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		<id>https://wiki.skytemple.org/index.php?title=List_of_Script_Variables&amp;diff=1216</id>
		<title>List of Script Variables</title>
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		<updated>2025-08-17T21:43:20Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: /* 0x3 - SCENARIO_MAIN */ Added a link to the Scenario Main Values page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all the variables available on the scripting engine. They can be read or written to from scripts.&lt;br /&gt;
&lt;br /&gt;
Some variables store a single value, whereas others can store multiple bitflags.&lt;br /&gt;
&lt;br /&gt;
== List of variables ==&lt;br /&gt;
&lt;br /&gt;
=== 0x0 - VERSION ===&lt;br /&gt;
Seems to be used to keep track of save file versions. It&#039;s stored in the save file when the game is saved. When loading a save file, if the version value in it doesn&#039;t match the value of this variable, the save file is deleted.&lt;br /&gt;
&lt;br /&gt;
=== 0x1 - CONDITION ===&lt;br /&gt;
Completely unused. Purpose unknown...&lt;br /&gt;
&lt;br /&gt;
=== 0x2 - SCENARIO_SELECT ===&lt;br /&gt;
Two indexed values determined via the Top Menu. These are referenced by Unionall for general control flow.&lt;br /&gt;
&lt;br /&gt;
To be a bit more specific, the first coroutine run after the Top Menu is EVENT_DIVIDE, which checks for these indexed values. In doing so, the game knows when to load scripts from maingame, a Special Episode, or Rescue mode.&lt;br /&gt;
&lt;br /&gt;
During mission rewards, the second index is used to track the index of the mission being processed in the job list.&lt;br /&gt;
&lt;br /&gt;
=== 0x3 - SCENARIO_MAIN ===&lt;br /&gt;
Stores game progress. The first value correlates with the MAIN value (mostly aligns with the story chapter), while the second is generally used to track progress within that MAIN. For the page detailing what these values mean, please see the [[Scenario Main Values]] article. &lt;br /&gt;
&lt;br /&gt;
=== 0x4 - SCENARIO_SIDE ===&lt;br /&gt;
Like SCENARIO_MAIN, but for special episode progress.&lt;br /&gt;
&lt;br /&gt;
=== 0x5 - SCENARIO_SUB1 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x6 - SCENARIO_SUB2 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x7 - SCENARIO_SUB3 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x8 - SCENARIO_SUB4 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x9 - SCENARIO_SUB5 ===&lt;br /&gt;
&lt;br /&gt;
=== 0xa - SCENARIO_SUB6 ===&lt;br /&gt;
&lt;br /&gt;
=== 0xb - SCENARIO_SUB7 ===&lt;br /&gt;
&lt;br /&gt;
=== 0xc - SCENARIO_SUB8 ===&lt;br /&gt;
As far as is currently known, SCENARIO_SUB1 through SCENARIO_SUB8 are completely unused by the base-game! Perhaps they were intended to store side-quest progress of some sort?&lt;br /&gt;
&lt;br /&gt;
=== 0xd - SIDE02_TALK ===&lt;br /&gt;
Three bit flags that keeps track of the neighbors Igglybuff talked to in Special Episode 2&lt;br /&gt;
&lt;br /&gt;
=== 0xe - SIDE06_ROOM ===&lt;br /&gt;
Three bit flags that keeps track of the Limestone Cavern paths Team Charm visited in Special Episode 4&lt;br /&gt;
&lt;br /&gt;
=== 0xf - SIDE08_BOSS2ND ===&lt;br /&gt;
True if the player lose against Sableyes in Barren Valley Clearing in Special Episode 5&lt;br /&gt;
&lt;br /&gt;
=== 0x10 - SIDE01_BOSS2ND ===&lt;br /&gt;
True if Snover has betrayed bidoof in Special Episode 1. Used to determine whether Snover will be an ally in Star Cave or not.&lt;br /&gt;
&lt;br /&gt;
=== 0x11 - SCENARIO_MAIN_BIT_FLAG ===&lt;br /&gt;
Has many purposes, sometimes have hardcoded or technical effects, but not always.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number&lt;br /&gt;
!Where&#039;s used&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Gets set to 1 right after waking up in the guild. Used for the game to determine when partner dialogue should be changed to just &amp;quot;Good morning, [hero]...&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Will end the current day if EVENT_DIVIDE is run.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Similar to 3. Seems to be related to missions&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Gets set to 1 if the player decides to go the wrong way during an expedition.&lt;br /&gt;
|-&lt;br /&gt;
|6, 7, 8&lt;br /&gt;
|Used to remember how the game was saved last.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Used in G01P04A/um07. When it&#039;s not set, the game spawns triggers. Upon walkng to them, Croagunk calls hero and partner to tell that the Croagunk Swap Shop is now opened.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Gets set to 1 when it&#039;s a day to do jobs.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Gets set to 1 when it&#039;s a day to do sentry duty. &lt;br /&gt;
|-&lt;br /&gt;
|12, 13&lt;br /&gt;
|Marowak Dojo First Entry/ Final Maze Opening&lt;br /&gt;
|-&lt;br /&gt;
|14-23&lt;br /&gt;
|Used in Marowak&#039;s Dojo. If none of them are set, the player finished all the dojo dungeons.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Gets set when the player finishes all dojo dungeons. Used to only show a cutscene about the full dojo completion once. &lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Gets set to 0 before the check whether it&#039;s set to 1 or not during a cutscene after finishing the Final Maze.&lt;br /&gt;
|-&lt;br /&gt;
|26, 27&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Gets set to 1 when the player finishes Final Maze. Used to give another cutscene if the Final Maze gets finished again. &lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Gets set to 1 if the player decides to go back to the previous location(or back to the town) from the checkpoint.&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Seems to be used in TITLE_TEST to distinguish between Time and Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Gets set to 1 when the player presses Go Rescue for the first time.&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Gets set to 1 when the player presses Standby Adventure for the first time.&lt;br /&gt;
|-&lt;br /&gt;
|33-39&lt;br /&gt;
|Used after collecting one of the seven treasures. If none of them are set, the game gives a Seven Treasures collection checkmark.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Gets set if the player interacts with anything on the Pelipper Island. If set, the game will save upon leaving the island.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|Gets set to 1 when Chimecho tells hero and partner that they&#039;re now able to change team leader. Used to only show this cutscene once.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Gets set to 1 when the partner says good morning to hero in Sharpedo Bluff, while $SCENARIO_MAIN is 29, 92. Used to only show this cutscene once, as it&#039;s called in coroutine EVENT_DIVIDE_AFTER, that is called really often.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|Aegis Cave&#039;s ice, rock and steel puzzles completion.&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|Gets set to 1 if the player Drifblim&#039;s Gondola. Used to show a cutscene where Drifblim thanks hero and partner for using his service.&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|Gets set to 1 when player talks with Ampharos about Sneasel&#039;s Sky Gift.&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|Gets set to 1 when the player gets Sneasel&#039;s gift.&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|Gets set to 1 when the player leaves the station clearing after getting Sneasel&#039;s gift.&lt;br /&gt;
|-&lt;br /&gt;
|50-60&lt;br /&gt;
|Sky Gift had been sent to Wigglytuff, Chatot, Diglett, Dugtrio, Sunflora, Loudred, Corphish, Chimecho, Bidoof, Croagunk and partner respectively.&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|Gets set to 1 when the player gives an item to Happiny.&lt;br /&gt;
|-&lt;br /&gt;
|62-73&lt;br /&gt;
|Wigglytuff, Chatot, Diglett, Dugtrio, Sunflora, Loudred, Corphish, Chimecho, Bidoof, Croagunk, partner and Happiny respectively sent a Sky Gift to hero.&lt;br /&gt;
|-&lt;br /&gt;
|74-77&lt;br /&gt;
