Wigglytuff’s Guild for the first time with the partner&lt;br /&gt;
|&#039;&#039;&#039;G01P01B&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This value appears in the script mentioned by the previous cell, EVENT_DIVIDE, the debug script, and also in a switch case in EVENT_DIVIDE_FIRST (exact locations can be found in the next cell)&lt;br /&gt;
Same note from &#039;&#039;&#039;&#039;&#039;happylappy&#039;&#039;&#039;&#039;&#039; as [2, 1] where &#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1599&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 393&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 750&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE_FIRST&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 983&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M2 The First Job&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M02-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Chatot has you follow him since it’s your first day (about to learn about the Job Bulletin Board)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Entering Drenched Bluff for Spoink’s mission&lt;br /&gt;
|&#039;&#039;&#039;D02P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Enter Drenched Bluff for Spoink’s mission &#039;&#039;(if you failed previously)&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;D02P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This one is found in a case menu&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Enter Drenched Bluff for Spoink’s mission &#039;&#039;(if you failed previously)&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;D02P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This one is in a case menu, same scene as above&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|You find Spoink’s missing pearl at the end of Drenched Bluff&lt;br /&gt;
|&#039;&#039;&#039;D02P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This one is in a case menu, probably relating to the &#039;&#039;&#039;demo version&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 7];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|You find Spoink’s missing pearl at the end of Drenched Bluff&lt;br /&gt;
|&#039;&#039;&#039;D02P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This one is in a case menu, probably relating to the &#039;&#039;&#039;demo version&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Going to bed after your first successful job mission (also the end of chapter 2)&lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a1003.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1896&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1607&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 401&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 3&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Outlaw Notice Board&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-01B&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 3&lt;br /&gt;
|Chatot notices you wandering the day after your first mission (about to learn about the Outlaw Notice Board)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1615&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 406&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;Not That Way&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Meeting Marill and Azurill for the first time at Kecleon Market&lt;br /&gt;
|&#039;&#039;&#039;T01P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1623&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 411&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M3 Drowzee&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Meeting Drowzee for the first time&lt;br /&gt;
|&#039;&#039;&#039;T01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1631&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 416&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M3 Truth&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Bidoof is about to help you pick your first outlaw job&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0502.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;D01P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;dus08.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|About to enter Mt. Bristle to save Azurill from Drowzee&lt;br /&gt;
|&#039;&#039;&#039;D03P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 421&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-06&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Drowzee reveals that it was all a trick to Azurill (pre-boss fight)&lt;br /&gt;
|&#039;&#039;&#039;D03P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|For whatever reason, this particular variable appears twice in the same script (at the start of the scene and then right after the boss fight screen wipe effect)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 7];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Drowzee is defeated and you rescue Azurill&lt;br /&gt;
|&#039;&#039;&#039;D03P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a1001.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 426&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-08&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Requires you to do &#039;&#039;&#039;3+ missions&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[4, 7];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2283&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2160&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 4&lt;br /&gt;
|Loudred calls you over to do sentry duty for the first time&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m04a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Triggers as the hero and partner are crawling to the sentry post&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m04a0106.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|You have just completed sentry duty for the first time, and are about to hear your results&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m04a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Triggers just after you receive the results if you failed sentry duty&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
m04a0201.ssb&lt;br /&gt;
|Only triggers if you failed sentry duty&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Triggers after you’ve seen the cutscene where your team and Loudred go without dinner, which only happens if you failed sentry duty&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M04_02_03&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 3242&#039;&#039;&lt;br /&gt;
|&#039;&#039;Only triggers if  &amp;lt;code&amp;gt;scn[5, 4];&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Appears in a switch case&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 431&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M04-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Requires you to do &#039;&#039;&#039;2+ missions&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[5, 5];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2314&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 7];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Requires you to &#039;&#039;&#039;“do 0+ missions”&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[5, 6];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2325&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;happylappy&#039;&#039;&#039;&#039;&#039; suspects that this, and others like it, are just counting the number of days that pass&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 8];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Requires you to &#039;&#039;&#039;“do 0+ missions”&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[5, 7];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2336&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 5&lt;br /&gt;
|Requires you to &#039;&#039;&#039;“do 0+ missions”&#039;&#039;&#039; and&amp;lt;code&amp;gt;scn[5, 8];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2347&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2165&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Morning address where Chatot announces that Treeshroud Forest’s Time Gear has been stolen&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 436&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M05-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Triggers after you tell Chatot you understand the details of your mission to investigate Waterfall Cave&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0203.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Chimecho Assembly opens&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m00p0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|The hero and partner discover the stairs to Spinda’s shop for the first time (“opening soon!”)&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;s30a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Triggers when you enter Waterfall Cave for the first time&lt;br /&gt;
|&#039;&#039;&#039;D04P12A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0304.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 441&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M05-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Reaching the bottom of Waterfall Cave&lt;br /&gt;
|&#039;&#039;&#039;D04P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|After dinner, Wigglytuff tells your team about the upcoming expedition&lt;br /&gt;
|&#039;&#039;&#039;G01P05C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0911.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2170&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 6&lt;br /&gt;
|During the morning address, Chatot talks to everyone about the expedition&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 446&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M06-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|About to encounter Koffing and Zubat at the job boards&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 451&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M06-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Opening cutscene for Spinda’s Café&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;s30a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 456&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M06-035&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Loudred calls the hero and partner over for sentry duty (again)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Diglett has something else he has to do, and needs your team to do sentry duty again&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0403.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggers twice for whatever reason. The first time is at the start of the scene where Diglett asks for your help again, and the second time is after you confirm to Loudred that you understand what you need to do (i.e. right before the sentry duty minigame starts)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Chatot has just announced that Team Skull will be living at the guild until the expedition&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 461&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M06-05&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires &amp;lt;code&amp;gt;scn[7, 6];&amp;lt;/code&amp;gt;&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2431&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2175&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Chatot asks your team to go find Perfect Apples at Apple Woods&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m07a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 466&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Entering Apple Woods for the first time&lt;br /&gt;
|&#039;&#039;&#039;D05P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m07a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 471&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch, 6&lt;br /&gt;
|Reaching the end of Apple Woods and encountering Team Skull&lt;br /&gt;
|&#039;&#039;&#039;D05P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m07a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|The other guild apprentices sneak in some food for the hero and partner&lt;br /&gt;
|&#039;&#039;&#039;G01P07A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m07a1302.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 476&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-06&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Project P is introduced to the player for the first time upon entering the crossroads&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;s30a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 481&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-065&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Seems to be triggered upon re-entering the crossroads after having seen the Project P cutscene (i.e., having &amp;lt;code&amp;gt;scn[8, 5];&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&#039;&#039;&#039;G01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;enter02.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
----&#039;&#039;&#039;P01P02A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;enter02.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
----&#039;&#039;&#039;P01P04A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;enter01.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
----&#039;&#039;&#039;T01P01A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;enter01.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This value can be triggered by four different enter scripts that all connect to the crossroads&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 488&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-067&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 7];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires you to do &#039;&#039;&#039;1+ missions&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[8, 6];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2358&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 493&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-08&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 8];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires you to do &#039;&#039;&#039;sentry duty&#039;&#039;&#039; and have&amp;lt;code&amp;gt;scn[8, 7];&amp;lt;/code&amp;gt;&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2370&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 9];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires you to “&#039;&#039;&#039;do 0+ missions”&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[8, 8];&amp;lt;/code&amp;gt;&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2381&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires you to &#039;&#039;&#039;“do 0+ missions”&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[8, 9];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2392&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2180&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Announcement of the expedition members during the morning address&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1639&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1646&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 498&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M8 Ready for the Expedition?&#039;&#039;&#039; &lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M8 First Time to Craggy Coast&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M08-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 7&lt;br /&gt;
|Triggered once you enter Craggy Coast&lt;br /&gt;
|&#039;&#039;&#039;D06P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a0603.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1653&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M8 Craggy Coast Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7&lt;br /&gt;
|This is triggered after exiting the Side Path dungeon &lt;br /&gt;
|&#039;&#039;&#039;D06P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7&lt;br /&gt;
|Arriving at Mt. Horn&lt;br /&gt;
|&#039;&#039;&#039;D07P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a1001.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1660&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M8 First Time to Mt. Horn&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7&lt;br /&gt;
|Triggered once you enter Mt. Horn (or Rock Path)&lt;br /&gt;
|&#039;&#039;&#039;D07P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08b1301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1667&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M8 Mt. Horn Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7 &lt;br /&gt;
|This is triggered after exiting Rock Path&lt;br /&gt;
|&#039;&#039;&#039;D07P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a1101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[10, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7&lt;br /&gt;
|Requires that you clear Dungeon 10 (Mt. Horn)&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;GETOUT_SCENARIO_DUNEGON&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 8864&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2185&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[10, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 8&lt;br /&gt;
|Arriving at the Foggy Forest base camp&lt;br /&gt;
|&#039;&#039;&#039;D08P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m09a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1674&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M9 First Time to Foggy Forest&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[10, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 8&lt;br /&gt;
|This is triggered after the partner picks up the Drought Stone when you choose the Foggy Forest route&lt;br /&gt;
|&#039;&#039;&#039;D08P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m09a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1681&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M9 Foggy Forest Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[10, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 8&lt;br /&gt;
|Triggered upon exiting Forest Path and ending up back at base camp&lt;br /&gt;
|&#039;&#039;&#039;D08P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m09a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 8&lt;br /&gt;
|Triggers right after the scene with Team Skull getting into position to attack Wigglytuff (&amp;lt;code&amp;gt;m09a0701.ssb&amp;lt;/code&amp;gt;) ends&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M09_06_07&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 3656&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2190&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 10&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 9&lt;br /&gt;
|Arriving at Steam Cave&lt;br /&gt;
|&#039;&#039;&#039;D09P11A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1688&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M10 First Time to Steam Cave&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|Team Skull attacks Wigglytuff &lt;br /&gt;