|Used to decide whether Happiny will appear on the 1st/3rd/5th/7th Station Clearing respectively. Happiny will always spawn on the 1st station if ITEM_BACKUP_GET = ITEM_BACKUP_TAKE.&lt;br /&gt;
|-&lt;br /&gt;
|78-81&lt;br /&gt;
|Used to decide whether Numel will appear on the 1st/3rd/5th/7th Station Clearing respectively. &lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|Gets set to 1 if the player already swapped items with Numel in the current attempt to climb to Sky Peak Summit.&lt;br /&gt;
|-&lt;br /&gt;
|83-87&lt;br /&gt;
|Used to decide whether Happiny will appear on the 1st/3rd/5th/7th Station/Summit Clearing respectively.&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|Gets set to 1 when the player claims Jumpluff&#039;s gift.&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|Used to decide whether Delibird should appear on the 9th Station Clearing. The chance of it being set is 50% each climbing attempt.&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|Gets set to 1 when the player claims Delibird&#039;s gift.&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|Gets set to 1 if the player gives an item to Heracross.&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|Used to decide if a bottle should appear on the beach. The chance of it being set is 10%&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|Used to decide if a client should appear in the cafe. The chance of it being set is 80%&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|Gets set to 1 if the player receives a Gracidea.&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|Gets set to 1 when Ursaring says that hero and partner can evolve.&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|Gets set to 1 when Krabby says that bottles can appear on the beach.&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|Gets set to 1 when Chimecho asks hero if recruits can stay at the cafe.&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|Gets set to 1 in m00a01a. Doesn&#039;t seem to be used anywhere else.&lt;br /&gt;
|-&lt;br /&gt;
|99-127&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x12 - SCENARIO_TALK_BIT_FLAG ===&lt;br /&gt;
Up through [200] are in use, and they primarily exist to remember if the player has already talked with an NPC (therefore playing modified or shorter dialogue the second time around). For example, every merchant in treasure town comments on the player&#039;s accomplishments (like defeating Darkrai) the first time you talk to them. Whether that conversation has happened yet is tracked with SCENARIO_TALK_BIT_FLAG.&lt;br /&gt;
&lt;br /&gt;
=== 0x13 - SCENARIO_BALANCE_FLAG ===&lt;br /&gt;
Starts at 0 and gets increased as the player completes certain story events. Controls bag size, Wynaut/Spinda dungeon unlocks, and the spawn threshold value of pokémon, which restricts spawning of some species until this variable reaches a certain value.&lt;br /&gt;
&lt;br /&gt;
==== Value changes ====&lt;br /&gt;
This table lists the exact story spots where the value of the flag is increased.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Flag value&lt;br /&gt;
!Story chapter&lt;br /&gt;
!Story event&lt;br /&gt;
!Scene&lt;br /&gt;
!Script&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|Start of a new game&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|End of chapter&lt;br /&gt;
|V03P12A&lt;br /&gt;
|m03a1314.ssb&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|Expedition members are announced&lt;br /&gt;
|G01P04A&lt;br /&gt;
|m08a0301.ssb&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|9&lt;br /&gt;
|End of chapter&lt;br /&gt;
|P04P01C&lt;br /&gt;
|m10a1213.ssb&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|13&lt;br /&gt;
|End of chapter&lt;br /&gt;
|V16P02A&lt;br /&gt;
|m16a0702.ssb&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|End of chapter&lt;br /&gt;
|V19P06A&lt;br /&gt;
|m19b1014.ssb&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Post-game 1&lt;br /&gt;
|After graduating and moving to Sharpedo Bluff&lt;br /&gt;
|H02P99A&lt;br /&gt;
|s01p1103.ssb&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Game complete&lt;br /&gt;
|The Ursarings tell Hero and Partner they can evolve&lt;br /&gt;
(After unlocking Marine Resort) &lt;br /&gt;
|T01P01A&lt;br /&gt;
|m00p1401.ssb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bag size ====&lt;br /&gt;
This table lists the maximum bag size depending on the current value of &amp;lt;code&amp;gt;SCENARIO_BALANCE_FLAG&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Flag value&lt;br /&gt;
!Bag size&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|48&lt;br /&gt;
|}&lt;br /&gt;
Values higher than 7 will read garbage data and cause crashes.&lt;br /&gt;
&lt;br /&gt;
If &amp;lt;code&amp;gt;PERFORMANCE_PROGRESS_LIST[2]&amp;lt;/code&amp;gt; is 0, the bag will only have 1 slot, regardless of the value of &amp;lt;code&amp;gt;SCENARIO_BALANCE_FLAG&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 0x14 - SCENARIO_BALANCE_DEBUG ===&lt;br /&gt;
If &amp;gt;= 0, overrides the value of &amp;lt;code&amp;gt;SCENARIO_BALANCE_FLAG&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 0x15 - CRYSTAL_COLOR_01 ===&lt;br /&gt;
Used to keep track of the current color of the first crystal during the Crystal Cave puzzle.&lt;br /&gt;
&lt;br /&gt;
=== 0x16 - CRYSTAL_COLOR_02 ===&lt;br /&gt;
Used to keep track of the current color of the second crystal during the Crystal Cave puzzle.&lt;br /&gt;
&lt;br /&gt;
=== 0x17 - CRYSTAL_COLOR_03 ===&lt;br /&gt;
Used to keep track of the current color of the third crystal during the Crystal Cave puzzle.&lt;br /&gt;
&lt;br /&gt;
Outside of this puzzle, these 3 variables are completely unused by the base game!&lt;br /&gt;
&lt;br /&gt;
=== 0x18 - COMPULSORY_SAVE_POINT ===&lt;br /&gt;
Used in cutscene saves for the game to know the coroutine it needs to jump to after reloading a save. Only used in the main story.&lt;br /&gt;
&lt;br /&gt;
=== 0x19 - COMPULSORY_SAVE_POINT_SIDE ===&lt;br /&gt;
Used in cutscene saves for the game to know the coroutine it needs to jump to after reloading a save. Only used in special episode.&lt;br /&gt;
&lt;br /&gt;
=== 0x1a - SCENARIO_SELECT_BACKUP ===&lt;br /&gt;
A carbon copy of SCENARIO_SELECT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
Is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x1b - SCENARIO_MAIN_BIT_FLAG_BACKUP ===&lt;br /&gt;
A carbon copy of SCENARIO_SELECT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
Is otherwise unused, and is a huge list of flags that can be used locally, or in places the player is unable to save!&lt;br /&gt;
&lt;br /&gt;
=== 0x1c - GROUND_ENTER ===&lt;br /&gt;
The map ID the player is currently in the enter scene for.&lt;br /&gt;
&lt;br /&gt;
=== 0x1d - GROUND_ENTER_LINK ===&lt;br /&gt;
Set to zero by EVENT_FORMATION. Purpose Unknown.&lt;br /&gt;
&lt;br /&gt;
=== 0x1e - GROUND_GETOUT ===&lt;br /&gt;
The map ID of the enter scene the player was on before the current one. Usually used to decide where the player should enter from on the next map. &lt;br /&gt;
&lt;br /&gt;
=== 0x1f - GROUND_MAP ===&lt;br /&gt;
The map ID of the map currently rendered. Usually this is identical to GROUND_ENTER, unless the map that was loaded changes (Such as P01P01A changing to P01P03A when the cafe is unlocked). &lt;br /&gt;
&lt;br /&gt;
=== 0x20 - GROUND_PLACE ===&lt;br /&gt;
Determines the index for the map marker on the top-screen world map.&lt;br /&gt;
&lt;br /&gt;
=== 0x21 - GROUND_ENTER_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_ENTER used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x22 - GROUND_ENTER_LINK_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_ENTER_LINK used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x23 - GROUND_GETOUT_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_GETOUT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x24 - GROUND_MAP_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_MAP used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x25 - GROUND_PLACE_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_PLACE used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x26 - DUNGEON_SELECT ===&lt;br /&gt;
The dungeon ID selected by the crossroads. Possibly reused elsewhere. &lt;br /&gt;
&lt;br /&gt;
=== 0x27 - DUNGEON_ENTER ===&lt;br /&gt;