|&#039;&#039;&#039;P03P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1695&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M10 Steam Cave Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|Arriving at Upper Steam Cave&lt;br /&gt;
|&#039;&#039;&#039;D10P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1702&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M10 First Time to Steam Cave-2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|Hero tells the partner they think they’ve been to Fogbound Lake before&lt;br /&gt;
|&#039;&#039;&#039;D10P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1709&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M10 Steam Cave-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|Hero and partner prepare to fight Groudon&lt;br /&gt;
|&#039;&#039;&#039;D10P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0905.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|The guild promises Uxie that they’ll keep Fogbound Lake a secre&lt;br /&gt;
|&#039;&#039;&#039;P04P01C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a1213.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2195&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 11&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 10&lt;br /&gt;
|Dusknoir arrives at the guild&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 503&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M11-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Identical to the usual scene of the partner saying goodnight to the hero, except this time there’s a scenario flag &lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Chatot sends you on an errand to Kecleon Market to see if they have any plans to stock Perfect Apples&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1716&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 508&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M11 Marill Bros. Lost Item&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M11-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Your team is talking to Dusknoir by Kecleon Market as Marill and Azurill rush by to find their lost item&lt;br /&gt;
|&#039;&#039;&#039;T01P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 513&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M11-05&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Grovyle tells Uxie he will be taking the third Time Gear&lt;br /&gt;
|&#039;&#039;&#039;V03P12A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0707.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2200&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|After the morning cheer, Loudred tells the partner and hero that they have visitors&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 518&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M12-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Entering Amp Plains&lt;br /&gt;
|&#039;&#039;&#039;D11P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1723&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 523&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M12 First Time to Amp Clearing-2&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M12-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Entering Far Amp Plains from the rest stop&lt;br /&gt;
|&#039;&#039;&#039;D12P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1730&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M12 Amp Clearing-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Boss fight against the Manectric tribe (first attempt)&lt;br /&gt;
|&#039;&#039;&#039;D12P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Bidoof comes to find your team on the beach with Dusknoir, saying everyone is needed back at the guild &lt;br /&gt;
|&#039;&#039;&#039;T01P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a1201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2205&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 11&lt;br /&gt;
|Back at the guild, you learn Grovyle is the one who’s been stealing all the  Time Gears&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1737&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 528&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M13 Capturing Grovyle is First&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M13-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Everyone is assigned locations to search for Time Gears&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1744&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 533&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M13 First Time to Northern Desert&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M13-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Seems to trigger during morning cheers the next day if you did &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; go to Northern Desert (i.e., if you completed another job instead of heading directly to Northern Desert to advance the plot)&lt;br /&gt;
|&#039;&#039;&#039;G01P07A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;enter01.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Entering Northern Desert&lt;br /&gt;
|&#039;&#039;&#039;D13P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 538&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M13-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Hero and partner make it through the Northern Desert and decide the quicksand pits are a dead end&lt;br /&gt;
|&#039;&#039;&#039;D14P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Hero thinks they should go back to the quicksand pits&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0903.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2210&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 543&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 14&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M13-06&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Back at the quicksand pits, the hero sensibly decides that jumping into the quicksand is the best course of action &lt;br /&gt;
|&#039;&#039;&#039;D14P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m14a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 548&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M14-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Entering Quicksand Pit from the rest stop&lt;br /&gt;
|&#039;&#039;&#039;D15P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m14a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1752&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M14 Quicksand Cave-2 Retry&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|The hero and partner discover the Underground Lake, but are then challenged by Mesprit&lt;br /&gt;
|&#039;&#039;&#039;D15P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m14a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 12&lt;br /&gt;
|Based on the hero’s vision, the guild decides to set out for Crystal Cave&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m14a0905.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 553&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M14-05&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 99];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1055&#039;&#039;&lt;br /&gt;
|I never saw this getting used in regular gameplay, but when you set this value using the debug menu you’ll find yourself at the Hot Spring with Torkoal missing and half of the NPCs having the wrong character’s dialogue&lt;br /&gt;
|&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;Hot Spring Check&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[16, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 12&lt;br /&gt;
|Seems to trigger during morning cheers the next day if you did &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; go to Crystal Cave (i.e., if you completed another job instead of heading directly to Crystal Cave to advance the plot)&lt;br /&gt;
|&#039;&#039;&#039;G01P07A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;enter01.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2216&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 558&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 15&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M15-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[16, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 12&lt;br /&gt;
|Entering Crystal Cave&lt;br /&gt;
|&#039;&#039;&#039;D16P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m15a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1759&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M15 Solve This!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[16, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 12&lt;br /&gt;
|Your team finds the puzzle with the three colored crystals at the end of Crystal Cave&lt;br /&gt;
|&#039;&#039;&#039;D16P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m15a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 563&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M15-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 12&lt;br /&gt;
|Hero and partner explain what happened at Crystal Lake to the guild, then Magnemite tells everyone to come to Treasure Town&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m15b1201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2222&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 16&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 13&lt;br /&gt;
|Chapter 13 title card&lt;br /&gt;
(“Dusknoir’s Secret”)&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1769&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 568&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M16 Restrain Ourselves and Go Back&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M16-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 13&lt;br /&gt;
|Before going to bed, the partner reflects back on what Dusknoir had revealed to everyone&lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0302.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 13&lt;br /&gt;
|Having heard no news about Grovyle’s capture, Chatot tells everyone to go about their regular work&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 573&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M16-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 13&lt;br /&gt;
|Before bed, the partner and hero wonder about the world of the future and if Grovyle has been captured yet &#039;&#039;(this is likely the night before you go to the future)&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0502.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 13&lt;br /&gt;
|Triggers immediately after you finish traveling through the Dimensional Hole into the future&lt;br /&gt;
|&#039;&#039;&#039;V16P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0702.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2227&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 17&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 14&lt;br /&gt;
|Waking up in the future&lt;br /&gt;
|&#039;&#039;&#039;V17P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m17a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1777&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 578&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M17 Check the Doors&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M17-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|The hero unsuccessfully tries to open the jail cell doors in the future&lt;br /&gt;
|&#039;&#039;&#039;P05P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m170201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1781&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1784&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 583&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M17 To the Stockade&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M17 First Time to Chasm Cave&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M17-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Grovyle decides to keep moving and leaves, meanwhile the partner struggles with the truth&lt;br /&gt;
|&#039;&#039;&#039;D18P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m17a0504.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1798&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M17 Chasm Cave Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Triggers if you fail Chasm Cave&lt;br /&gt;
|&#039;&#039;&#039;D18P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m17a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;GETOUT_SCENARIO_DUNEGON&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 8965&#039;&#039;&lt;br /&gt;
|Seemingly gets skipped over upon clearing Chasm Cave, so I don’t know what specifically triggers this&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2232&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1805&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 18&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M18 First Time to Dark Hill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Triggers once you complete Chasm Cave (you are about to try and use the Dimensional Scream on the frozen waterfall)&lt;br /&gt;
|&#039;&#039;&#039;D19P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1812&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1819&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M18 Dark Hill Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M18 First Time to Sealed Ruin&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Triggers after you complete Dark Hill, before the partner sees the lights from the stockade&lt;br /&gt;
|&#039;&#039;&#039;P06P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1826&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1833&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M18 Sealed Ruin Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M18 First Time to Sealed Ruin-2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Entering Sealed Pit Ruin (for the first time)&lt;br /&gt;
|&#039;&#039;&#039;D21P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18b0901.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1840&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M19 Sealed Ruin-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Triggers before your first attempt at the Spiritomb boss fight&lt;br /&gt;
|&#039;&#039;&#039;D21P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18b1101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 15&lt;br /&gt;
|Triggers after Grovyle has explained the truth about the future and your team decides to follow him so they can  get home&lt;br /&gt;
|&#039;&#039;&#039;P07P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18b1401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2237&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 19&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|Visual of the paralyzed future&lt;br /&gt;
|&#039;&#039;&#039;V17P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1847&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 588&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M19 First Time to Dusk Forest&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M19-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|Entering Dusk Forest&lt;br /&gt;
|&#039;&#039;&#039;D22P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1854&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1861&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M19 Dusk Forest Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M19 First Time to Deep Dusk Forest&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|While heading to the entrance to Deep Dusk Forest, Celebi explains the Passage of Time&lt;br /&gt;
|&#039;&#039;&#039;D23P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19b0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1868&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M19 Deep Dusk Forest Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|Triggers if you fail Deep Dusk Forest&lt;br /&gt;
|&#039;&#039;&#039;D23P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19b0901.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[21, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|Traveling through the Passage of Time&lt;br /&gt;
|&#039;&#039;&#039;V16P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19b1014.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2242&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 20&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[21, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 16&lt;br /&gt;
|After the chapter title card (“A New Dawn”), the hero, partner, and Grovyle all wake up on the beach back in the past&lt;br /&gt;
|&#039;&#039;&#039;D01P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m20a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1875&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 593&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M20 First Time to Treeshroud Forest&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M20-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[21, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 16&lt;br /&gt;
|Triggers once you say “Yes” to if you’re ready to enter Treeshroud Forest &lt;br /&gt;
|&#039;&#039;&#039;D24P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m20a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1882&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M20 Treeshroud Forest Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[22, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 16&lt;br /&gt;
|The hero and partner agree to go back to the guild for help&lt;br /&gt;
|&#039;&#039;&#039;D01P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m20a0901.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2247&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 21&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[22, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 17&lt;br /&gt;
|Hero and partner return to Wigglytuff’s Guild&lt;br /&gt;
|&#039;&#039;&#039;G01P01B&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m21a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[22, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Chatot gives everyone their orders (your team is supposed to go visit Torkoal)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m21a0410.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1889&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 598&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M21 The Wise, Old Torkoal&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M21-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[22, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Morning briefing (if you didn’t go to the Hot Spring the previous day)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m21a0520.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 603&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M21-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[23, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Before bed, the partner reflects on the meeting with Torkoal and wonders how Grovyle is doing&lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m21a0802.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2252&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 22&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[23, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Torkoal appears at the sentry gate&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m22a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 608&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M22-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[23, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Torkoal is leaving the guild when he gets ambushed by Team Skull&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m22a0302.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1896&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1903&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 613&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M22 Dungeon Stop&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M22 Let’s Stop by Sharpedo Bluff!&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M22-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[23, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Before entering the Sharpedo Bluff hideout, the partner wonders if Grovyle is back&lt;br /&gt;
|&#039;&#039;&#039;H01P99A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m22a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1910&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1917&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 618&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M22 Re-read Letter&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M22 Let’s Swing by the Beach&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M22-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[24, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 18&lt;br /&gt;
|Lapras talks to Wigglytuff&lt;br /&gt;
|&#039;&#039;&#039;P10P01A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m22a1004.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1924&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2257&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M23 First Time to Brine Cave&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main 23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[24, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 18&lt;br /&gt;
|Wigglytuff has not yet returned, but Chatot plans to leave for Brine Cave as scheduled anyway&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m23a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1931&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1938&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 623&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M23 Brine Cave Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M23 First Time to Brine Cave-2&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M23-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[24, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 18&lt;br /&gt;
|At the Lower Brine Cave midpoint, Team Skull steals the Relic Fragment from the partner and Chatot runs after them&lt;br /&gt;
|&#039;&#039;&#039;D26P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m23a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1945&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M23 Brine Cave-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[24, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 18&lt;br /&gt;
|The hero and partner find Team Skull knocked out and Skuntank returns the Relic Fragment&lt;br /&gt;
|&#039;&#039;&#039;D26P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m23a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 18&lt;br /&gt;
|Triggers at the end of the scene where the hero, partner, and Grovyle meet Lapras &lt;br /&gt;
|&#039;&#039;&#039;P11P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m23a1008.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2262&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 24&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 19&lt;br /&gt;
|Chapter 19 title card&lt;br /&gt;
(“To the Hidden Land”)&lt;br /&gt;
|&#039;&#039;&#039;G01P01C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m24a0102.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1952&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 628&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M24 First Time to the Hidden Land&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M24-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|Triggers upon entering the Hidden Land&lt;br /&gt;
|&#039;&#039;&#039;D27P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m24a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1959&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1966&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M24 The Hidden Land Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M24 First Time to the Hidden Land-2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|Triggers upon saying “Yes” to entering the Hidden Highland&lt;br /&gt;
|&#039;&#039;&#039;D28P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m24a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1973&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M24 The Hidden Land-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|Triggers upon entering the Old Ruins&lt;br /&gt;
|&#039;&#039;&#039;D28P32A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m24a0802.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;GETOUT_SCENARIO_DUNEGON&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 9031&#039;&#039;&lt;br /&gt;
|Seemingly gets skipped over after defeating Dusknoir, so I don’t know what specifically triggers this&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2269&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 25&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|Triggers right after defeating Dusknoir&lt;br /&gt;
|&#039;&#039;&#039;D28P44A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1980&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M25 First Time to Temporal Towe&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 20&lt;br /&gt;
|Arriving at the entrance to Temporal Tower &lt;br /&gt;
|&#039;&#039;&#039;D29P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1987&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M25 Temporal Tower Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Triggers when you interact with the entrance to Temporal Tower (regardless of if you say you’re ready to go in or not)&lt;br /&gt;
|&#039;&#039;&#039;D29P11A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Arriving at the Temporal Tower midpoint&lt;br /&gt;
|&#039;&#039;&#039;D30P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Entering Temporal Spire&lt;br /&gt;
|&#039;&#039;&#039;D3021A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0901.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Reaching Temporal Pinnacle&lt;br /&gt;
|&#039;&#039;&#039;D30P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a1101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[27, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Immediately after defeating Primal Dialga&lt;br /&gt;
|&#039;&#039;&#039;D30P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m26a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2276&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;GETOUT_SCENARIO_DUNEGON&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 9055&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 26&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 0];&lt;br /&gt;
|Postgame&lt;br /&gt;
|End Screen Displayed&lt;br /&gt;
|m26a0806.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 1];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Graduation first announcement&lt;br /&gt;
|s01p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 2];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Encounter Teddiursa and Ursaring&lt;br /&gt;
|s01p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 3];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Mystifying Forest&lt;br /&gt;
|s01p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 4];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Mystifying Forest&lt;br /&gt;
|s01p0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 5];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Graduating from the guild&lt;br /&gt;
|s01p1101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 6];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 Mission Cleared&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 7];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 Mission Cleared on a separate day&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 8];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Cafe Describe Shaymin Village&lt;br /&gt;
|s31a0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 9];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Left the Cafe&lt;br /&gt;
|P01P04A enter01.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 10];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at Shaymin Village&lt;br /&gt;
|s31a0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 11];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Returned to Shaymin Village&lt;br /&gt;
|s31a0301.ssb AND s31a0401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 12];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 1st Station Clearing&lt;br /&gt;
|s31a0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 13];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 1st Station Clearing&lt;br /&gt;
|s31a0701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 14];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 2nd Station Clearing&lt;br /&gt;
|s31a0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 15];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 2nd Station Clearing&lt;br /&gt;
|s31a1001.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 16];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 3rd Station Clearing&lt;br /&gt;
|s31a1201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 17];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 3rd Station Clearing&lt;br /&gt;
|s31a1301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 18];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 4th Station Clearing&lt;br /&gt;
|s31a1501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 19];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 4th Station Clearing&lt;br /&gt;
|s31a1601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 20];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First time at 5th Station Clearing&lt;br /&gt;
|s31a1901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 21];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Returned to 5th Station Clearing&lt;br /&gt;
|s31a3801.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 22];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First time at 6th Station Pass&lt;br /&gt;
|s31a2101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 23];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Returned to 6th Station Clearing&lt;br /&gt;
|s31a2201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 24];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 7th Station Clearing&lt;br /&gt;
|s31a2401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 25];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 7th Station Clearing&lt;br /&gt;
|s31a2501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 26];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 8th Station Clearing&lt;br /&gt;
|s31a2801.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 27];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 8th Station Clearing&lt;br /&gt;
|s31a2901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 28];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 9th Station Pass&lt;br /&gt;
|s31a3101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 29];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 9th Station Clearing&lt;br /&gt;
|s31a3201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 30];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Lost to Grimer!&lt;br /&gt;
|s31a3401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 31];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Grimer Defeated!&lt;br /&gt;
|s31a3701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 32];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 day passes.&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 33];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Blizzard Island Unlocked&lt;br /&gt;
|s02p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 34];&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Globally Unused?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 35];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Crevice Cave Opens&lt;br /&gt;
|s02p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 36];&lt;br /&gt;
|Postgame&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Seemingly unused outside of quiz debug?&lt;br /&gt;
|m00a01a.ssb&lt;br /&gt;
|&amp;quot;S2 Crevice Cave Exploration &amp;amp; Return&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 37];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to Fight Froslass&lt;br /&gt;
|s02p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 38];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Scizor is ABOUT to give Secret Rank&lt;br /&gt;
|s02p0702.ssb&lt;br /&gt;
|This is set at the beginning of s02p0702?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 39];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Scizor Gives Secret Rank&lt;br /&gt;
|s02p0702.ssb&lt;br /&gt;
|This is set at the end of s02p0702?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 40];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 mission complete!&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 41];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Surround Sea Unlocked&lt;br /&gt;
|s03p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 42];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Manaphy hatched.&lt;br /&gt;
|s03p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 43];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Failed to find Blue Gummi #1&lt;br /&gt;
|s03p0401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 44];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Fed Blue Gummi #1&lt;br /&gt;
|s03p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 45];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Failed to find Blue Gummi #2&lt;br /&gt;
|s03p0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 46];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Manaphy is following?&lt;br /&gt;
|s03p0701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 47];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Playing with Manaphy on beach&lt;br /&gt;
|s03p0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 48];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Chatot helps find Manaphy&lt;br /&gt;
|s03p1001.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 49];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Manaphy faints on beach&lt;br /&gt;
|s03p1301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 50];&lt;br /&gt;
|Postgame&lt;br /&gt;
|One day passes&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 51];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Gyarados&lt;br /&gt;
|s03p1501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 52];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Phione Dew Obtained!&lt;br /&gt;
|s03p1701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 53];&lt;br /&gt;
|Postgame&lt;br /&gt;
|One day passes.&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 54];&lt;br /&gt;
|Postgame&lt;br /&gt;
|2 missions complete!&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 55];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Team Charm Arrives!&lt;br /&gt;
|s04p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 56];&lt;br /&gt;
|Postgame&lt;br /&gt;
|One day passes.&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 57];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Ice Aegis Cave Hub&lt;br /&gt;
|s04p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 58];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Ice Aegis Cave&lt;br /&gt;
|s04p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 59];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Regice&lt;br /&gt;
|s04p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 60];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Defeated Regice?&lt;br /&gt;
|s04p0701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 61];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Completing Rock Aegis Cave for the first time&lt;br /&gt;
|s04p0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 62];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Regirock&lt;br /&gt;
|s04p1001.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 63];&lt;br /&gt;
|Postgame&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Seemingly unused outside of quiz debug?&lt;br /&gt;
|m00a01a.ssb&lt;br /&gt;
|&amp;quot;S4 Stone Marker 3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 64];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Registeel&lt;br /&gt;
|s04p1301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 65];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Registeel Defeated, Team Charm Saved&lt;br /&gt;
|s04p1401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 66];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Regigigas&lt;br /&gt;
|s04p1601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 67];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Aegis Cave Complete!&lt;br /&gt;
|s04p1902.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 68];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 Mission Cleared&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 69];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Hero/Partner wonder why they can&#039;t evolve&lt;br /&gt;
|s20p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 70];&lt;br /&gt;
|Postgame&lt;br /&gt;
|&amp;quot;Cresselia&amp;quot; enters the hero&#039;s dream&lt;br /&gt;
|s20p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 71];&lt;br /&gt;
|Postgame&lt;br /&gt;
|&amp;quot;Cresselia&amp;quot; enters the hero&#039;s dream again&lt;br /&gt;
|s20p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 72];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Azurill is trapped in a nightmare&lt;br /&gt;
|s20p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 73];&lt;br /&gt;
|Postgame&lt;br /&gt;
|One day passes?&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 74];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to enter Mt. Trevail&lt;br /&gt;