Stores the dungeon ID the player enters, but only in DMODE_OPEN or DMODE_CLOSED. Otherwise, may be set to 214 or 215.  &lt;br /&gt;
&lt;br /&gt;
DUNGEON_ENTER_INDEX is a more reliable tracker of the dungeon ID.  &lt;br /&gt;
&lt;br /&gt;
=== 0x28 - DUNGEON_ENTER_MODE ===&lt;br /&gt;
Seems to be the DMODE of the dungeon being entered. &lt;br /&gt;
&lt;br /&gt;
=== 0x29 - DUNGEON_ENTER_INDEX ===&lt;br /&gt;
Is written on selecting a dungeon from the crossroads (and probably elsewhere). Generally used by the base game to remember the dungeon ID that the player is about to enter or has just exited. &lt;br /&gt;
&lt;br /&gt;
=== 0x2a - DUNGEON_ENTER_FREQUENCY ===&lt;br /&gt;
A running total of how many times the player has entered any dungeon. &lt;br /&gt;
&lt;br /&gt;
=== 0x2b - DUNGEON_RESULT ===&lt;br /&gt;
Stores how the dungeon was exited. Typically GROUND_START_MODE also stores this information, though that has other uses in ground mode.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dungeon was cleared&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Escape Orb Used&lt;br /&gt;
|-&lt;br /&gt;
|Other&lt;br /&gt;
|Defeated in Dungeon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x2c - GROUND_START_MODE ===&lt;br /&gt;
The &amp;quot;mode&amp;quot; the game is in when it enters Ground Mode. Uses the same values as DUNGEON_RESULT when exiting a dungeon, but other values appear to be present. coroutine EVENT_FORMATION assigns it to 3, for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
=== 0x2d - DUNGEON_ENTER_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x2e - DUNGEON_ENTER_MODE_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER_MODE used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x2f - DUNGEON_ENTER_INDEX_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER_INDEX used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x30 - DUNGEON_ENTER_FREQUENCY_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER_FREQUENCY used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x31 - DUNGEON_RESULT_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_RESULT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x32 - GROUND_START_MODE_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_START_MODE used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x33 - REQUEST_CLEAR_COUNT ===&lt;br /&gt;
Stores the number of jobs the player has completed at certain points in the story to determine when the next story event will occur. Will never increment above 100 in the base game.&lt;br /&gt;
&lt;br /&gt;
=== 0x34 - PLAYER_KIND ===&lt;br /&gt;
Determines what actor&#039;s species should replace ACTOR_PLAYER when displayed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Actor to Pull Species From&lt;br /&gt;
!Base-Game Species&lt;br /&gt;
!Use Case&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Species of Chimecho Assembly entry 0&lt;br /&gt;
|The Hero&lt;br /&gt;
|Treasure Town&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Species of Chimecho Assembly entry 1&lt;br /&gt;
|The Partner&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Nothing&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Species of current party leader&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|ACTOR_ATTENDANT_BIPPA&lt;br /&gt;
|Bidoof&lt;br /&gt;
|Special Episode 1&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|ACTOR_ATTENDANT_PUPURIN&lt;br /&gt;
|Igglybuff&lt;br /&gt;
|Special Episode 2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|ACTOR_ATTENDANT_KIMAWARI&lt;br /&gt;
|Sunflora&lt;br /&gt;
|Special Episode 3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|ACTOR_ATTENDANT_FUTURE&lt;br /&gt;
|Grovyle&lt;br /&gt;
|Special Episode 5&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ACTOR_ATTENDANT_CHARMS&lt;br /&gt;
|Lopunny&lt;br /&gt;
|Special Episode 4&lt;br /&gt;
|-&lt;br /&gt;
|9+&lt;br /&gt;
|Nothing&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x35 - ATTENDANT1_KIND ===&lt;br /&gt;
Determines what actor&#039;s species should replace ACTOR_ATTENDANT1 (and possibly other related actors) when displayed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Actor to Pull Species From&lt;br /&gt;
!Base-Game Species&lt;br /&gt;
!Use Case&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Nothing&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Species of Chimecho Assembly entry 0&lt;br /&gt;
|The Hero&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Species of Chimecho Assembly entry 1&lt;br /&gt;
|The Partner&lt;br /&gt;
|Treasure Town&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Nothing&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Species of current party leader&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5-9&lt;br /&gt;
|Nothing&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ACTOR_ATTENDANT_MANAFI&lt;br /&gt;
|Manaphy&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x36 - ATTENDANT2_KIND ===&lt;br /&gt;
Determines what actor&#039;s species should replace ACTOR_ATTENDANT2 when displayed.&lt;br /&gt;
&lt;br /&gt;
Will be &amp;quot;Nothing&amp;quot; unless it is 10, in which case Manaphy will slowly follow ATTENDANT1_KIND&lt;br /&gt;
&lt;br /&gt;
=== 0x37 - PLAYER_KIND_BACKUP ===&lt;br /&gt;
A carbon copy of PLAYER_KIND used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x38 - ATTENDANT1_KIND_BACKUP ===&lt;br /&gt;
A carbon copy of ATTENDANT1_KIND used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x39 - ATTENDANT2_KIND_BACKUP ===&lt;br /&gt;
A carbon copy of ATTENDANT2_KIND used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x3a - FRIEND_SUM ===&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
=== 0x3b - UNIT_SUM ===&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
=== 0x3c - CARRY_GOLD ===&lt;br /&gt;
Stores the current amount of money carried by the player.&lt;br /&gt;
&lt;br /&gt;
=== 0x3d - BANK_GOLD ===&lt;br /&gt;
Stores the current amount of money stored in Duskull&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
=== 0x3e - HERO_FIRST_KIND ===&lt;br /&gt;
The species ID of the initial hero starter.&lt;br /&gt;
&lt;br /&gt;
=== 0x3f - HERO_FIRST_NAME ===&lt;br /&gt;
The stored name of the initial hero starter, as a 10 character array of ASCII values.&lt;br /&gt;
&lt;br /&gt;
=== 0x40 - PARTNER_FIRST_KIND ===&lt;br /&gt;
The species ID of the initial partner starter.&lt;br /&gt;
&lt;br /&gt;
=== 0x41 - PARTNER_FIRST_NAME ===&lt;br /&gt;
The stored name of the initial partner starter, as a 10 character array of ASCII values.&lt;br /&gt;
&lt;br /&gt;
=== 0x42 - HERO_TALK_KIND ===&lt;br /&gt;
Determines which of kind of dialogue the hero will use. In base game, only 4 and 5 are used for HERO_TALK_KIND, but with something like StarterMenuTool (or QuizMenuTool) these can be assigned to more custom values. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Hero Species&lt;br /&gt;
!Use Case&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Male Pokemon&lt;br /&gt;
|Masculine Pronouns&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Female/Genderless Pokemon&lt;br /&gt;
|Feminine Pronouns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x43 - PARTNER_TALK_KIND ===&lt;br /&gt;
Determines which of kind of dialogue the partner will use. In base game, only 1, 2, and 3 are used for PARTNER_TALK_KIND, but with something like StarterMenuTool (or QuizMenuTool) these can be assigned to more custom values. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Partner Species&lt;br /&gt;
!Use Case&lt;br /&gt;
!Example Dialogue Use&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Squirtle, Totodile, Chimchar, Meowth or Munchlax&lt;br /&gt;
|More &amp;quot;bold&amp;quot; dialogue-wise&lt;br /&gt;
|No more wimping out. I have to be brave today.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|All other Male Species&lt;br /&gt;
|Less &amp;quot;bold&amp;quot; dialogue-wise&lt;br /&gt;
|This is it. I have to steel my courage today.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|All female Species&lt;br /&gt;
|Least &amp;quot;bold&amp;quot; dialogue-wise&lt;br /&gt;
|This is it. Today I’m going to be brave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x44 - RANDOM_REQUEST_NPC03_KIND ===&lt;br /&gt;
Determines the species of ACTOR_RANDOM_REQUEST_NPC03, or the Spinda Cafe client Pokémon. It is either a random Pokémon, Magnemite, or Togetic, depending on the mission.&lt;br /&gt;
&lt;br /&gt;
=== 0x45 - CONFIG_COLOR_KIND ===&lt;br /&gt;
The aura bow color determined by the personality quiz at the beginning of the game. Only ever used by wigglytuff to determine the color of aura bow given to the player.&lt;br /&gt;
&lt;br /&gt;
=== 0x46 - ROM_VARIATION ===&lt;br /&gt;
Unknown, but hardcoded to zero.&lt;br /&gt;
&lt;br /&gt;
=== 0x47 - LANGUAGE_TYPE ===&lt;br /&gt;
Stores the language from DS Firmware. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Language&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Japanese&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|English&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|French&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|German&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Italian&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spanish&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x48 - GAME_MODE ===&lt;br /&gt;
Keeps track of the current game mode.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Mode&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Top menu&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Normal play, including overworld and dungeons&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Special episode&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Rescue&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
There might be more valid values.&lt;br /&gt;
&lt;br /&gt;
=== 0x49 - EXECUTE_SPECIAL_EPISODE_TYPE ===&lt;br /&gt;
Tracks which Special Episode is currently active. The base-game prefers this variable over SPECIAL_EPISODE_TYPE, though it is unknown if they differ at all.&lt;br /&gt;
&lt;br /&gt;
=== 0x4a - SPECIAL_EPISODE_TYPE ===&lt;br /&gt;
Tracks which Special Episode is currently active, just like EXECUTE_SPECIAL_EPISODE_TYPE.&lt;br /&gt;
&lt;br /&gt;
=== 0x4b - SPECIAL_EPISODE_OPEN ===&lt;br /&gt;
Keeps track of what Special Episodes are unlocked.&lt;br /&gt;
&lt;br /&gt;
The following is the list of scripts where the Special Episodes are unlocked in the base-game:&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[0] (Bidoof&#039;s Wish): V03P12A - m03a1314&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[1] (Igglybuff the Prodigy): P04P01C - m10a1213&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[2] (Today&#039;s Oh My Gosh): G01P04A - m16a0105&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[3] (Here Comes Team Charm!): D01P11A - m20a0101&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[4] (In the Future of Darkness): H02P99A - s01p1103&lt;br /&gt;
&lt;br /&gt;
=== 0x4c - SPECIAL_EPISODE_OPEN_OLD ===&lt;br /&gt;
Keeps track of what Special Episodes were started. Used to show an exclamation mark if the episode is opened but wasn&#039;t started.&lt;br /&gt;
&lt;br /&gt;
=== 0x4d - SPECIAL_EPISODE_CONQUEST ===&lt;br /&gt;
Keeps track of what Special Episodes did the player finished. Also unlocks the Special Episode&#039;s respective Clear Icons.&lt;br /&gt;
&lt;br /&gt;
Note: This specific script variable is not in any script. It is actually triggered by an &#039;&#039;&#039;adventure_log&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
The following is the list of the &#039;&#039;&#039;adventure_log&#039;&#039;&#039; that triggers this Script Variable and its location for each Special Episode:&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[0] (Bidoof&#039;s Wish): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1000; in S04P01A - n03a3103&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[1] (Igglybuff the Prodigy): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1001; in S04P01A - n03a1704&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[2] (Today&#039;s Oh My Gosh): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1002; in S04P01A - n04a2606&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[3] (Here Comes Team Charm!): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1003; in S04P01A - n06a3909&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[4] (In the Future of Darkness): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1004; in S04P01A - n09a2212&lt;br /&gt;
&lt;br /&gt;
=== 0x4e - PERFORMANCE_PROGRESS_LIST ===&lt;br /&gt;
List of flags used to keep track of unlocked features and achievements. See [[Performance Progress Flags]] for the full list.&lt;br /&gt;
&lt;br /&gt;
=== 0x4f - DUNGEON_OPEN_LIST ===&lt;br /&gt;
List of unlocked dungeons. One bit per dungeon ID. If true, and the dungeon isn&#039;t on some blacklist, you can enter this dungeon from the crossroads/dojo/igglybuff&#039;s house/pelipper standby adventure. &lt;br /&gt;
&lt;br /&gt;
Setting a dungeon to DMODE_OPEN or DMODE_OPEN_AND_REQUEST enables the matching bit in this field!&lt;br /&gt;
&lt;br /&gt;
=== 0x50 - DUNGEON_ENTER_LIST ===&lt;br /&gt;
Large bitfield sized for storing dungeon-specific data. This is checked at [NA]0x204CEE0, but never assigned. Presumed Unused&lt;br /&gt;
&lt;br /&gt;
=== 0x51 - DUNGEON_ARRIVE_LIST ===&lt;br /&gt;
Large bitfield sized for storing dungeon-specific data. Presumed Unused&lt;br /&gt;
&lt;br /&gt;
=== 0x52 - DUNGEON_CONQUEST_LIST ===&lt;br /&gt;
List of completed dungeons. One bit per dungeon ID. Automatically set on clearing any dungeon. &lt;br /&gt;
&lt;br /&gt;
In many cases, this bitfield renders other flags or variables redundant in a vanilla setting, especially certain $PERFORMANCE_PROGRESS_LIST flags that are always enabled after clearing certain dungeons for the first time. &lt;br /&gt;
&lt;br /&gt;
=== 0x53 - DUNGEON_PRESENT_LIST ===&lt;br /&gt;
Large bitfield sized for storing dungeon-specific data. Presumed Unused&lt;br /&gt;
&lt;br /&gt;
=== 0x54 - DUNGEON_REQUEST_LIST ===&lt;br /&gt;
List of dungeons that no longer have story progression. On completing a dungeon with this bit enabled, the player will enter [INSERT THE RIGHT COROUTINE HERE] in unionall. &lt;br /&gt;
&lt;br /&gt;
Setting a dungeon to DMODE_REQUEST or DMODE_OPEN_AND_REQUEST enables the matching bit in this field!&lt;br /&gt;
&lt;br /&gt;
Contrary to the name, this field alone is insufficient for missions to show up on the job board! Only dungeon in DMODE_OPEN_AND_REQUEST can have missions, and other (hardcoded) conditions must be met. &lt;br /&gt;
&lt;br /&gt;
=== 0x55 - WORLD_MAP_MARK_LIST_NORMAL ===&lt;br /&gt;
Use unknown.&lt;br /&gt;
&lt;br /&gt;
=== 0x56 - WORLD_MAP_MARK_LIST_SPECIAL ===&lt;br /&gt;
Use unknown.&lt;br /&gt;
&lt;br /&gt;
=== 0x57 - WORLD_MAP_LEVEL ===&lt;br /&gt;
Seems to be used to track the area covered by clouds on the world map. &lt;br /&gt;
&lt;br /&gt;
=== 0x58 - POSITION_X ===&lt;br /&gt;
Stores the X-coordinate of an entity when the LoadPosition() opcode is run on it.&lt;br /&gt;
&lt;br /&gt;
=== 0x59 - POSITION_Y ===&lt;br /&gt;
Stores the Y-coordinate of an entity when the LoadPosition() opcode is run on it.&lt;br /&gt;
&lt;br /&gt;
=== 0x5a - POSITION_HEIGHT ===&lt;br /&gt;
Stores the Z-coordinate of an entity when the LoadPosition() opcode is run on it.&lt;br /&gt;
&lt;br /&gt;
=== 0x5b - POSITION_DIRECTION ===&lt;br /&gt;
Stores the direction an entity is facing when the LoadPosition() opcode is run on it.&lt;br /&gt;
&lt;br /&gt;
=== 0x5c - EVENT_LOCAL ===&lt;br /&gt;
Used as scratch paper by the base game, and is reset between scripts.&lt;br /&gt;
&lt;br /&gt;
=== 0x5d - DUNGEON_EVENT_LOCAL ===&lt;br /&gt;
Used as scratch paper by the base game (possibly while within dungeons?), and is reset between scripts. &lt;br /&gt;
&lt;br /&gt;
=== 0x5e - STATION_ITEM_STATIC ===&lt;br /&gt;
Use unknown.&lt;br /&gt;
&lt;br /&gt;
=== 0x5f - STATION_ITEM_TEMP ===&lt;br /&gt;
Use unknown.&lt;br /&gt;
&lt;br /&gt;
=== 0x60 - DELIVER_ITEM_STATIC ===&lt;br /&gt;
Use unknown.&lt;br /&gt;
&lt;br /&gt;
=== 0x61 - DELIVER_ITEM_TEMP ===&lt;br /&gt;
Use unknown.&lt;br /&gt;
&lt;br /&gt;
=== 0x62 - BIT_FUWARANTE_LOCAL ===&lt;br /&gt;
Keeps track of the Sky Peak stations the player visited. Used in the script for Drifblim&#039;s Gondola.&lt;br /&gt;
&lt;br /&gt;
=== 0x63 - LOTTERY_RESULT ===&lt;br /&gt;