|s20p0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 75];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Nightmare Unlocked&lt;br /&gt;
|s20p0701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 76];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Nightmare entered&lt;br /&gt;
|s20p0902.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 77];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Nightmare is complete&lt;br /&gt;
|s20p1101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 78];&lt;br /&gt;
|Postgame&lt;br /&gt;
|The guild begins investigating distortions of space&lt;br /&gt;
|s21p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 79];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Hero convinces partner that disappearing isn&#039;t the answer&lt;br /&gt;
|s21p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 80];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Asked Lapras about distortion of space&lt;br /&gt;
|s21p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 81];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Palkia Kidnaps you&lt;br /&gt;
|s21p0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 82];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Failing Spacial Rift&lt;br /&gt;
|s21p0801.ssb AND s21p1401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 83];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Spacial Rift&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 84];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Deep Spacial Rift&lt;br /&gt;
|unionall.ssb AND s21p0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 85];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Deep Spacial Rift&lt;br /&gt;
|s21p1101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 86];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Spacial Rift Bottom&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 87];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Dark Crater is Unlocked&lt;br /&gt;
|s22p0401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 88];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Dark Crater&lt;br /&gt;
|s22p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 89];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Dark Crater&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 90];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Deep Dark Crater&lt;br /&gt;
|s22p0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 91];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Dark Crater Pit&lt;br /&gt;
|s22p1101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 92];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Darkrai Defeated&lt;br /&gt;
|s22p1501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 93];&lt;br /&gt;
|Postgame&lt;br /&gt;
|3 Missions Cleared Since Darkrai&#039;s Defeat&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 94];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Chatot Says Manaphy Returned&lt;br /&gt;
|s23p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 95];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Manaphy Recruited!&lt;br /&gt;
|s23p0103.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 96];&lt;br /&gt;
|Postgame&lt;br /&gt;
|2 Days to Marine Resort Unlock&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 97];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 Day to Marine Resort Unlock&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 98];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Marine Resort Unlocked&lt;br /&gt;
|s11p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=1443</id>
		<title>3D rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=1443"/>
		<updated>2026-02-15T04:19:25Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Rendering engine ==&lt;br /&gt;
The Nintendo DS dispose of hardware that can perform 3D rendering in addition to its dedicated 2D system. EoS mostly uses the 2D system, but occasionally makes use of the 3D engine for some effects. Those are:&lt;br /&gt;
&lt;br /&gt;
* The dialogue box border and background&lt;br /&gt;
* Rendering of the quick status at the top of the bottom screen during a dungeon&lt;br /&gt;
* The various weather effects&lt;br /&gt;
* Boss transition wipe&lt;br /&gt;
* A [[Effect.bin|few other effects]] during cutscenes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 3D engine is capable of rendering in 2D, simply by rendering rectangle in front of the virtual camera, which is what EoS always does. The way this game works is by first buffering the elements to render to a buffer, and then a function will submit those to render (probably during VBlank), which will then take effect on the next frame.&lt;br /&gt;
&lt;br /&gt;
The DS 3D hardware can only render on the main screen, which in EoS is the bottom screen. Some game (but not EoS) render on both screen by switching the main screen every frame, dividing by two the frame rate from 60 to 30 FPS.&lt;br /&gt;
&lt;br /&gt;
=== Memory management ===&lt;br /&gt;
The bank D is dedicated to storing the textures used for the 3D render, and bank F is used to store the palettes. Bank D is 128KiB large, and bank F is 16KiB large. The game seems to mostly allocate texture on a multiple of 1KiB, and palette on a multiple of 0x100 bytes, thought it is possible to perform allocation not aligned on those arbitrary values (but it still (maybe, untested) need to be 4-bytes aligned).&lt;br /&gt;
&lt;br /&gt;
The game store its 3D data in WTE files. It contain the texture and the palette, but not where the file will be stored in the RAM, which is specified in the game’s code. Here is table of the (known) allocations the game makes. It is probably exhaustive.&lt;br /&gt;
&lt;br /&gt;
ProcessWTE is the function used to load them (function address is for EU ROM, but palette and texture allocation have no reason to be different).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!file location&lt;br /&gt;
!dungeon or overworld&lt;br /&gt;
!description&lt;br /&gt;
!call to ProcessWTE&lt;br /&gt;
!texture offset&lt;br /&gt;
!texture size (bytes) &lt;br /&gt;
!palette offset&lt;br /&gt;
!note&lt;br /&gt;
|-&lt;br /&gt;
|1025 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::022eda20&lt;br /&gt;
|0x400&lt;br /&gt;
|0xc00&lt;br /&gt;
|0x1d00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1007 to 1011 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|Numbers and &amp;quot;Miss&amp;quot; text. Used to display damage taken and misses.&lt;br /&gt;
|overlay_29::02336200&lt;br /&gt;
|0x0&lt;br /&gt;
|0x400&lt;br /&gt;
|0x0&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|1031 or 1003 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|1031: Mist/Steam texture. Visual-only effect paired with some tilesets.&amp;lt;br&amp;gt;1003: Poison mist texture used only during Sky Peak boss fight.&lt;br /&gt;
|overlay_29::023394e4 or overlay_29::023395f8&lt;br /&gt;
|0xB000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1400&lt;br /&gt;
|unknown how which one is chosen&lt;br /&gt;
|-&lt;br /&gt;
|1005 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|Sandstorm texture used during its weather condition.&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xD000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1001 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|Fog texture used during its weather condition.&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xF000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some between 1012 to 1020 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|Level/HP display text and HP bar.&lt;br /&gt;
|overlay_29::0233614c&lt;br /&gt;
|0x1000&lt;br /&gt;
|0x400&lt;br /&gt;
|0x200&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|c_wipe.wte or w_wipe2.wte&lt;br /&gt;
|&lt;br /&gt;
|Horizontal bar of differing colors, used by Team Charm&#039;s special wipe effect in SE4.&lt;br /&gt;
|0x0206afb0&lt;br /&gt;
|&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|w_heart.wte&lt;br /&gt;
|&lt;br /&gt;
|Multiple hearts symbol, filled and shaded. More Team Charm.&lt;br /&gt;
|0x0206b000&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|circle.wte&lt;br /&gt;
|&lt;br /&gt;
|Heart symbol, not filled. More Team Charm.&lt;br /&gt;
|0x0206b050&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x200&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s13p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|boss wipe graphic&lt;br /&gt;
|overlay_11::02316d4c&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d04p31t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|big wave of the waterfall cave diamond &lt;br /&gt;
|overlay_11::02314b9c&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4800&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|v15p03t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|Some crystal cave crystals&lt;br /&gt;
|overlay_11::02314d20&lt;br /&gt;
|0x0&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p03p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|Fog texture for Groudon Statue cutscene.&lt;br /&gt;
|overlay_11::02314eec&lt;br /&gt;
overlay_11::022f33d8&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|frameX.wte (where X is between 0 to 4)&lt;br /&gt;
|both&lt;br /&gt;
|dialog box frame&lt;br /&gt;
|0x020274e4&lt;br /&gt;
|0x1F000&lt;br /&gt;
|0x800&lt;br /&gt;
|0x1F00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|Treasure Town cloud shadows.&lt;br /&gt;
|overlay_11::022f3368 (loading weather 1)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t2.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|More Treasure Town cloud shadows.&lt;br /&gt;
|overlay_11::022f3394 (loading weather 1)&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d73p41t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|Poison mist. Only used on top of Sky Peak on first visit.&lt;br /&gt;
|overlay_11::022f341c (loading weather 3)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Based on those allocations, it seems that VRAM from 0x11000 to 0x1EFFF (included) are free to be used both in overworld and dungeon. For the palette, it seems everything from 0x300 to 0x13FF (included) are unused.&lt;br /&gt;
&lt;br /&gt;
==== Loading texture ====&lt;br /&gt;
Once you have your texture in the WTE format saved in the rom, you need to call a function to load WTE (&#039;&#039;&#039;LoadWteFromRom&#039;&#039;&#039;) and then copy stuff to the appropriate texture RAM with &#039;&#039;&#039;ProcessWTEWrapper&#039;&#039;&#039; (this will create a task to process the copy, once access to texture-RAM is safe), and then call &#039;&#039;&#039;DelayWTEFree&#039;&#039;&#039; (to make sure the original texture is freed once copy to texture-RAM is finished).&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Installing_newer_versions_on_Windows&amp;diff=1442</id>
		<title>Installing newer versions on Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Installing_newer_versions_on_Windows&amp;diff=1442"/>
		<updated>2026-02-15T04:16:48Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Windows Defender [[Frequently Asked Questions#SkyTemple set off my antivirus! Is it fine?|frequently falsely flags SkyTemple as a virus]], and the issue has become more problematic in newer versions (especially 1.8), to the point that Windows may refuse to install SkyTemple. This guide should hopefully help you get around these issues.&lt;br /&gt;
&lt;br /&gt;
# When you first download the SkyTemple installer, Windows Security will make a popup refusing to keep it. Tell it to &amp;quot;Keep Anyway&amp;quot;.&lt;br /&gt;
# When you try to run the SkyTemple installer, Windows Security will delete it and complain. Go to Windows Security -&amp;gt; Protection History, find the SkyTemple installer, and click Action -&amp;gt; Allow. This will let the installer stay the next time you download it.&lt;br /&gt;
# Download the installer again, and this time you will be able to install SkyTemple. On the big red Security popup that thinks it&#039;s something horrible, click &amp;quot;Install Anyway&amp;quot;.&lt;br /&gt;
# Once installed, Windows Security will quarantine the SkyTemple executable. Go to Windows Security -&amp;gt; Protection History, find the quarantined SkyTemple, and click Action -&amp;gt; Restore.&lt;br /&gt;
# To prevent Windows Security from periodically removing SkyTemple on its own, go to Windows Security -&amp;gt; Virus and threat protection -&amp;gt; Manage Settings -&amp;gt; Exceptions, and select the SkyTemple executable or the folder it&#039;s in.&lt;br /&gt;
By following these steps, you should be able to properly install SkyTemple on Windows.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Special_Episodes_Player_Character_List&amp;diff=1441</id>
		<title>Special Episodes Player Character List</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Special_Episodes_Player_Character_List&amp;diff=1441"/>
		<updated>2026-02-15T04:14:44Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Special Episodes Player Character List is a list, where you can edit the party for game&#039;s special episodes. In this list, you can modify party member&#039;s species, moves, levels, location ID (must be between 236-240 or 214), IQ and HP. The amount of slots and what slots are used in what episode is hardcoded.&lt;br /&gt;
&lt;br /&gt;
{{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Misc._Graphics_Section&amp;diff=1440</id>
		<title>Misc. Graphics Section</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Misc._Graphics_Section&amp;diff=1440"/>
		<updated>2026-02-15T04:13:56Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Misc. Graphics is a section in SkyTemple that allows to see and edit some of the game&#039;s UI elements. Here, you can find textbox graphics, clearmarks, rankmarks, graphics that shows up by calling coroutine BOSS_WIPE_FUNC or some of the cutscenes, fonts, minimap graphics and an image that shows up when the game cartridge is removed during the play.&lt;br /&gt;
&lt;br /&gt;
{{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1439</id>
		<title>Monster Sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1439"/>
		<updated>2026-02-15T04:10:52Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about Monster Sprites. Monster Sprites are one of two sprite categories for Pokémon entries, the other being [[Pokémon Portrait|Pokémon Portraits]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Monster Sprites are the sprites used for Pokémon in dungeons, cutscenes, and the overworld. The size of the sprite also determines what Body Size is assigned in vanilla, and the sprite&#039;s VRAM and file size (as well as recommended Body Size) can be seen using the [[SpriteSizeInMonsterData]] patch.&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
Each sprite contains multiple animations, each with its own [[Animation ID]]. These can be called in scripts via the [[List of Opcodes#0xfd - SetAnimation|SetAnimation Opcode]]. Note that Monster Sprites must have every Dungeon Animation to be playable in dungeons, but they can have fewer animations outside of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Importing and Exporting Sprites ==&lt;br /&gt;
There are two ways to import/export sprites: as a folder or ZIP file in the SpriteBot format, or importing the Ground, Dungeon, and/or Attack animations as WAN files. The easiest and most recommended way is the former method.&lt;br /&gt;
&lt;br /&gt;
== Creating Sprites ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
{{NavSkyTemple}}&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Script_Menus&amp;diff=1438</id>
		<title>List of Script Menus</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=List_of_Script_Menus&amp;diff=1438"/>
		<updated>2026-02-15T04:09:17Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is the list of all menus in the game. These are called through the [[List of Opcodes#0x9d - message Menu|message_Menu Opcode]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Name&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PlayerName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PartnerName&lt;br /&gt;
|Doesn&#039;t work as intended.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|GenericName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|TeamName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5-10&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|SaveMenu&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|KangaskhanStorage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Storage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DuskullBank&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|TeamAssembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|KecleonShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|KecleonWares&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|LinkShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EvolutionSequence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EvolutionSequence2&lt;br /&gt;
|Requires menu 21 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|SwapShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|SwapShop2&lt;br /&gt;
|Requires menu 23 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Appraisal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Appraisa2&lt;br /&gt;
|Requires menu 25 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|DayCare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|JuiceBar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|JuiceBarPickItem&lt;br /&gt;
|Requires menu 29 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|RecycleShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|RecycleShop2&lt;br /&gt;
|Requires menu 31 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|Lottery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Lottery2&lt;br /&gt;
|Requires menu 34 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|SOSMailPicker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36-38&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|JobBoard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|OutlawBoard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|JobRewardType&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|JobRewardNpcAmount&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|JobRewardText&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44-47&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PersonalityTest&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|PersonalityTestEnd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|PersonalityTestContinue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|ScriptDebug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|SceneDebug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|DungeonInitializeTeam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|DungeonTeamReturnsFromMap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|DungeonTeamDefeatedFromMap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|GuildMiniGameStart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|GuildMiniGameEnd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|GuildMiniGameFlagCheck&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|GuildMiniGameScoreboard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|DemoSequence1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|DemoSequence2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|GiveItem&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|GiveItem2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|AcceptTeamMember&lt;br /&gt;
|Team member is set with ProcessSpecial(44, XX, 0);&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|DungeonExplorationResults&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|DiaryBidoof&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|DiarySunflora&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|GuildFAQBoard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|DiaryBidoofSpEP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StaffCredits1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StaffCredits2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StaffCredits3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StaffCredits4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|SpecialEpisodeDiscardItems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Script_Menus&amp;diff=1437</id>
		<title>List of Script Menus</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=List_of_Script_Menus&amp;diff=1437"/>
		<updated>2026-02-15T04:04:56Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is the list of all menus in the game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Name&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PlayerName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PartnerName&lt;br /&gt;
|Doesn&#039;t work as intended.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|GenericName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|TeamName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5-10&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|SaveMenu&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|KangaskhanStorage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Storage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DuskullBank&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|TeamAssembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|KecleonShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|KecleonWares&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|LinkShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EvolutionSequence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EvolutionSequence2&lt;br /&gt;
|Requires menu 21 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|SwapShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|SwapShop2&lt;br /&gt;
|Requires menu 23 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Appraisal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Appraisa2&lt;br /&gt;
|Requires menu 25 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|DayCare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|JuiceBar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|JuiceBarPickItem&lt;br /&gt;
|Requires menu 29 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|RecycleShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|RecycleShop2&lt;br /&gt;
|Requires menu 31 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|Lottery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Lottery2&lt;br /&gt;
|Requires menu 34 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|SOSMailPicker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36-38&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|JobBoard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|OutlawBoard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|JobRewardType&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|JobRewardNpcAmount&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|JobRewardText&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44-47&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PersonalityTest&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|PersonalityTestEnd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|PersonalityTestContinue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|ScriptDebug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|SceneDebug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|DungeonInitializeTeam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|DungeonTeamReturnsFromMap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|DungeonTeamDefeatedFromMap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|GuildMiniGameStart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|GuildMiniGameEnd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|GuildMiniGameFlagCheck&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|GuildMiniGameScoreboard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|DemoSequence1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|DemoSequence2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|GiveItem&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|GiveItem2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|AcceptTeamMember&lt;br /&gt;
|Team member is set with ProcessSpecial(44, XX, 0);&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|DungeonExplorationResults&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|DiaryBidoof&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|DiarySunflora&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|GuildFAQBoard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|DiaryBidoofSpEP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StaffCredits1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StaffCredits2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StaffCredits3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StaffCredits4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|SpecialEpisodeDiscardItems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=SkyTemple&amp;diff=1436</id>
		<title>SkyTemple</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=SkyTemple&amp;diff=1436"/>
		<updated>2026-02-15T03:59:49Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[SkyTemple]] is a ROM editor for the video game &amp;quot;Pokémon Mystery Dungeon Explorers of Sky&amp;quot; ([[SkyTemple:General disclaimer|not official]]). It allows you to edit almost any aspect of the game, from the game&#039;s [[Script Engine|script scenes]], to [[Pokémon Data|Pokémon data]] and [[Dungeon Properties|Dungeons]].&lt;br /&gt;
&lt;br /&gt;
The editor is split into multiple sections which let you edit the various aspects of the game.&lt;br /&gt;
&lt;br /&gt;
== First launch ==&lt;br /&gt;
The first time you open SkyTemple it will show you two dialogs. &lt;br /&gt;
&lt;br /&gt;
The first dialog asks you for your consent to collect user information whenever SkyTemple runs into an error. This helps us to fix issues with SkyTemple much easier, but it is fully optional. See the [https://skytemple.org/privacy.html privacy policy for error reporting] for information. You can change your preferences at a later time in the [[SkyTemple Settings|settings]].&lt;br /&gt;
&lt;br /&gt;
Afterwards you will presented with the SkyTemple main UI, where you can load a ROM to get started.&lt;br /&gt;
&lt;br /&gt;
You will then be shown a second dialog, that introduces you to SkyTemple (&#039;&#039;&#039;welcome screen&#039;&#039;&#039;). It shows a brief introduction and may have linked you to this wiki. It also allows you to insert a &amp;quot;Created with SkyTemple&amp;quot; logo to the startup splash screen that shows when the game is started.&lt;br /&gt;
&lt;br /&gt;
== Loading a ROM ==&lt;br /&gt;
To load a ROM file, select the &amp;quot;Open&amp;quot; button in the top-left of the application. You can find a list of recently opened ROMs here or select &amp;quot;More Files&amp;quot; to browse for a ROM file.&lt;br /&gt;
&lt;br /&gt;
Supported are all valid Nintendo DS ROM files (.nds files) that identify themselves as Pokémon Mystery Dungeon: Explorers of Sky. It can also open most ROM hacks of the game, unless the author of the hack has implemented measures that prevent SkyTemple from detecting it as a valid ROM of the game.&lt;br /&gt;
&lt;br /&gt;
== Menu options ==&lt;br /&gt;
On the top-right of the application you find various options.&lt;br /&gt;
&lt;br /&gt;
* [[File:SkyTemple Script Engine Debugger Logo.png|alt=SkyTemple Script Engine Debugger Logo (a bug/beetle)|16x16px]]: Clicking this button opens the [[SkyTemple#Script Engine Debugger|Script Engine Debugger]] to test the game and modify it&#039;s scripts.&lt;br /&gt;
* &#039;&#039;Reload icon&#039;&#039;: Clicking the reload icon will reload the current ROM, discarding all changes. This is useful if you edited the ROM in another tool.&lt;br /&gt;
* &#039;&#039;Question mark icon&#039;&#039;: This opens the SkyTemple Wiki page that is relevant to the section you are currently editing.&lt;br /&gt;
* &#039;&#039;&amp;quot;Save&amp;quot;&#039;&#039;: Saves the changes you made to the ROM. This saves all files to the ROM that were modified in either the main SkyTemple application or in the Script Engine Debugger. In both applications, changed sections and files are marked with an asterisks (*). Saving can also be done with the keyboard shortcut &amp;lt;code&amp;gt;CTRL+S&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &#039;&#039;&amp;quot;...&amp;quot;&#039;&#039;: Opens a menu with additional options&lt;br /&gt;
** &#039;&#039;&amp;quot;Save as...&amp;quot;&#039;&#039;: Saves the ROM under a different file name. The editor will then also use this new file name the next time you hit &amp;quot;Save&amp;quot;.&lt;br /&gt;
** &#039;&#039;&amp;quot;Show welcome screen...&amp;quot;&#039;&#039;: Shows the welcome screen dialog again, see [[SkyTemple#First launch|First launch]].&lt;br /&gt;
** &#039;&#039;&amp;quot;Settings...&amp;quot;&#039;&#039;: Opens the  [[SkyTemple Settings|Settings]] dialog, which allows you to configure global settings for the application.&lt;br /&gt;
** &#039;&#039;&amp;quot;Open Image Converter...&amp;quot;&#039;&#039;: Opens the [[Tilequant]] image converter. This converter allows you to convert any image in the formats needed by the game.&lt;br /&gt;
** &#039;&#039;&amp;quot;Open SpriteCollab Browser...&amp;quot;&#039;&#039;: Opens the [[SpriteCollab Browser]], which allows you to download [[Pokémon Portrait|Pokémon portraits]] and [[Monster Sprite|sprites]] from the community.&lt;br /&gt;
** &#039;&#039;&amp;quot;Open config directory...&amp;quot;&#039;&#039;: This opens the SkyTemple application configuration directory in your file browser. This directory also contains the log files SkyTemple generates, which can be useful if you encounter issues to report them. &lt;br /&gt;
** &#039;&#039;&amp;quot;About&amp;quot;&#039;&#039;: Opens a dialog that shows you the authors of SkyTemple, the license and the version of SkyTemple you are currently running. &lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
After opening a ROM in SkyTemple, the editor will show a list of sections on the left side of the application. You can open all entries in this list by double-clicking.&lt;br /&gt;
&lt;br /&gt;
You can expand the sections to see additional entries, such as a list of Pokémon or Dungeons to edit. The sections themselves may also provide some general settings when double-clicked.&lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-rom-symbolic}} ROM Settings (&amp;quot;&amp;lt;name of ROM&amp;gt;.nds&amp;quot;) ===&lt;br /&gt;
{{Main|ROM Cartridge Data}}&lt;br /&gt;
This root section is the first section opened whenever you open a ROM. It lets you edit basic information about the game.&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-patch-symbolic}} Patches ===&lt;br /&gt;
{{Main|Patches Section}}&lt;br /&gt;
The &#039;&#039;&#039;Patches&#039;&#039;&#039; section allows you to apply bundled [[ASM Patch|ASM patches]] that modify the game in substantial ways. It also allows you to load [[Skypatch File|user-created ASM patches]] or your own and explains how to apply patches written in Rust or C.&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-view-list-symbolic}} Lists ===&lt;br /&gt;
{{Main|Lists Section}}&lt;br /&gt;
The &#039;&#039;&#039;Lists&#039;&#039;&#039; section contains various lists and tables inside the game related to all sorts of things, such as starters, world map markers, menu configuration and IQ settings.&lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-string-symbolic}} Text Strings ===&lt;br /&gt;
{{Main|Text Strings}}&lt;br /&gt;
The &#039;&#039;&#039;Text Strings&#039;&#039;&#039; section allows editing all text that is &#039;&#039;not&#039;&#039; inside of [[Script|scripts]] (script text is stored inside the scripts). &lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-ground-symbolic}} Script Scenes ===&lt;br /&gt;
{{Main|Script Engine}}&lt;br /&gt;
&#039;&#039;&#039;Script [[Scene|Scenes]]&#039;&#039;&#039; are arrangements of [[Actor|NPCs]], [[Object|objects]], [[performer]] (camera) and [[Triggers and Events|triggers]] on the overworld. This section lets you edit the layout and composition of these scenes, while the actual scenes are scripted and can be edited using the [[SkyTemple#Script Engine Debugger|Script Engine Debugger]].&lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-monster-symbolic}} Pokémon ===&lt;br /&gt;
{{Main|Editing Pokémon}}&lt;br /&gt;
The &#039;&#039;&#039;Pokémon&#039;&#039;&#039; section lets you modify all data about each Pokémon in the game. Pokémon are grouped by female and male forms (even if they are genderless or only have one gender).&lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-item-symbolic}} Items ===&lt;br /&gt;
{{Main|Item Data}}&lt;br /&gt;
The &#039;&#039;&#039;Items&#039;&#039;&#039; section allows you to edit item properties and global item tables, such as the shop item tables. Dungeon item tables can be modified for each dungeon floor in the [[SkyTemple#Dungeons|Dungeons]] section.&lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-move-symbolic}} Moves ===&lt;br /&gt;
{{Main|Move Data}}The &#039;&#039;&#039;Moves&#039;&#039;&#039; section allows you to edit Pokémon move properties &lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-mapbg-symbolic}} Map Backgrounds ===&lt;br /&gt;
{{Main|Map Background}}&lt;br /&gt;
Each script scene in the game has one or multiple &#039;&#039;&#039;Map Backgrounds&#039;&#039;&#039; (usually named in a similar way, but this does not necessarily have to be the case). These backgrounds are used for overworld locations, such as Treasure Town, but also cutscene images and the logos shown on startup.&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-object-symbolic}} Object Sprites ===&lt;br /&gt;
{{Main|Object Sprite}}&lt;br /&gt;
[[Object|Objects]] placed in script scenes can have sprites just like Pokémon. In this section you find a list of all object sprite files in the game and can edit them.&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-bgp-symbolic}} Backgrounds ===&lt;br /&gt;
{{Main|Misc. Background}}&lt;br /&gt;
The &#039;&#039;&#039;Backgrounds&#039;&#039;&#039; section contains backgrounds used for special purposes, such as the main menu backgrounds.&lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-dungeon-symbolic}} Dungeons ===&lt;br /&gt;
{{Main|Dungeon List}}&lt;br /&gt;
Mystery &#039;&#039;&#039;Dungeons&#039;&#039;&#039; are the main gameplay element of this game. In this section you can group and edit dungeons and their properties as well as modify the properties of each floor in a dungeon. Each floor can have unique generation properties and item, trap and Pokémon spawn lists.&lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-dungeon-fixed-floor-symbolic}} Fixed Rooms ===&lt;br /&gt;
{{Main|Fixed Room}}&lt;br /&gt;
&#039;&#039;&#039;Fixed Rooms&#039;&#039;&#039; are special dungeon rooms or floors used for treasure rooms, puzzle floors or boss fights. In this section you can edit their layout.&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-dungeon-tileset-symbolic}} Dungeon Graphics ===&lt;br /&gt;
{{Main|Dungeon Graphics}}&lt;br /&gt;
The graphics in dungeons are made out of tilesets. Fixed Rooms may even use a full image as a background. Additionally items and traps can spawn in dungeons which also have unique graphics. You can edit all of these graphics in the &#039;&#039;&#039;Dungeon Graphics&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-graphics-symbolic}} Misc. Graphics ===&lt;br /&gt;
{{Main|Dungeon Graphics}}&lt;br /&gt;
The game has various other graphics for all kinds of purposes, which you can edit in the &#039;&#039;&#039;Misc. Graphics&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== {{SkyTempleIcon|icon=skytemple-e-patch-symbolic}} Symbols ===&lt;br /&gt;
{{Main|Symbols}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbols&#039;&#039;&#039; section allows you to edit some internal values of the game that are normally hardcoded.&lt;br /&gt;
== Script Engine Debugger ==&lt;br /&gt;
{{Main|Script Engine Debugger}}&lt;br /&gt;
By clicking the [[File:SkyTemple Script Engine Debugger Logo.png|alt=SkyTemple Script Engine Debugger Logo (a bug/beetle)|16x16px]] (bug) icon in the top bar of the editor, you can launch the SkyTemple Script Engine Debugger.&lt;br /&gt;
&lt;br /&gt;
With this tool you can test your game inside a bundled emulator and modify the code of the game&#039;s script scene. While the [[SkyTemple#Script Scenes|Script Scenes section]] in the main UI lets you edit the layout of the [[Scene|scenes]] (such as NPC placements), the actual [[Script|scripts]] that run these scenes can be edited here. These scenes are used almost everywhere in the game outside of the main menu, dungeons and most of the personality quiz and shop menus. They are used for cutscenes, NPC interaction all player-controlled overworld maps. The game runs them in the so-called &amp;quot;Ground Mode&amp;quot; using its [[Script Engine]].&lt;br /&gt;
&lt;br /&gt;
== Project directory and sharing your game ==&lt;br /&gt;
When you open a ROM in SkyTemple, the app will create a directory next to the ROM file, it is named the same as the ROM file suffixed with &amp;quot;.skytemple&amp;quot;. This directory can safely be deleted and is not needed to play the ROM, &#039;&#039;however&#039;&#039; it contains information that is very useful for editing the game. This includes the source code for all [[Script|scripts]] you edited and macro files. If you delete the directory SkyTemple will decompile scripts again, which leaves them in a rather unreadable state and removes all comments you made.&lt;br /&gt;
&lt;br /&gt;
To share the ROM Hack / mod you made, save the ROM in SkyTemple and create a patch file from your game based on a clean copy of the original game ROM. You don&#039;t need to share the project directory. &#039;&#039;&#039;Never&#039;&#039;&#039; share the &amp;quot;.nds&amp;quot; file itself, only patch files. See the [[Frequently Asked Questions#How can I publish my hack so other people can play it.3F|FAQ]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Reporting issues ==&lt;br /&gt;