Used to track what result should occur during the Recycle Shop Prize Ticket Lottery. Has no other use.&lt;br /&gt;
&lt;br /&gt;
=== 0x64 - ITEM_BACKUP ===&lt;br /&gt;
Unlikely to be a backup flag. Conveniently sized for item_GetVariable to extract the item ID and metadata.&lt;br /&gt;
&lt;br /&gt;
Used somewhere in Sky Peak&lt;br /&gt;
&lt;br /&gt;
=== 0x65 - ITEM_BACKUP_KUREKURE ===&lt;br /&gt;
Happiny requests the item stored in this variable if found on Sky Peak. Pulled from an item table each day.&lt;br /&gt;
&lt;br /&gt;
=== 0x66 - ITEM_BACKUP_TAKE ===&lt;br /&gt;
Numel requests the item stored in this variable if found on Sky Peak. Pulled from an item table each day.&lt;br /&gt;
&lt;br /&gt;
=== 0x67 - ITEM_BACKUP_GET ===&lt;br /&gt;
Numel gives this item stored in this variable if found on Sky Peak. Pulled from an item table each day.&lt;br /&gt;
&lt;br /&gt;
=== 0x68 - REQUEST_THANKS_RESULT_KIND ===&lt;br /&gt;
Stores the mission type of the mission being processed during mission rewards.&lt;br /&gt;
&lt;br /&gt;
=== 0x69 - REQUEST_THANKS_RESULT_VARIATION ===&lt;br /&gt;
Stores the mission subtype of the mission being processed during mission rewards.&lt;br /&gt;
&lt;br /&gt;
=== 0x6a - SUB30_TREASURE_DISCOVER ===&lt;br /&gt;
If set to true, Wynaut tells hero and partner that a treasure was found. &lt;br /&gt;
&lt;br /&gt;
=== 0x6b - SUB30_SPOT_DISCOVER ===&lt;br /&gt;
If set to true, Wynaut tells hero and partner that a new unexplored area was discovered. &lt;br /&gt;
&lt;br /&gt;
=== 0x6c - RECYCLE_COUNT ===&lt;br /&gt;
Stores the number of recycles the player has done. Is only updated by the base-game at the end of each day.&lt;br /&gt;
&lt;br /&gt;
=== 0x6d - SUB30_SPOT_LEVEL ===&lt;br /&gt;
Keeps track of what dungeon was discovered by Project P. &lt;br /&gt;
&lt;br /&gt;
=== 0x6e - TEAM_RANK_EVENT_LEVEL ===&lt;br /&gt;
Has some correlation with guild rank? Unsure, I don&#039;t trust this variable. &lt;br /&gt;
&lt;br /&gt;
=== 0x6f - PLAY_OLD_GAME ===&lt;br /&gt;
True if the player answered yes to the question on the personality quiz that asks if you played Explorers of Time or Darkness. Increases the recruit rate of certain pokémon if you haven&#039;t recruited them yet.&lt;br /&gt;
&lt;br /&gt;
=== 0x70 - NOTE_MODIFY_FLAG ===&lt;br /&gt;
&lt;br /&gt;
=== 0x71 - SUB30_PROJECTP ===&lt;br /&gt;
If true, the player has viewed the Project P cutscene, and the recycle shop is capable of being upgraded.&lt;br /&gt;
&lt;br /&gt;
=== 0x72 - SUM ===&lt;br /&gt;
Seems to be a marker of the end of &amp;quot;normal&amp;quot; script variables.&lt;br /&gt;
&lt;br /&gt;
=== 0x400 - LOCAL0 ===&lt;br /&gt;
Unknown if used in vanilla, is reset on entering a new script like $EVENT_LOCAL. &lt;br /&gt;
&lt;br /&gt;
NOTE: Is unique for every routine in a script! $LOCAL0 in def 0 is distinct from $LOCAL0 in def 1! &lt;br /&gt;
&lt;br /&gt;
=== 0x401 - LOCAL1 ===&lt;br /&gt;
Unknown if used in vanilla, is reset on entering a new script like $EVENT_LOCAL. &lt;br /&gt;
&lt;br /&gt;
NOTE: Is unique for every routine in a script! $LOCAL1 indef 0 is distinct from $LOCAL1 in def 1! &lt;br /&gt;
&lt;br /&gt;
=== 0x402 - LOCAL2 ===&lt;br /&gt;
Broken, do not use unless you know what you are doing!&lt;br /&gt;
&lt;br /&gt;
=== 0x403 - LOCAL3 ===&lt;br /&gt;
Broken, do not use unless you know what you are doing!&lt;br /&gt;
&lt;br /&gt;
== Variable Lengths ==&lt;br /&gt;
Not all variables can store the same sized values! Some were allocated to be different sizes than others. Besides the standard sizes, there are 2 unusual variable sizes worth mentioning. &amp;quot;special&amp;quot; variable sizes are not stored in the same place as every other variable, and instead read some other value, such as the number of money the player currently has, or the current language of the ROM. &amp;quot;None&amp;quot; size is only used by the &amp;quot;SUM&amp;quot; variable, and has no allocated space at all. Below are a list of variables, their sizes, and how many there are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Variable&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Size&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Count&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|VERSION&lt;br /&gt;
|int32&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|CONDITION&lt;br /&gt;
|int32&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SELECT&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_MAIN&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SIDE&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SUB1&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SUB2&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SUB3&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SUB4&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SUB5&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SUB6&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SUB7&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SUB8&lt;br /&gt;
|uint8&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|SIDE02_TALK&lt;br /&gt;
|bit&lt;br /&gt;
|0x3 (3)&lt;br /&gt;
|-&lt;br /&gt;
|SIDE06_ROOM&lt;br /&gt;
|bit&lt;br /&gt;
|0x3 (3)&lt;br /&gt;
|-&lt;br /&gt;
|SIDE08_BOSS2ND&lt;br /&gt;
|bit&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SIDE01_BOSS2ND&lt;br /&gt;
|bit&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_MAIN_BIT_FLAG&lt;br /&gt;
|bit&lt;br /&gt;
|0x80 (128)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_TALK_BIT_FLAG&lt;br /&gt;
|bit&lt;br /&gt;
|0x100 (256)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_BALANCE_FLAG&lt;br /&gt;
|int8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_BALANCE_DEBUG&lt;br /&gt;
|int8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|CRYSTAL_COLOR_01&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|CRYSTAL_COLOR_02&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|CRYSTAL_COLOR_03&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|COMPULSORY_SAVE_POINT&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|COMPULSORY_SAVE_POINT_SIDE&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_SELECT_BACKUP&lt;br /&gt;
|uint8&lt;br /&gt;
|0x8 (8)&lt;br /&gt;
|-&lt;br /&gt;
|SCENARIO_MAIN_BIT_FLAG_BACKUP&lt;br /&gt;
|bit&lt;br /&gt;
|0x200 (512)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_ENTER&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_ENTER_LINK&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_GETOUT&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_MAP&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_PLACE&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_ENTER_BACKUP&lt;br /&gt;
|int16&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_ENTER_LINK_BACKUP&lt;br /&gt;
|uint8&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_GETOUT_BACKUP&lt;br /&gt;
|int16&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_MAP_BACKUP&lt;br /&gt;
|int16&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_PLACE_BACKUP&lt;br /&gt;
|int16&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_SELECT&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ENTER&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ENTER_MODE&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ENTER_INDEX&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ENTER_FREQUENCY&lt;br /&gt;
|uint16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_RESULT&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_START_MODE&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ENTER_BACKUP&lt;br /&gt;
|int16&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ENTER_MODE_BACKUP&lt;br /&gt;
|int16&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ENTER_INDEX_BACKUP&lt;br /&gt;
|int16&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ENTER_FREQUENCY_BACKUP&lt;br /&gt;
|uint16&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_RESULT_BACKUP&lt;br /&gt;
|uint8&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|GROUND_START_MODE_BACKUP&lt;br /&gt;
|uint8&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|REQUEST_CLEAR_COUNT&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|PLAYER_KIND&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|ATTENDANT1_KIND&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|ATTENDANT2_KIND&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|PLAYER_KIND_BACKUP&lt;br /&gt;