If you encounter an issue with SkyTemple, such as an error dialog, please share the issue with us so we can improve SkyTemple.&lt;br /&gt;
&lt;br /&gt;
You can report issues on our [https://discord.gg/skytemple community Discord server] or preferably on our [https://github.com/SkyTemple/skytemple/issues GitHub repository]. Please include as much information as you can about what caused the error and share error details if available.&lt;br /&gt;
&lt;br /&gt;
You can also enable error telemetry. In that case SkyTemple will automatically send error reports to the developers.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
* [[SkyTemple Randomizer]] - The sister application to SkyTemple that can be used to randomize a ROM automatically.&lt;br /&gt;
{{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1435</id>
		<title>Monster Sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1435"/>
		<updated>2026-02-15T03:56:18Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about Monster Sprites. Monster Sprites are one of two sprite categories for Pokémon entries, the other being [[Pokémon Portrait|Pokémon Portraits]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Monster Sprites are the sprites used for Pokémon in dungeons, cutscenes, and the overworld. The size of the sprite also determines what Body Size is assigned in vanilla, and the sprite&#039;s VRAM and file size (as well as recommended Body Size) can be seen using the [[SpriteSizeInMonsterData]] patch.&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
Each sprite contains multiple animations, each with its own [[Animation ID]]. These can be called in scripts via the [[List of Opcodes#0xfd - SetAnimation|SetAnimation Opcode]]. Note that Monster Sprites must have every Dungeon Animation to be playable in dungeons, but they can have fewer animations outside of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Importing and Exporting Sprites ==&lt;br /&gt;
There are two ways to import/export sprites: as a folder or ZIP file in the SpriteBot format, or importing the Ground, Dungeon, and/or Attack animations as WAN files. The easiest and most recommended way is the former method.&lt;br /&gt;
&lt;br /&gt;
== Creating Sprites ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
{{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Portrait&amp;diff=1434</id>
		<title>Pokémon Portrait</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Portrait&amp;diff=1434"/>
		<updated>2026-02-15T03:55:54Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about Pokémon portraits. Portraits are one of two sprite categories for Pokémon entries, the other being [[Monster Sprite|Monster Sprites]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Portraits are images that can be displayed during dialogue, on the top screen, or in the footprint minigame. Up to 40 portraits can be assigned to one Pokémon (20 left-facing and 20 right-facing, although right-facing is not necessary if the Pokémon is symmetrical). Each portrait is 40 pixels by 40 pixels.&lt;br /&gt;
&lt;br /&gt;
== Creating Portraits ==&lt;br /&gt;
If you are creating portraits to import, there are a few limitations to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* The size of each portrait must be 40 pixels by 40 pixels.&lt;br /&gt;
* Each portrait can have a maximum of 15 unique colors.&lt;br /&gt;
* Highly complex portraits may be invalid (this is a very rare case, but it has been reported).&lt;br /&gt;
* Image must be a PNG.&lt;br /&gt;
&lt;br /&gt;
== Importing Portraits ==&lt;br /&gt;
[[File:Portrait Import Menu.png|thumb|482x482px|An image of the options given when selecting the &amp;quot;Import&amp;quot; option on a Pokémon&#039;s Portraits tab.]]&lt;br /&gt;
To import a portrait, go to the &amp;quot;Portraits&amp;quot; tab in a Pokémon&#039;s entry. Here, you can see a list of all the portraits as well as the portraits themselves. Select &amp;quot;Import,&amp;quot; then either &amp;quot;...from separate images&amp;quot; or &amp;quot;...from one sheet (SpriteBot format).&lt;br /&gt;
&lt;br /&gt;
To import portraits using the &amp;quot;...from separate images&amp;quot; option, you must select a directory containing all the portraits you wish to add. These images must be labeled &amp;quot;Y_XX.png&amp;quot; where Y is the Pokémon&#039;s number (in Bulbasaur&#039;s, case 1 for male and 601 for female because those are its SkyTemple entry numbers) and XX is a number between 0 and 40. The &amp;quot;XX&amp;quot; numbers correspond to the expressions listed on the Portraits page (0 for Normal, 1 for the flipped version of Normal, etc.).&lt;br /&gt;
[[File:Portrait-0000.png|thumb|An example of a SpriteBot format portrait sheet. Each expression is labeled.]]&lt;br /&gt;
To import portraits using the &amp;quot;...from one sheet (SpriteBot format)&amp;quot; option, you must submit a file that can be up to 320 pixels high (160 without asymmetry) by 200 pixels wide. The image&#039;s dimensions must be in multiples of 40 pixels. Each portrait placement corresponds to each of the expressions used by starter Pokémon plus 4 &amp;quot;Special&amp;quot; portraits (8 with asymmetry). You can obtain a portrait sheet in this format from the [https://sprites.pmdcollab.org/ PMD Sprite Repository].&lt;br /&gt;
&lt;br /&gt;
== Common Issues and Questions ==&lt;br /&gt;
&lt;br /&gt;
==== My portrait is within the color limit, but I&#039;m still getting oddities upon importing! ====&lt;br /&gt;
Double check through either your art app (if it shows the entire palette) or a pixel color counter. Chances are, you have visually identical colors: colors that appear identical, but actually have different hex codes. Alternatively, you could have some compression from a JPEG format if you converted a JPEG to a PNG.&lt;br /&gt;
&lt;br /&gt;
==== I&#039;m having trouble getting my portrait to fit the color limit! ====&lt;br /&gt;
Look for any shades you can combine without losing detail, but if none exist, try seeing if you can use a similar color on your Pokémon to replace a background color (or vice versa). You can also simplify the background&#039;s gradient to a color or so less if need be.&lt;br /&gt;
&lt;br /&gt;
==== What are the little pixels on the outside of the Pokémon? ====&lt;br /&gt;
That is called anti-aliasing! It is a technique in pixel art that helps the lineart appear smoother. This can be seen in both Chunsoft and fanmade portraits. When editing or making a portrait, try to have an external anti-aliasing color that is darker than the background color it is on, and make sure the colors are relatively similar (blue and green, yellow and orange, etc.).&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1433</id>
		<title>Monster Sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Monster_Sprite&amp;diff=1433"/>
		<updated>2026-02-15T03:55:22Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: Created page with &amp;quot;This page contains information about Monster Sprites. Monster Sprites are one of two sprite categories for Pokémon entries, the other being Pokémon Portraits.  == Overview == Monster Sprites are the sprites used for Pokémon in dungeons, cutscenes, and the overworld. The size of the sprite also determines what Body Size is assigned in vanilla, and the sprite&amp;#039;s VRAM and file size (as well as recommended Body Size) can be seen using the SpriteSize...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about Monster Sprites. Monster Sprites are one of two sprite categories for Pokémon entries, the other being [[Pokémon Portrait|Pokémon Portraits]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Monster Sprites are the sprites used for Pokémon in dungeons, cutscenes, and the overworld. The size of the sprite also determines what Body Size is assigned in vanilla, and the sprite&#039;s VRAM and file size (as well as recommended Body Size) can be seen using the [[SpriteSizeInMonsterData]] patch.&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
Each sprite contains multiple animations, each with its own [[Animation ID]]. These can be called in scripts via the [[List of Opcodes#0xfd - SetAnimation|SetAnimation Opcode]]. Note that Monster Sprites must have every Dungeon Animation to be playable in dungeons, but they can have fewer animations outside of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Importing and Exporting Sprites ==&lt;br /&gt;
There are two ways to import/export sprites: as a folder or ZIP file in the SpriteBot format, or importing the Ground, Dungeon, and/or Attack animations as WAN files. The easiest and most recommended way is the former method.&lt;br /&gt;
&lt;br /&gt;
== Creating Sprites ==&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scripting_Cheatsheet&amp;diff=1432</id>
		<title>Scripting Cheatsheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Scripting_Cheatsheet&amp;diff=1432"/>
		<updated>2026-02-15T03:36:58Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a cheat sheet of some of the most common actions and effects for actors to perform in a cutscene. Some of the things explained in this page include: how to make an actor move, how to make them talk, how to make them emote, change animation, etc.&lt;br /&gt;
&lt;br /&gt;
If you want to test this yourself, make sure that you copy ALL of the lines required. For example, if you wish to change the animation of a character, you need the &amp;quot;with&amp;quot; statement and the [[List of Opcodes#0xfd - SetAnimation|SetAnimation]] code, as well as the line underneath it. You also cannot put multiple actions in a &amp;quot;with&amp;quot; statement. You must put a new with statement for every command that requires it.&lt;br /&gt;
&lt;br /&gt;
All these actions should go inside a &amp;lt;code&amp;gt;def&amp;lt;/code&amp;gt; statement, like so:&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
def 0 {&lt;br /&gt;
    // Code goes here...&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
Format: ACTOR, Emotion, position of the portrait. Standard position is bottom left.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
message_SetFace(ACTOR_PLAYER, FACE_SURPRISED, FACE_POS_STANDARD);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; Make sure you copy all 4 lines!&amp;quot;,&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;When you are having dialogue between multiple characters, make sure you put this code at the end of each character&#039;s dialogue! It is not necessary if one character is saying multiple lines, only when the speaker changes.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Additionally, &amp;lt;code&amp;gt;message_close()&amp;lt;/code&amp;gt; is also a good tool. It will not allow the game to progress until you close the text box. The only difference between this and &amp;lt;code&amp;gt;CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);&amp;lt;/code&amp;gt; is that the CallCommon code has a built in wait function, where the game won&#039;t progress for a few frames after you clear the text box, &amp;lt;code&amp;gt;message_Close();&amp;lt;/code&amp;gt; does not have this wait inside it. &amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
message_SetFace(ACTOR_PLAYER, FACE_SURPRISED, FACE_POS_STANDARD);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; Make sure you copy all 4 lines!&amp;quot;,&lt;br /&gt;
});   &lt;br /&gt;
message_Close();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;IMPORTANT: You must use either one of these codes if you are having some sort of action after a character speaks. For example:&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
// Here, the character will not move until you clear the text box&lt;br /&gt;
message_SetFace(ACTOR_PLAYER, FACE_SURPRISED, FACE_POS_STANDARD);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; Make sure you copy all 4 lines!&amp;quot;,&lt;br /&gt;
}); &lt;br /&gt;
message_Close();  &lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	MovePositionMark(1, Position&amp;lt;&#039;m0&#039;, 31.5, 28&amp;gt;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// Here, immediately when the dialogue ends, the character will move WITHOUT closing&lt;br /&gt;
// the textbox and it will look very strange. include message_Close() when you are&lt;br /&gt;
// having actions at the end of a dialogue!&lt;br /&gt;
message_SetFace(ACTOR_PLAYER, FACE_SURPRISED, FACE_POS_STANDARD);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; Make sure you copy all 4 lines!&amp;quot;,&lt;br /&gt;
});   &lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	MovePositionMark(1, Position&amp;lt;&#039;m0&#039;, 31.5, 28&amp;gt;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Keep in mind if the actor, emotion, and position is the same for multiple lines of dialogue, you do not need to put another message_SetFace.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
message_SetFace(ACTOR_PLAYER, FACE_SURPRISED, FACE_POS_STANDARD);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; Make sure you copy all 4 lines!&amp;quot;,&lt;br /&gt;
});&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; Otherwise it wont work!&amp;quot;,&lt;br /&gt;
});&lt;br /&gt;
CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);&lt;br /&gt;
message_SetFace(ACTOR_ATTENDANT1, FACE_INSPIRED, FACE_POS_BOTTOM_R_FACEINW);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; Understood! I will!&amp;quot;,&lt;br /&gt;
});&lt;br /&gt;
CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Misc. Dialogue functions ===&lt;br /&gt;
&amp;lt;code&amp;gt;[W:30]&amp;lt;/code&amp;gt; Will make the dialogue pause for 30 frames (half a seoond) until continuing on its own.&lt;br /&gt;
&lt;br /&gt;
The value can be any amount of time you want! 60 frames is one second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[K]&amp;lt;/code&amp;gt; will pause dialogue until player makes an input. Good for multiple sentences in one text box!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;message_CloseEnforce();&amp;lt;/code&amp;gt; Will force the text box to close when it is completed. You can put a &amp;lt;code&amp;gt;[W:30]&amp;lt;/code&amp;gt; at the end of your dialogue too! This way the dialogue will complete, then give the player a short window to read the dialogue until it closes on it&#039;s own.&lt;br /&gt;
&lt;br /&gt;
To put dialogue on a new line, use &amp;lt;code&amp;gt;/n&amp;lt;/code&amp;gt;. Let&#039;s put it all together!&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
message_SetFace(ACTOR_PLAYER, FACE_HAPPY, FACE_POS_STANDARD);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; Make sure you copy all 4 lines! [K]\nIt\&#039;s important to get them all! [W:45]&amp;quot;,&lt;br /&gt;
});    &lt;br /&gt;
message_CloseEnforce();&lt;br /&gt;
// Some scary sound effect. Will cut off the dialogue due to message_CloseEnforce.&lt;br /&gt;
Wait(30);&lt;br /&gt;
message_SetFace(ACTOR_PLAYER, FACE_SURPRISED, FACE_POS_STANDARD);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; Wahh!!! [W:20]What was that?!&amp;quot;,&lt;br /&gt;
});        &lt;br /&gt;
CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);&lt;br /&gt;
// Here, the game will stop at [K] until you hit an input, then say the second sentence, then&lt;br /&gt;
// wait for 45 frames after it completes. It will then immediately close the text box. &lt;br /&gt;
// Then it will wait 30 more frames, before playing the second dialogue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;What if I want no portrait?&lt;br /&gt;
&lt;br /&gt;
Easy! Just use &amp;lt;code&amp;gt;message_SetActor()&amp;lt;/code&amp;gt;! This will remove the portrait and only show the speaker name.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
message_SetActor(ACTOR_PLAYER);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; You can\&#039;t see me!&amp;quot;,&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;What if I want NOTHING?  &lt;br /&gt;
&lt;br /&gt;
For an unknown speaker, use &amp;lt;code&amp;gt;message_ResetActor()&amp;lt;/code&amp;gt;! This will include no portrait and no name. &lt;br /&gt;
&lt;br /&gt;
This is great for an unseen speaker!&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
message_ResetActor();&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; You don\&#039;t know me!&amp;quot;,&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
There are two types of movement codes. MovePositionMark, and MovePositionOffset. Mark will make the character walk to the position on the map stated, while offset will make the actor walk a certain distance from where they are currently standing.&lt;br /&gt;
&lt;br /&gt;
For example, this code will make the player move to X: 31.5, Y: 28. While not required you should have m0 increase by one everytime you use this code. m0, m1, m2, etc.&lt;br /&gt;
&lt;br /&gt;
1 is the speed of the walking. Increase it to increase the speed. &amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	MovePositionMark(1, Position&amp;lt;&#039;m0&#039;, 31.5, 28&amp;gt;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;MovePositionOffset is better when you want an actor to walk a certain distance from where they currently are in the cutscene. Keep in mind, this is done through pixels, not units.&lt;br /&gt;
&lt;br /&gt;
A unit is 8 pixels.&lt;br /&gt;
&lt;br /&gt;
In this code, PLAYER will walk one unit to the left (X), and two units down (Y). 1 is speed.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	MovePositionOffset(1, -8, 16);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Lastly, if you want the character to move without changing direction, you can slide!&lt;br /&gt;
&lt;br /&gt;
SlidePosition is great if you want a character to take a step back, side step, etc. since they will remain facing the same direction while they move.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	SlidePositionMark(1, Position&amp;lt;&#039;m0&#039;, 12, 45&amp;gt;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	SlidePositionOffset(1, 36, -24);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;One last VERY important thing to learn is WaitExecuteLives. This code will not progress the game, until the character in question completes their action. Whether that be moving, animating, rotating, etc.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
// Here, the game will not continue to the next dialogue UNTIL Player finishes moving.&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	MovePositionMark(1, Position&amp;lt;&#039;m0&#039;, 12, 45&amp;gt;);&lt;br /&gt;
}&lt;br /&gt;
WaitExecuteLives(ACTOR_PLAYER);&lt;br /&gt;
message_SetFace(ACTOR_PLAYER, FACE_HAPPY, FACE_POS_STANDARD);&lt;br /&gt;
message_Talk({&lt;br /&gt;
	english=&amp;quot; I\&#039;ll wait until I\&#039;m done walking\nto talk!&amp;quot;,&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
Value 1 is the speed, 4 is generally the normal speed.&lt;br /&gt;
&lt;br /&gt;
Value 2 is the turning direction. 10 will turn the actor the direction that is the shortest to get to the desired direction. &lt;br /&gt;
&lt;br /&gt;