|uint8&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|ATTENDANT1_KIND_BACKUP&lt;br /&gt;
|uint8&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|ATTENDANT2_KIND_BACKUP&lt;br /&gt;
|uint8&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|FRIEND_SUM&lt;br /&gt;
|special&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|UNIT_SUM&lt;br /&gt;
|special&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|CARRY_GOLD&lt;br /&gt;
|special&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|BANK_GOLD&lt;br /&gt;
|special&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|HERO_FIRST_KIND&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|HERO_FIRST_NAME&lt;br /&gt;
|string&lt;br /&gt;
|0xA (10)&lt;br /&gt;
|-&lt;br /&gt;
|PARTNER_FIRST_KIND&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|PARTNER_FIRST_NAME&lt;br /&gt;
|string&lt;br /&gt;
|0xA (10)&lt;br /&gt;
|-&lt;br /&gt;
|HERO_TALK_KIND&lt;br /&gt;
|int8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|PARTNER_TALK_KIND&lt;br /&gt;
|int8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|RANDOM_REQUEST_NPC03_KIND&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|CONFIG_COLOR_KIND&lt;br /&gt;
|int8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|ROM_VARIATION&lt;br /&gt;
|int8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|LANGUAGE_TYPE&lt;br /&gt;
|special&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|GAME_MODE&lt;br /&gt;
|special&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|EXECUTE_SPECIAL_EPISODE_TYPE&lt;br /&gt;
|special&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SPECIAL_EPISODE_TYPE&lt;br /&gt;
|int8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SPECIAL_EPISODE_OPEN&lt;br /&gt;
|bit&lt;br /&gt;
|0x8 (8)&lt;br /&gt;
|-&lt;br /&gt;
|SPECIAL_EPISODE_OPEN_OLD&lt;br /&gt;
|bit&lt;br /&gt;
|0x8 (8)&lt;br /&gt;
|-&lt;br /&gt;
|SPECIAL_EPISODE_CONQUEST&lt;br /&gt;
|bit&lt;br /&gt;
|0x8 (8)&lt;br /&gt;
|-&lt;br /&gt;
|PERFORMANCE_PROGRESS_LIST&lt;br /&gt;
|bit&lt;br /&gt;
|0x40 (64)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_OPEN_LIST&lt;br /&gt;
|bit&lt;br /&gt;
|0x100 (256)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ENTER_LIST&lt;br /&gt;
|bit&lt;br /&gt;
|0x100 (256)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_ARRIVE_LIST&lt;br /&gt;
|bit&lt;br /&gt;
|0x100 (256)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_CONQUEST_LIST&lt;br /&gt;
|bit&lt;br /&gt;
|0x100 (256)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_PRESENT_LIST&lt;br /&gt;
|bit&lt;br /&gt;
|0x100 (256)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_REQUEST_LIST&lt;br /&gt;
|bit&lt;br /&gt;
|0x100 (256)&lt;br /&gt;
|-&lt;br /&gt;
|WORLD_MAP_MARK_LIST_NORMAL&lt;br /&gt;
|bit&lt;br /&gt;
|0x140 (320)&lt;br /&gt;
|-&lt;br /&gt;
|WORLD_MAP_MARK_LIST_SPECIAL&lt;br /&gt;
|bit&lt;br /&gt;
|0x140 (320)&lt;br /&gt;
|-&lt;br /&gt;
|WORLD_MAP_LEVEL&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|POSITION_X&lt;br /&gt;
|uint32&lt;br /&gt;
|0x3 (3)&lt;br /&gt;
|-&lt;br /&gt;
|POSITION_Y&lt;br /&gt;
|uint32&lt;br /&gt;
|0x3 (3)&lt;br /&gt;
|-&lt;br /&gt;
|POSITION_HEIGHT&lt;br /&gt;
|uint32&lt;br /&gt;
|0x3 (3)&lt;br /&gt;
|-&lt;br /&gt;
|POSITION_DIRECTION&lt;br /&gt;
|int8&lt;br /&gt;
|0x3 (3)&lt;br /&gt;
|-&lt;br /&gt;
|EVENT_LOCAL&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|DUNGEON_EVENT_LOCAL&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|STATION_ITEM_STATIC&lt;br /&gt;
|bit&lt;br /&gt;
|0x20 (32)&lt;br /&gt;
|-&lt;br /&gt;
|STATION_ITEM_TEMP&lt;br /&gt;
|bit&lt;br /&gt;
|0x20 (32)&lt;br /&gt;
|-&lt;br /&gt;
|DELIVER_ITEM_STATIC&lt;br /&gt;
|bit&lt;br /&gt;
|0x10 (16)&lt;br /&gt;
|-&lt;br /&gt;
|DELIVER_ITEM_TEMP&lt;br /&gt;
|bit&lt;br /&gt;
|0x10 (16)&lt;br /&gt;
|-&lt;br /&gt;
|BIT_FUWARANTE_LOCAL&lt;br /&gt;
|bit&lt;br /&gt;
|0x5 (5)&lt;br /&gt;
|-&lt;br /&gt;
|LOTTERY_RESULT&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|ITEM_BACKUP&lt;br /&gt;
|int16&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|ITEM_BACKUP_KUREKURE&lt;br /&gt;
|int16&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|ITEM_BACKUP_TAKE&lt;br /&gt;
|int16&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|ITEM_BACKUP_GET&lt;br /&gt;
|int16&lt;br /&gt;
|0x2 (2)&lt;br /&gt;
|-&lt;br /&gt;
|REQUEST_THANKS_RESULT_KIND&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|REQUEST_THANKS_RESULT_VARIATION&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SUB30_TREASURE_DISCOVER&lt;br /&gt;
|bit&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SUB30_SPOT_DISCOVER&lt;br /&gt;
|bit&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|RECYCLE_COUNT&lt;br /&gt;
|uint32&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SUB30_SPOT_LEVEL&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|TEAM_RANK_EVENT_LEVEL&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|PLAY_OLD_GAME&lt;br /&gt;
|uint8&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|NOTE_MODIFY_FLAG&lt;br /&gt;
|special&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SUB30_PROJECTP&lt;br /&gt;
|bit&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|SUM&lt;br /&gt;
|none&lt;br /&gt;
|0x0 (0)&lt;br /&gt;
|-&lt;br /&gt;
|LOCAL0&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|LOCAL1&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|LOCAL2&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|-&lt;br /&gt;
|LOCAL3&lt;br /&gt;
|int16&lt;br /&gt;
|0x1 (1)&lt;br /&gt;
|}&lt;br /&gt;
{{NavScriptTerms}}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1215</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=1215"/>
		<updated>2025-08-17T21:39:50Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: Added the rest of the main story (chapters 7 through 20)&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 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 Skul&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;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1118</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=1118"/>
		<updated>2025-07-26T22:29:11Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: Added all of chapter 6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table is a work-in-progress list of the 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 Skul&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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Unionall&amp;diff=1117</id>
		<title>Unionall</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Unionall&amp;diff=1117"/>
		<updated>2025-07-26T22:13:53Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: Added the $SCENARIO_MAIN value that was being referenced for the coro EVENT_S30_03 section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
unionall.ssb is a script in the game, containing the game&#039;s coroutines. Some of the most important coroutines dictate the order of gameplay and cutscenes, as well as handling the transition from cutscenes to overworld, and vice versa. There are also plenty of other coroutines that are called frequently within scripts for simple purposes.&lt;br /&gt;
You can call those coroutines with [[List of Opcodes#0x38 - CallCommon|CallCommon]], [[List of Opcodes#0x88 - JumpCommon|JumpCommon]], [[List of Opcodes#0x73 - ExecuteCommon|ExecuteCommon]] and [[List of Opcodes#0x12e - supervision_ExecuteCommon|supervision_ExecuteCommon]] opcodes.&lt;br /&gt;
&lt;br /&gt;
==Coroutines==&lt;br /&gt;
===coro END_TALK===&lt;br /&gt;
Ends an interaction with NPC or object and return controls to the player. &lt;br /&gt;
&lt;br /&gt;
===coro WAIT_START_FUNC===&lt;br /&gt;
Waits until the screen fades in, then returns.&lt;br /&gt;
&lt;br /&gt;
===coro NORMAL_WAIT_END_TALK===&lt;br /&gt;
Only contains hold;&lt;br /&gt;
&lt;br /&gt;
===coro LIVES_REPLY_NORMAL===&lt;br /&gt;
Should be called in a with statement. Makes the actor stand still and turn to the actor it&#039;s talking to.&lt;br /&gt;
&lt;br /&gt;
===coro LIVES_REPLY===&lt;br /&gt;
Should be called in a with statement. Makes the actor turn to the actor it&#039;s talking to.&lt;br /&gt;
&lt;br /&gt;
===coro OBJECT_REPLY_NORMAL===&lt;br /&gt;
Only contains hold;&lt;br /&gt;
&lt;br /&gt;
===coro LIVES_ACTING_NORMAL===&lt;br /&gt;
Should be called in a with statement. Makes the actor stand still and turn to the actor it&#039;s talking to.&lt;br /&gt;
&lt;br /&gt;
===coro ENTER_WAIT_FUNC===&lt;br /&gt;
Only contains return;&lt;br /&gt;
&lt;br /&gt;
===coro TALK_UNIT===&lt;br /&gt;
Called when talking to a team member in Crossroads or Spinda&#039;s Cafe. Displays one of the possible Wait dialogues for the team member&#039;s personality group.&lt;br /&gt;
&lt;br /&gt;
===coro TALK_ADVENTURE===&lt;br /&gt;
Called when talking to a team member in a dungeon&#039;s checkpoint. Displays one of the possible Ground Wait dialogues for the team member&#039;s personality group.&lt;br /&gt;
&lt;br /&gt;
===coro TALK_ATTENDANT===&lt;br /&gt;
Called when the player presses the R button in the overworld.&lt;br /&gt;
&lt;br /&gt;
===coro TALK_PARTNER_MESSAGE===&lt;br /&gt;
Loads the Partner or Partner2 scripts, depending on $SCENARIO_SELECT and $GROUND_ENTER.&lt;br /&gt;
&lt;br /&gt;
===coro LIVES_MOVE_NORMAL===&lt;br /&gt;
Should be called in the targeted routine. Sets an actor&#039;s animation to looped Idle animation.&lt;br /&gt;
&lt;br /&gt;
===coro LIVES_MOVE_CHANGE===&lt;br /&gt;
Should be called in the targeted routine. Sets an actor&#039;s animation to Idle animation that only plays once.&lt;br /&gt;
&lt;br /&gt;
=== coro LIVES_MOVE_PARTY ===&lt;br /&gt;
Should be called in the targeted routine. Sets an actor&#039;s animation to looped Idle animation.&lt;br /&gt;
&lt;br /&gt;
=== coro OBJECT_MOVE_NORMAL ===&lt;br /&gt;
Should be called in the targeted routine. Sets an animation to looped animation with index 0 or 7.&lt;br /&gt;
&lt;br /&gt;
=== coro OBJECT_MOVE_CHANGE ===&lt;br /&gt;
Should be called in the targeted routine. Sets an animation to looped animation with index 0.&lt;br /&gt;
&lt;br /&gt;
=== coro PERFORMER_MOVE_NORMAL ===&lt;br /&gt;
Should be called in the targeted routine. Sets an animation to looped animation with index 0 or 7.&lt;br /&gt;
&lt;br /&gt;
=== coro PERFORMER_MOVE_CHANGE ===&lt;br /&gt;
Should be called in the targeted routine. Sets an animation to looped animation with index 0.&lt;br /&gt;
&lt;br /&gt;
===coro MOVE_INIT===&lt;br /&gt;
Waits 12 frames, then ends.&lt;br /&gt;
&lt;br /&gt;
=== coro MOVE_PAUSE ===&lt;br /&gt;
Should be called in the targeted routine. Sets an actor&#039;s animation to Walk animation that only plays once, then makes an actor turn to Down direction.&lt;br /&gt;
&lt;br /&gt;
=== coro MOVE_STAY ===&lt;br /&gt;
Should be called in the targeted routine. Sets an actor&#039;s animation to Idle animation, then makes an actor turn to Down direction.&lt;br /&gt;
&lt;br /&gt;
=== coro MOVE_SLEEP ===&lt;br /&gt;
Should be called in the targeted routine. Sets an actor&#039;s animation to Sleep animation.&lt;br /&gt;
&lt;br /&gt;
===coro MOVE_RANDOM===&lt;br /&gt;
Makes an actor go to random direction every 48 frames.&lt;br /&gt;
&lt;br /&gt;
===coro MOVE_TYPE1===&lt;br /&gt;
Makes an actor go to random direction after a random amount of frames(minimum 24, maximum 48).&lt;br /&gt;
&lt;br /&gt;
=== coro MOVE_TYPE2 ===&lt;br /&gt;
Makes an actor go to random direction after a random amount of frames(minimum 16, maximum 24).&lt;br /&gt;
&lt;br /&gt;
=== coro WAKEUP_FUNC ===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Sets actor&#039;s animation to EventSleep, waits a second, sets animation to Wake, turns the actor to the Down direction.&lt;br /&gt;
&lt;br /&gt;
===coro WAKEUP_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Sets actor&#039;s animation to EventSleep, waits a second, sets animation to Wake, turns the actor to the Down direction.&lt;br /&gt;
&lt;br /&gt;
===coro LOOK_AROUND_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Turns the actor 90 degrees to the left, then 180 degrees, then 90 degrees to the left.&lt;br /&gt;
&lt;br /&gt;
=== coro LOOK_AROUND_FUNC_SERIES ===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Turns the actor 90 degrees to the left, then 180 degrees, then 90 degrees to the left.&lt;br /&gt;
&lt;br /&gt;
===coro LOOK_AROUND_DOWN_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Turns the actor 90 degrees to the right, then 90 degrees to the left, then 180 degrees.&lt;br /&gt;
&lt;br /&gt;
===coro LOOK_AROUND_DOWN_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Turns the actor 90 degrees to the right, then 90 degrees to the left, then 180 degrees.&lt;br /&gt;
&lt;br /&gt;
===coro LOOK_AROUND_RIGHT_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Turns the actor 90 degrees to the right, then 180 degrees, then 180 degrees.&lt;br /&gt;
&lt;br /&gt;
===coro LOOK_AROUND_RIGHT_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Turns the actor 90 degrees to the right, then 180 degrees, then 180 degrees.&lt;br /&gt;
&lt;br /&gt;
===coro LOOK_AROUND_LEFT_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Turns the actor 90 degrees to the left, then 180 degrees, then 180 degrees.&lt;br /&gt;
&lt;br /&gt;
===coro LOOK_AROUND_LEFT_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Turns the actor 90 degrees to the left, then 180 degrees, then 180 degrees.&lt;br /&gt;
&lt;br /&gt;
===coro JUMP_HAPPY_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon, usually &amp;lt;code&amp;gt;se_Play(5138);&amp;lt;/code&amp;gt; is used before calling. Makes an actor jump once. &lt;br /&gt;
&lt;br /&gt;
===coro JUMP_HAPPY_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon, usually &amp;lt;code&amp;gt;se_Play(5138);&amp;lt;/code&amp;gt; is used before calling. Makes an actor jump once. &lt;br /&gt;
&lt;br /&gt;
===coro JUMP_SURPRISE_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon, usually &amp;lt;code&amp;gt;se_Play(8974);&amp;lt;/code&amp;gt; is used before calling. Makes an actor jump once, using Hurt animation. &lt;br /&gt;
&lt;br /&gt;
===coro JUMP_SURPRISE_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statements with ExecuteCommon, usually &amp;lt;code&amp;gt;se_Play(8974);&amp;lt;/code&amp;gt; is used before calling. Makes an actor jump once, using Hurt animation. &lt;br /&gt;
&lt;br /&gt;
===coro JUMP_ANGRY_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon, usually &amp;lt;code&amp;gt;se_Play(8975);&amp;lt;/code&amp;gt; is used before calling. Makes an actor jump twice quickly. &lt;br /&gt;
&lt;br /&gt;
===coro JUMP_ANGRY_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon, usually &amp;lt;code&amp;gt;se_Play(8975);&amp;lt;/code&amp;gt; is used before calling. Makes an actor jump twice quickly. &lt;br /&gt;
&lt;br /&gt;
=== coro LOOK_AROUND_FAST_FUNC ===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Turns the actor 90 degrees to the right, then 180 degrees, then 180 degrees, then 90 degrees to the lest. &lt;br /&gt;
&lt;br /&gt;
===coro LOOK_AROUND_FAST_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Turns the actor 90 degrees to the right, then 180 degrees, then 180 degrees, then 90 degrees to the lest.&lt;br /&gt;
&lt;br /&gt;
=== coro HEAD_SHAKE_FUNC ===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Turns the actor 45 degrees to the left, then 90 degrees to the left, then 90 degrees to the right, then 45 degrees to the right. &lt;br /&gt;
&lt;br /&gt;
===coro HEAD_SHAKE_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Turns the actor 45 degrees to the left, then 90 degrees to the left, then 90 degrees to the right, then 45 degrees to the right.&lt;br /&gt;
&lt;br /&gt;
===coro EXPLANATION_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Starts Walk animation, waits 45 frames, stops walking animation and returns. &lt;br /&gt;
&lt;br /&gt;
===coro EXPLANATION_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Starts Walk animation, waits 45 frames, stops walking animation and returns. &lt;br /&gt;
&lt;br /&gt;
===coro INIT_SLEEP_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Turns actor to the right and starts EventSleep animation. &lt;br /&gt;
&lt;br /&gt;
===coro INIT_SLEEP_FUNC_SERIES===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Turns actor to the right and starts EventSleep animation. &lt;br /&gt;
&lt;br /&gt;
===coro INIT_BASE_FUNC===&lt;br /&gt;