0 will always turn the character clockwise, 1, will always turn them counter=clockwise &lt;br /&gt;
&lt;br /&gt;
Third value is DIR_DOWNRIGHT, DIR_UP, DIR_UPLEFT, etc. Whichever direction you want.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	Turn2Direction(4, 10, DIR_DOWN);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can also use Turn2DirectionLives to make an actor turn and look at another actor!&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	Turn2DirectionLives(4, 10, ACTOR_PLAYER);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
These should be self explanatory. Just use the code listed to make the character have a question mark above their head, sweat, shocked, etc. These codes will also halt the game from continuing until the effect is completed. Sound effects are included as well!&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
// Question Mark?&lt;br /&gt;
se_Play(8962);&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	SetEffect(EFFECT_QUESTION_MARK, 3);&lt;br /&gt;
}&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	WaitEffect();&lt;br /&gt;
}&lt;br /&gt;
WaitExecuteLives(ACTOR_ATTENDANT1);&lt;br /&gt;
&lt;br /&gt;
// SHOCKED&lt;br /&gt;
se_Play(8968);&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	SetEffect(EFFECT_SHOCKED, 3);&lt;br /&gt;
}&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	WaitEffect();&lt;br /&gt;
}&lt;br /&gt;
WaitExecuteLives(ACTOR_ATTENDANT1);&lt;br /&gt;
    &lt;br /&gt;
// Two arrows&lt;br /&gt;
se_Play(8978);&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_LEFT, 3);&lt;br /&gt;
}&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	WaitEffect();&lt;br /&gt;
}&lt;br /&gt;
WaitExecuteLives(ACTOR_ATTENDANT1);&lt;br /&gt;
&lt;br /&gt;
// Exclamation Mark!&lt;br /&gt;
se_Play(8974);&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	SetEffect(EFFECT_EXCLAMATION_MARK, 3);&lt;br /&gt;
}&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	WaitEffect();&lt;br /&gt;
}&lt;br /&gt;
WaitExecuteLives(ACTOR_ATTENDANT1);&lt;br /&gt;
    &lt;br /&gt;
// Sweat Drops both sides&lt;br /&gt;
se_Play(8972);&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	SetEffect(EFFECT_SWEAT_DROPS_FROM_BOTH_SIDES_MEDIUM, 3);&lt;br /&gt;
}&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	WaitEffect();&lt;br /&gt;
}&lt;br /&gt;
WaitExecuteLives(ACTOR_ATTENDANT1);&lt;br /&gt;
    &lt;br /&gt;
// Tear drop&lt;br /&gt;
se_Play(8961);&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	SetEffect(EFFECT_SWEAT_DROP, 3);&lt;br /&gt;
}&lt;br /&gt;
with (actor ACTOR_ATTENDANT1) {&lt;br /&gt;
	WaitEffect();&lt;br /&gt;
}&lt;br /&gt;
WaitExecuteLives(ACTOR_ATTENDANT1);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;These next ones are special as they will remain until you turn them off. The others above will disappear after they are done. So make sure you turn these off when you want them to using the code below! Note: Laughing and Joyous do not use sound effects.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
// Anger&lt;br /&gt;
se_Play(8971);&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	SetEffect(EFFECT_ANGRY, 3);&lt;br /&gt;
}&lt;br /&gt;
    &lt;br /&gt;
// Joyous&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	SetEffect(EFFECT_JOYOUS, 3);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// Laughing&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	SetEffect(EFFECT_LAUGHING, 3);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// Turn off/No effect&lt;br /&gt;
with (actor ACTOR_PLAYER) {&lt;br /&gt;
	SetEffect(EFFECT_NONE, 3);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
Very simple. The codes you will use most is the bgm_PlayFadeIn and bgm_FadeOut.&lt;br /&gt;
&lt;br /&gt;
/First value is the song name. &lt;br /&gt;
&lt;br /&gt;
Second value is the amount of frames you want the game to take to fully fade in the song.&lt;br /&gt;
&lt;br /&gt;
Remember, 60 frames per second! If the value is 0, it will play the song at full volume immediately without fading at all. &lt;br /&gt;
&lt;br /&gt;
Third value is the volume. This should pretty much always be 256 which is the max.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
bgm_PlayFadeIn(BGM_THROUGH_THE_SEA_OF_TIME, 0, 256);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;To stop the music, you can fadeout the music, or stop it immediately.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
bgm_Stop(); //Immediate stop&lt;br /&gt;
bgm_FadeOut(60); //Will fade out for a durration of 1 second&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Camera movement ==&lt;br /&gt;
To move the camera, use this code. Works the same as moving an actor.&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
with (performer 0) {&lt;br /&gt;
	MovePositionMark(33152, Position&amp;lt;&#039;m3&#039;, 31.5, 32&amp;gt;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Special_Processes&amp;diff=1431</id>
		<title>List of Special Processes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=List_of_Special_Processes&amp;diff=1431"/>
		<updated>2026-02-15T03:32:29Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the list of all [[Special Process Effect|special processes]] in the game. These are called by using &amp;lt;code&amp;gt;ProcessSpecial(PROCESS_SPECIAL_Name, Argument1, Argument2);&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Name&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|RETURN_DUNGEON&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|INIT_MAIN_TEAM_AFTER_QUIZ&lt;br /&gt;
|Assigns the starter Pokemon, bow color, and much more from the personality quiz. Needs to run before most cutscenes involving the starters will actually function.&lt;br /&gt;
|-&lt;br /&gt;
|3-4&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|NEXT_DAY&lt;br /&gt;
|Changes the contents of Job and Outlaw boards, Updates Kecleon Shops, Updates Croagunk, Updates Spinda Cafe, and likely more. Calls &amp;lt;code&amp;gt;GroundMainNextDay&amp;lt;/code&amp;gt;, which does the above. &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|DUNGEON_HAD_REQUEST_DONE&lt;br /&gt;
|True if the player finished a mission in the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|8-9&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|GET_SOS_MAIL_COUNT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|GET_SOS_MAIL_RETRIES_LEFT&lt;br /&gt;
|Used by Pelipper to determine how many rescue attempts are left on a specific rescue.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|INIT_RANDOM_NPC_JOBS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|GET_RANDOM_NPC_JOB_TYPE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|GET_RANDOM_NPC_JOB_SUB_TYPE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|GET_RANDOM_NPC_STILL_AVAILABLE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|ACCEPT_RANDOM__NPC_JOB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Unknown&lt;br /&gt;
|Just returns 0.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|KEY_WAIT_PRESS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|KEY_WAIT_INIT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|KEY_WAIT_CHECK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22-23&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Unknown&lt;br /&gt;
|Allows to skip a demo if the save file exist&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|JUMP_TO_TITLE_SCREEN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|RETURN_TO_TITLE_SCREEN&lt;br /&gt;
|Exits ground mode and returns to the title screen.&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|IS_RECRUITABLE_IN_TEAM&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|GET_RECRUITABLE_CURRENT_LEvEL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|RECRUITABLE_CAN_ADD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|ADD_RECRUITABLE_TO_TEAM&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|COUNT_ITEM_IN_BAG&lt;br /&gt;
|Counts how many of a specific item ID are in the bag&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|COUNT_TABLE_ITEM_IN_BAG&lt;br /&gt;
|Counts how many of a specific set_Item item slot are in the bag&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|COUNT_ITEM_TYPE_IN_STORAGE&lt;br /&gt;
|Counts how many of a specific item ID are in storage&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Unknown&lt;br /&gt;
|Counts how many of a specific set_Item item slot are in storage&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|ADD_ITEM_TO_BAG&lt;br /&gt;
|Adds one instance of an item ID to the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|ADD_TABLE_ITEM_TO_BAG&lt;br /&gt;
|Adds one instance of a specific set_Item slot to the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Unknown&lt;br /&gt;
|Adds one instance of a specific item ID to storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|ADD_TABLE_ITEM_TO_STORAGE&lt;br /&gt;
|Adds one instance of a specific set_Item slot to storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|REMOVE_ITEMS_TYPE_IN_BAG&lt;br /&gt;
|Removes one instance of an item ID from the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|REMOVE_TABLE_ITEMS_TYPE_IN_BAG&lt;br /&gt;
|Removes one instance of a set_Item slot from the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Unknown&lt;br /&gt;
|Removes one instance of an item ID from storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Unknown&lt;br /&gt;
|Removes one instance of a set_Item slot from storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|PREPARE_MENU_ACCEPT_TEAM_MEMBER&lt;br /&gt;
|Sets a team member for menu 65 to ask the player whether accept them or not&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|GET_HERO_KIND&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|GET_PARTNER_KIND&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|IS_TEAM_SETUP_HERO_AND_PARTNER_ONLY&lt;br /&gt;
|Returns 1 if hero is a leader&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|IS_TEAM_SETUP_PARTNER_AND_HERO_ONLY&lt;br /&gt;
|Returns 1 if partner is a leader&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|IS_TEAM_SETUP_CONTAINS_PARTNER_AND_HERO&lt;br /&gt;
|Returns 1 if the hero and partner are in the team.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|IS_TEAM_SETUP_SOLO&lt;br /&gt;
|Returns 1 if there is only 1 pokemon in the team.&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|SET_TEAM_SETUP_HERO_AND_PARTNER_ONLY&lt;br /&gt;
|Sets the active party to hero leader, partner in slot 2.&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|IS_TEAM_SETUP_HERO_ONLY&lt;br /&gt;
|Sets the active party to hero only.&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|STATUS_UPDATE&lt;br /&gt;
|Effect is unknown&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|IS_BAG_FULL&lt;br /&gt;
|1 if the bag is full, 0 otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|Unknown&lt;br /&gt;
|Seems to be IS_STORAGE_FULL. 1 if storage is full, 0 otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|58-59&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SEND_SKY_GIFT_TO_GUILDMASTER&lt;br /&gt;
|Seems to send a sky gift to the guildmaster.&lt;br /&gt;
|-&lt;br /&gt;
|61-62&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Position_Mark&amp;diff=1430</id>
		<title>Position Mark</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Position_Mark&amp;diff=1430"/>
		<updated>2026-02-15T03:30:20Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Position Mark is a position in the [[Map Background]] an actor/object/performer must end up in after a command. Position Marks are used by opcodes like MovePositionMark, SlidePositionMark, SetPositionMark and others. The format of it Position Mark is &amp;lt;code&amp;gt;Position&amp;lt;&#039;NameOfPositionMark&#039;, x, y&amp;gt;&amp;lt;/code&amp;gt;. Clicking on the mark in the script brings you an option to edit Position Marks, where you can place where you want an someone/something to end up be.&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Decomp_integration&amp;diff=1429</id>
		<title>Decomp integration</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Decomp_integration&amp;diff=1429"/>
		<updated>2026-02-15T03:29:27Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an RFC (request for comments). It is not currently an available feature in SkyTemple, but rather a place to gather thoughts and ideas for a future feature.&lt;br /&gt;
&lt;br /&gt;
Support for reading and writing from external files (in addition to the ROM binary) has been a recurring topic of discussion. Now that the [https://github.com/pret/pmd-sky pmd-sky decomp] is shiftable and technically can be used to make ROM hacks, SkyTemple can leverage this to bootstrap external file support while also gaining the hacking conveniences of working with a decomp. The old way of directly reading/writing from a ROM binary should remain for backwards compatibility and users who prefer the existing workflow.&lt;br /&gt;
&lt;br /&gt;
==Motivation==&lt;br /&gt;
===External file support===&lt;br /&gt;
* Human-readable files are easier to view/edit with the user&#039;s favorite editor or scripting language without having to write a custom tool in SkyTemple&#039;s UI or CLI.&lt;br /&gt;
* Separate files allow the use of Git and other source control tools, with the usual collaboration and versioning benefits that come with version control.&lt;br /&gt;
&lt;br /&gt;
===Using the decomp===&lt;br /&gt;
* C injection without needing a separate tool (C of Time).&lt;br /&gt;
* Adding/removing lines of ASM without breaking the ROM, since the decomp will shift all pointers automatically. This removes the need for ASM hacks like [[ExtraSpace|overlay 36]].&lt;br /&gt;
* As the decomp progresses, functions will start to be editable in C without needing to know ASM.&lt;br /&gt;
* As the decomp progresses, functions can be documented at a more granular level with variable names and code comments, in addition to the symbol-level documentation offered by pmdsky-debug today.&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
SkyTemple currently requires an EoS ROM to read data and write changes. In addition to allowing a ROM, SkyTemple can allow the user to select a folder containing a pmd-sky decomp repository, which it can read data from and write data to instead of interacting with the ROM directly. The decomp contains all necessary information to build a matching EoS ROM, so the user will not need to supply a separate ROM if they supply the decomp.&lt;br /&gt;
&lt;br /&gt;
SkyTemple&#039;s UI can remain the same regardless of data source. A shared interface for reading and writing data can be used such that there is a set of file handlers using the raw ROM and another set of file handlers using the decomp. This will abstract out the IO to the data source and ensure that operations in SkyTemple&#039;s UI don&#039;t need to care which data source is used.&lt;br /&gt;
&lt;br /&gt;
===NitroFS file system===&lt;br /&gt;
In the decomp, the full NitroFS file system is located in the [https://github.com/pret/pmd-sky/tree/main/files files folder] in the project. Right now, these files are in their raw binary forms. SkyTemple can read/write directly to these binary files for now, but ideally these files could be extracted out to more human-readable formats where appropriate (e.g., the PMD Red decomp has a [https://github.com/pret/pmd-red/blob/master/data/monster/monster_data.json monster_data.json]. This human-readable format can be embedded directly in the decomp project, and the build scripts can be updated to transform these human-readable files into their binary counterparts before building the ROM. If SkyTemple needs to add additional files to the file system, it should also add the file names to [https://github.com/pret/pmd-sky/blob/main/nitrofs_files.txt nitrofs_files.txt].&lt;br /&gt;
&lt;br /&gt;
For most key/value byte data, a standard serialization language like YAML or JSON will be sufficient.&lt;br /&gt;
&lt;br /&gt;
====Script files====&lt;br /&gt;
ExplorerScript does not compile 1-1 to the script files in the original game, so it cannot be used by the decomp. However, the sub-language SsbScript compiles 1-1, and can be embedded in the decomp if desired. It may also be possible to add optional functionality to dump ExplorerScript files when creating a hack, as the user no longer needs the 1-1 match at this point.&lt;br /&gt;
&lt;br /&gt;
===Assembly code===&lt;br /&gt;
There are pieces of data embedded in the ASM that SkyTemple will need to know the locations of. When the user starts changing the ASM, this can shift pointers from their original locations, so SkyTemple can no longer rely on hard-coded pointers when reading data. The xMAP files created by the decomp build ([https://raw.githubusercontent.com/pret/pmd-sky/xmap/pmdskyus.xMAP example]) contain all symbol addresses, so SkyTemple can use these to locate any data it needs when reading the project. When writing data back, SkyTemple can write to the respective `.s` file containing the data.&lt;br /&gt;
&lt;br /&gt;
====Patches====&lt;br /&gt;
In an ideal world, [[ASM Patch|ASM patches]] would be obsolete in favor of editing the code directly in the decomp. However, realistically there will need to be compatibility with existing ASM patches. The challenge with ASM patches is hard-coded pointer addresses, which will break if any code change in the decomp shifts the pointers around. There are a couple possible ways to approach this.&lt;br /&gt;
* Apply patches on the ROM built by the decomp. This will require a conversion script that looks at the pointer addresses in the patch and shifts them according to the decomp. xMAP files can be used to find the nearest function to a given address in the patch. From here, an offset can be calculated between the patch address and the nearest function address, then added to the patch address to shift it.&lt;br /&gt;
* Modify the decomp files based on the patch. Since the decomp contains the raw assembly, a patch file could be incorporated into the built ROM by modifying the decomp&#039;s assembly code according to the instructions of the patch file. However, this may run into issues with functions decompiled to C, as they will no longer contain the original assembly code.&lt;br /&gt;
&lt;br /&gt;
===Building the project===&lt;br /&gt;
Unlike a raw ROM, the decomp needs to build the ROM before the ROM can be played. The build is orchestrated via Makefiles, with the `make` command building the ROM based on the current files in the project. It may or may not be useful to have SkyTemple run `make` without the user manually typing the command into a command line, depending on the intended user workflow.&lt;br /&gt;
&lt;br /&gt;
Since the build stage may take time, this has implications for hot-swapping and the debugging process when using SkyTemple&#039;s embedded DeSmuME emulator. If any ASM/C code is changed, or on initial setup, the full build process must be run. However, if the only changes are to the NitroFS file system, it might be possible for SkyTemple to hot-swap these changes into the built ROM&#039;s files, keeping live emulator support.&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Effect.bin&amp;diff=1428</id>
		<title>Effect.bin</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Effect.bin&amp;diff=1428"/>
		<updated>2026-02-15T03:24:40Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Effect.bin is a file that contains various WAN animations.&lt;br /&gt;
&lt;br /&gt;
Of particular notes are the sprites in the range 260 to 269. These contain WATs that render using the [[3D rendering|3D engine]], allowing for semi-transparency.&lt;br /&gt;
&lt;br /&gt;
Of those:&lt;br /&gt;
&lt;br /&gt;
* 260 and 261 are for Skuntank and Koffing&#039;s noxious gas combo (acting scene m10a0301). Used by effect ID 639.&lt;br /&gt;
* 262 is for the arch of light that accompanies the Passage of Time (m19b1001). Used by effect ID 640.&lt;br /&gt;
* 263 is for the approaching Lapras&#039; shadows in the distance after the Brine Cave pattern shoots out a beam of light (m23a1007). Used by effect IDs 656, 657 and 658.&lt;br /&gt;
* 264 and 265 are for the fading in Japanese game logos that were intended for the Time and Darkness intros respectively. Used by effect IDs 659-662.&lt;br /&gt;
* 266 is for the glowing Brine Cave wall pattern (m23a1003). Used by effect ID 668.&lt;br /&gt;
* 267 is for the blue glow from the left side of the screen after the partner activates the Rainbow Stoneship (m25a0302). Used by effect ID 653.&lt;br /&gt;
&lt;br /&gt;
The others are currently unknown.&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=PartnersTriggerHiddenTraps&amp;diff=1427</id>
		<title>PartnersTriggerHiddenTraps</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=PartnersTriggerHiddenTraps&amp;diff=1427"/>
		<updated>2026-02-15T03:22:13Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PartnersTriggerHiddenTraps is an [[ASM Patch]] created by Cipnit. When applied, all party members can trigger a hidden trap (without it, only hero can do so). Recommended for Complete Team Control, but not recommended if a dungeon has a Pitfall Trap, since anyone who isn&#039;t hero will be instantly killed.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=RemoveBodySizeCheck&amp;diff=1426</id>
		<title>RemoveBodySizeCheck</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=RemoveBodySizeCheck&amp;diff=1426"/>
		<updated>2026-02-15T03:21:10Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RemoveBodySizeCheck is an [[ASM Patch]] created by Frostbyte. When applied, it allows you to go to the dungeon with a team whose size is more than 6 stars. However, that does not remove the check in the assembly, where Chimecho will not allow to add a team member if the 6 star size restriction is not met. Also, that doesn&#039;t remove the check in dungeons that automatically sends home team members if the sprite size is too big for the game to handle.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=CompressIQData&amp;diff=1425</id>
		<title>CompressIQData</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=CompressIQData&amp;diff=1425"/>
		<updated>2026-02-15T03:19:55Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CompressIQData is an [[ASM Patch]] created by Frostbyte. When applied, it allows you to change what IQ skills are located in which IQ group.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=PitfallTrapTweak&amp;diff=1424</id>
		<title>PitfallTrapTweak</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=PitfallTrapTweak&amp;diff=1424"/>
		<updated>2026-02-15T03:18:33Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PitfallTrapTweak is an [[ASM Patch]] created by Adex. When applied, if the player falls into the pitfall trap in the ascending dungeons, they will go back by one floor instead of forward. If the trap is triggered on 1F, the floor will be reset with a different seed.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=FastChimecho&amp;diff=1423</id>
		<title>FastChimecho</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=FastChimecho&amp;diff=1423"/>
		<updated>2026-02-15T03:17:31Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FastChimecho is an [[ASM Patch]] created by an anonymous contributor. When applied, the confirmation before changing leader (including someone in the party or putting a party member to rest) will be skipped. However, the confirmation before releasing someone will not be skipped.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=ChangeFixedFloorProperties&amp;diff=1422</id>
		<title>ChangeFixedFloorProperties</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=ChangeFixedFloorProperties&amp;diff=1422"/>
		<updated>2026-02-15T03:16:28Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ChangeFixedFloorProperties is an [[ASM Patch]] created by an anonymous contributor. When applied, it allows you to change certain parameters of fixed rooms (such as whether or not this room has a boss fight, whether it should be the only room of the dungeon or if it should be a part of the dungeon, and whether this room must have stairs or not).&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=TeamStatsPain&amp;diff=1421</id>
		<title>TeamStatsPain</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=TeamStatsPain&amp;diff=1421"/>
		<updated>2026-02-15T03:14:27Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TeamStatsPain is an [[ASM Patch]] created by Chesyon. When applied, if the player has Top Screen set to Team Stats and a team member&#039;s HP is low, the portrait of that team members changes to Pain.&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Portrait&amp;diff=1368</id>
		<title>Pokémon Portrait</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Portrait&amp;diff=1368"/>
		<updated>2025-11-08T00:47:27Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: added a qna section + fixed a detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about Pokémon portraits. Portraits are one of two sprite categories for Pokémon entries.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Portraits are images that can be displayed during dialogue, on the top screen, or in the footprint minigame. Up to 40 portraits can be assigned to one Pokémon (20 left-facing and 20 right-facing, although right-facing is not necessary if the Pokémon is symmetrical). Each portrait is 40 pixels by 40 pixels.&lt;br /&gt;
&lt;br /&gt;
== Creating Portraits ==&lt;br /&gt;
If you are creating portraits to import, there are a few limitations to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* The size of each portrait must be 40 pixels by 40 pixels.&lt;br /&gt;
* Each portrait can have a maximum of 15 unique colors.&lt;br /&gt;
* Highly complex portraits may be invalid (this is a very rare case, but it has been reported).&lt;br /&gt;
* Image must be a PNG.&lt;br /&gt;
&lt;br /&gt;
== Importing Portraits ==&lt;br /&gt;
[[File:Portrait Import Menu.png|thumb|482x482px|An image of the options given when selecting the &amp;quot;Import&amp;quot; option on a Pokémon&#039;s Portraits tab.]]&lt;br /&gt;
To import a portrait, go to the &amp;quot;Portraits&amp;quot; tab in a Pokémon&#039;s entry. Here, you can see a list of all the portraits as well as the portraits themselves. Select &amp;quot;Import,&amp;quot; then either &amp;quot;...from separate images&amp;quot; or &amp;quot;...from one sheet (SpriteBot format).&lt;br /&gt;
&lt;br /&gt;
To import portraits using the &amp;quot;...from separate images&amp;quot; option, you must select a directory containing all the portraits you wish to add. These images must be labeled &amp;quot;Y_XX.png&amp;quot; where Y is the Pokémon&#039;s number (in Bulbasaur&#039;s, case 1 for male and 601 for female because those are its SkyTemple entry numbers) and XX is a number between 0 and 40. The &amp;quot;XX&amp;quot; numbers correspond to the expressions listed on the Portraits page (0 for Normal, 1 for the flipped version of Normal, etc.).&lt;br /&gt;
[[File:Portrait-0000.png|thumb|An example of a SpriteBot format portrait sheet. Each expression is labeled.]]&lt;br /&gt;
To import portraits using the &amp;quot;...from one sheet (SpriteBot format)&amp;quot; option, you must submit a file that can be up to 320 pixels high (160 without asymmetry) by 200 pixels wide. The image&#039;s dimensions must be in multiples of 40 pixels. Each portrait placement corresponds to each of the expressions used by starter Pokémon plus 4 &amp;quot;Special&amp;quot; portraits (8 with asymmetry). You can obtain a portrait sheet in this format from the [https://sprites.pmdcollab.org/ PMD Sprite Repository].&lt;br /&gt;
&lt;br /&gt;
== Common Issues and Questions ==&lt;br /&gt;
&lt;br /&gt;
==== My portrait is within the color limit, but I&#039;m still getting oddities upon importing! ====&lt;br /&gt;
Double check through either your art app (if it shows the entire palette) or a pixel color counter. Chances are, you have visually identical colors: colors that appear identical, but actually have different hex codes. Alternatively, you could have some compression from a JPEG format if you converted a JPEG to a PNG.&lt;br /&gt;
&lt;br /&gt;
==== I&#039;m having trouble getting my portrait to fit the color limit! ====&lt;br /&gt;
Look for any shades you can combine without losing detail, but if none exist, try seeing if you can use a similar color on your Pokémon to replace a background color (or vice versa). You can also simplify the background&#039;s gradient to a color or so less if need be.&lt;br /&gt;
&lt;br /&gt;
==== What are the little pixels on the outside of the Pokémon? ====&lt;br /&gt;
That is called anti-aliasing! It is a technique in pixel art that helps the lineart appear smoother. This can be seen in both Chunsoft and fanmade portraits. When editing or making a portrait, try to have an external anti-aliasing color that is darker than the background color it is on, and make sure the colors are relatively similar (blue and green, yellow and orange, etc.).&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Data&amp;diff=1367</id>
		<title>Pokémon Data</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Data&amp;diff=1367"/>
		<updated>2025-11-08T00:31:24Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most all data and properties of any given Pokémon can be edited under the &amp;quot;Pokémon&amp;quot; dropdown tab within [[SkyTemple]]. From there, you can edit the data and properties of the individual gender forms of each Pokémon by double clicking on the form you want to edit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please note that it is generally unsafe to edit the Pokémon and &amp;quot;Reserve&amp;quot; Pokémon past #551. These are actors within the game and editing them can lead to unintended consequences. Pokémon #537 - #551 however can be safely edited and used to add new Pokémon to the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four categories of data you can edit as well as a sidebar on the left showing the Pokémon&#039;s normal [[Pokémon Portrait|portrait]] and a single frame from its idle animation. The sidebar also allows you to change a handful of key settings as well as import/export data for that gender form.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
This data category encompasses an assortment of aspects, ranging from the displayed name to base stats to item drop rates. It is split into seven tabs.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
This displays the Name of the Pokémon as well as its Category (for example, Bulbasaur&#039;s Category is &amp;quot;Seed&amp;quot; because it is &amp;quot;The Seed Pokémon&amp;quot;). Both the Name and Category can be edited. On an EU ROM, there are five slots for the Name and Category, one for each supported language. Though these slots are also visible when using a US ROM, all but the English slot can&#039;t be edited.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
This allows you to edit the Movement, IQ Group, Ability (or Abilities), Exp. Yield, Recruit Rate, Talk Group, and Idle Animation Type. Note that changing the Idle Animation Type requires the [[ChangePokemonGroundAnim]] patch.&lt;br /&gt;
&lt;br /&gt;
Exp. Yield is only the &amp;quot;base Exp&amp;quot; for the Pokémon. To calculate the actual Exp that will be given out in a dungeon upon defeating an enemy of a certain level, use the following formula:&lt;br /&gt;
&lt;br /&gt;
[Exp. Yield x (Level - 1) / 10] + Exp Yield&lt;br /&gt;
&lt;br /&gt;
Recruit Rate is expressed as two numbers, which represent a percentage (10 = 1.0%, 100 = 10.0%, 1000 = 100.0%, etc.). The second number will be used if the player says &amp;quot;Yes&amp;quot; to the question asking them if they played Explorers of Time/Darkness in the Personality Quiz. Additionally, if the player has already recruited this species, the Recruit Rate will be halved if it is positive.&lt;br /&gt;
&lt;br /&gt;
=== Base Stats ===&lt;br /&gt;
These numbers represent the stats a Pokémon will have at Level 1. Additionally, there is Weight (used for calculating damage of moves like Grass Knot) and Size (used for calculating Sizebust Orb damage). Movement Speed is also a setting, which is typically at 1 by default but can be edited to have the &amp;quot;base&amp;quot; Movement Speed be &amp;quot;double speed&amp;quot; or &amp;quot;triple speed.&amp;quot; Note that setting Movement Speed to 0 makes the Pokémon move every other turn. It does not prevent the Pokémon from moving; that is a setting under the &amp;quot;Other&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
=== Evolution ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== Sprite Info ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
== Stats and Moves ==&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
== Portraits ==&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
text{{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Data&amp;diff=1366</id>
		<title>Pokémon Data</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Data&amp;diff=1366"/>
		<updated>2025-11-08T00:14:52Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: General layout of the categories, beginning work on them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most all data and properties of any given Pokémon can be edited under the &amp;quot;Pokémon&amp;quot; dropdown tab within [[SkyTemple]]. From there, you can edit the data and properties of the individual gender forms of each Pokémon by double clicking on the form you want to edit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please note that it is generally unsafe to edit the Pokémon and &amp;quot;Reserve&amp;quot; Pokémon past #551. These are actors within the game and editing them can lead to unintended consequences. Pokémon #537 - #551 however can be safely edited and used to add new Pokémon to the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four categories of data you can edit as well as a sidebar on the left showing the Pokémon&#039;s normal [[Pokémon Portrait|portrait]] and a single frame from its idle animation. The sidebar also allows you to change a handful of key settings as well as import/export data for that gender form.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
This data category encompasses an assortment of aspects, ranging from the displayed name to base stats to item drop rates. It is split into seven tabs.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
This displays the Name of the Pokémon as well as its Category (for example, Bulbasaur&#039;s Category is &amp;quot;Seed&amp;quot; because it is &amp;quot;The Seed Pokémon&amp;quot;). Both the Name and Category can be edited. On an EU ROM, there are five slots for the Name and Category, one for each supported language. Though these slots are also visible when using a US ROM, all but the English slot can&#039;t be edited.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== Base Stats ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== Evolution ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== Sprite Info ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
== Stats and Moves ==&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
== Portraits ==&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
text{{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Portrait&amp;diff=799</id>
		<title>Pokémon Portrait</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Pok%C3%A9mon_Portrait&amp;diff=799"/>
		<updated>2024-06-30T05:36:32Z</updated>

		<summary type="html">&lt;p&gt;Caitemis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about Pokémon portraits. Portraits are one of two sprite categories for Pokémon entries.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Portraits are images that can be displayed during dialogue, on the top screen, or in the footprint minigame. Up to 40 portraits can be assigned to one Pokémon (20 left-facing and 20 right-facing, although right-facing is not necessary if the Pokémon is symmetrical). Each portrait is 40 pixels by 40 pixels.&lt;br /&gt;
&lt;br /&gt;
== Creating Portraits ==&lt;br /&gt;
If you are creating portraits to import, there are a few limitations to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* The size of each portrait must be 40 pixels by 40 pixels.&lt;br /&gt;
* Each portrait can have a maximum of 15 unique colors.&lt;br /&gt;
* Highly complex portraits may be invalid (this is a very rare case, but it has been reported).&lt;br /&gt;
* Image must be a PNG.&lt;br /&gt;
&lt;br /&gt;
== Importing Portraits ==&lt;br /&gt;
[[File:Portrait Import Menu.png|thumb|482x482px|An image of the options given when selecting the &amp;quot;Import&amp;quot; option on a Pokémon&#039;s Portraits tab.]]&lt;br /&gt;
To import a portrait, go to the &amp;quot;Portraits&amp;quot; tab in a Pokémon&#039;s entry. Here, you can see a list of all the portraits as well as the portraits themselves. Select &amp;quot;Import,&amp;quot; then either &amp;quot;...from separate images&amp;quot; or &amp;quot;...from one sheet (SpriteBot format).&lt;br /&gt;
&lt;br /&gt;
To import portraits using the &amp;quot;...from separate images&amp;quot; option, you must select a directory containing all the portraits you wish to add. These images must be labeled &amp;quot;Y_XX.png&amp;quot; where Y is the Pokémon&#039;s number (in Bulbasaur&#039;s, case 1 for male and 601 for female because those are its SkyTemple entry numbers) and XX is a number between 0 and 40. The &amp;quot;XX&amp;quot; numbers correspond to the expressions listed on the Portraits page (0 for Normal, 1 for the flipped version of Normal, etc.).&lt;br /&gt;
[[File:Portrait-0000.png|thumb|An example of a SpriteBot format portrait sheet. Each expression is labeled.]]&lt;br /&gt;
To import portraits using the &amp;quot;...from separate images&amp;quot; option, you must submit a file that can be up to 320 pixels high (160 without asymmetry) by 200 pixels wide. The image&#039;s dimensions must be in multiples of 40 pixels. Each portrait placement corresponds to each of the expressions used by starter Pokémon plus 4 &amp;quot;Special&amp;quot; portraits (8 with asymmetry). You can obtain a portrait sheet in this format from the [https://sprites.pmdcollab.org/ PMD Sprite Repository].&lt;/div&gt;</summary>
		<author><name>Caitemis</name></author>
	</entry>
</feed>