Should be called in a targeted routine with CallCommon. Clears dungeon results, sets GROUND_ENTER to 195(G01P01A), sets the PLAYER_KIND to 0(hero will appear as a player character), and ATTENDANT1_KIND to 2(partner will appear in the overworld).&lt;br /&gt;
&lt;br /&gt;
=== coro INIT_BASE_FUNC_SERIES ===&lt;br /&gt;
Should be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement with ExecuteCommon. Clears dungeon results, sets GROUND_ENTER to 195(G01P01A), sets the PLAYER_KIND to 0(hero will appear as a player character), and ATTENDANT1_KIND to 2(partner will appear in the overworld)&lt;br /&gt;
&lt;br /&gt;
===coro HANYOU_SAVE_FUNC===&lt;br /&gt;
Calls the &amp;quot;Would you like to save your adventure?&amp;quot; message. It displays a different menu depending on whether the save is called in a cutscene or in the overworld.&lt;br /&gt;
&lt;br /&gt;
===coro NORMAL_MESSAGE===&lt;br /&gt;
Should be called in a with statement or targeted routine. Sets the camera to wherever the actor/object/performer is, then destroys that actor/object/performer.&lt;br /&gt;
&lt;br /&gt;
===coro NORMAL_EVENT===&lt;br /&gt;
See coro NORMAL_MESSAGE. &lt;br /&gt;
&lt;br /&gt;
===coro NORMAL_CAMERA===&lt;br /&gt;
See coro NORMAL_MESSAGE.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_FORMATION===&lt;br /&gt;
Fades the screen out, sets GROUND_GETOUT to the value of GROUND_ENTER then jumps to EVENT_DIVIDE. If $SCENARIO_MAIN is less than 30, 2, sets $SCENARIO_MAIN to 30, 2, then sets ATTENDANT1_KIND and ATTENDANT2_KIND to 0(partner does not follow the hero in the overworld)&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_EVOLUTION===&lt;br /&gt;
Only contains end;&lt;br /&gt;
&lt;br /&gt;
===coro EFFECT_MOVE_DIVE===&lt;br /&gt;
Must be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement or a targeted routine. Sets a water splash effect, wait until it ends, then destroys the actor/object/performer.&lt;br /&gt;
&lt;br /&gt;
===coro EFFECT_MOVE_WAVE===&lt;br /&gt;
Must be called in &amp;lt;code&amp;gt;with&amp;lt;/code&amp;gt; statement or a targeted routine. Sets a spinning circles effect, wait until it ends, then destroys the actor/object/performer.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_DIVIDE===&lt;br /&gt;
Defines whether the game was saved or not, jumps to other coroutines depending on the values of $SCENARIO_SELECT(Go Rescue, Standby Adventure or New Game) and $SCENARIO_MAIN.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_DIVIDE_NEXT===&lt;br /&gt;
Calls EVENT_DIVIDE_NEXT_DAY_FUNC.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_DIVIDE_INIT_FUNC===&lt;br /&gt;
Sets GROUND_ENTER to 195(G01P01A), sets GROUND_PLACE to 181(if the top screen shows a map, sets hero to Treasure Town), clears REQUEST_CLEAR_COUNT(contains information about how many job days have past from the last story part), runs a special process RETURN_DUNGEON, then returns.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_DIVIDE_NEXT_DAY_FUNC===&lt;br /&gt;
Only contains return;&lt;br /&gt;
===coro EVENT_DIVIDE_NEXT_DAY2_FUNC===&lt;br /&gt;
Only contains return;&lt;br /&gt;
===coro EVENT_DIVIDE_FIRST===&lt;br /&gt;
Jumps to coroutines EVENT_MXX_XX depending on $SCENARIO_MAIN. It called only if $SCENARIO_MAIN[0] is 14 or less.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_DIVIDE_SECOND===&lt;br /&gt;
Jumps to coroutines EVENT_MXX_XX depending on $SCENARIO_MAIN. It called only if $SCENARIO_MAIN[0] is greater than 14 but less than 28&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_DIVIDE_AFTER===&lt;br /&gt;
Jumps to coroutines EVENT_SXX_XX depending on $SCENARIO_MAIN. It called only if $SCENARIO_MAIN[0] is 28 or greater.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_DIVIDE_RESUME===&lt;br /&gt;
This coroutine is called after loading a save file. This script defines what cutscene to show or what Enter script should be loaded. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_DIVIDE_SPECIAL_EPISODE===&lt;br /&gt;
Jumps to coroutines EVENT_NXX_XX depending on  $EXECUTE_SPECIAL_EPISODE_TYPE and $DUNGEON_ENTER.&lt;br /&gt;
&lt;br /&gt;
===coro DEBUG_SCRIPT===&lt;br /&gt;
Shows a menu with some of the coroutines. Choosing one makes the game call the chosen coroutine.&lt;br /&gt;
&lt;br /&gt;
===coro DEBUG_SCENE===&lt;br /&gt;
Shows a menu with the Acting scenes of the original game. Choosing one makes the game load the chosen script..&lt;br /&gt;
&lt;br /&gt;
===coro DEMO_CANCEL===&lt;br /&gt;
Only contains hold;&lt;br /&gt;
===coro DEBUG_FLAG_SETTING_BIPPA===&lt;br /&gt;
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 0.&lt;br /&gt;
&lt;br /&gt;
=== coro DEBUG_FLAG_SETTING_PUPURIN ===&lt;br /&gt;
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 1.&lt;br /&gt;
&lt;br /&gt;
=== coro DEBUG_FLAG_SETTING_FUTURE ===&lt;br /&gt;
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 4.&lt;br /&gt;
&lt;br /&gt;
=== coro DEBUG_FLAG_SETTING_CHARMS ===&lt;br /&gt;
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 3.&lt;br /&gt;
&lt;br /&gt;
=== coro DEBUG_FLAG_SETTING_KIMAWARI ===&lt;br /&gt;
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 2.&lt;br /&gt;
&lt;br /&gt;
===coro DEMO_01===&lt;br /&gt;
Chunsoft logo, copyright information. &lt;br /&gt;
&lt;br /&gt;
===coro DEMO_02===&lt;br /&gt;
The intro cutscene. &lt;br /&gt;
&lt;br /&gt;
===coro DEMO_03===&lt;br /&gt;
The title screen. &lt;br /&gt;
&lt;br /&gt;
===coro DEMO_04===&lt;br /&gt;
The title screen if the intro cutscene was skipped. &lt;br /&gt;
&lt;br /&gt;
===coro DEMO_05===&lt;br /&gt;
Demo title screen with seizure warning.&lt;br /&gt;
&lt;br /&gt;
===coro DEMO_06===&lt;br /&gt;
Demo title screen with the backround with inactive Rainbow Stoneship. After that, the game shows seizure warning, ESRB rating, then jumps to title screen.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00A_01===&lt;br /&gt;
Personality Quiz, debug menu&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_YU_KI===&lt;br /&gt;
Shows the dining scene and Loudred&#039;s alarm scene. Only works if $SCENARIO_MAIN is greater than [4, 7].&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_YU_KI_DO===&lt;br /&gt;
Shows the dining scene with Team Skull and Loudred&#039;s alarm scene.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_YU_SHU===&lt;br /&gt;
Chimecho calls everyone to eat dinner. After dinner, hero and partner are going to sleep.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_YU_SHU_DO===&lt;br /&gt;
Shows the dining scene with Team Skull.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_CHO===&lt;br /&gt;
Morning cheers. After that, Chatot gives an assignment for the day.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_CHO_DO===&lt;br /&gt;
Morning cheers with Team Skull. After that, Chatot gives an assignment for the day.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_KI===&lt;br /&gt;
Shows the scene with Loudred&#039;s alarm.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_YU_KIX===&lt;br /&gt;
Partner says to hero that they didn&#039;t do well and it&#039;s time to return to the guild. After that, the game jumps to EVENT_HA_YU_KI.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_YU_KI_DOX===&lt;br /&gt;
Partner says to hero that they didn&#039;t do well and it&#039;s time to return to the guild. After that, the game shows the dining scene with Team Skull and Loudred&#039;s alarm scene.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_YU_SHUX===&lt;br /&gt;
Partner says to hero that they didn&#039;t do well and it&#039;s time to return to the guild. After that, the game shows the dining scene. After dinner, hero and partner are going to sleep.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_YU_SHU_DOX===&lt;br /&gt;
Partner says to hero that they didn&#039;t do well and it&#039;s time to return to the guild. After that, the game shows the dining scene with Team Skull. After dinner, hero and partner are going to sleep.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_SAME===&lt;br /&gt;
If the player sent a Sky Gift to NPC, randomly decides if that NPC sends a gift to the player. Depending on $SCENARIO_MAIN, either jumps to coroutine or shows hero and partner going to sleep and waking up in Sharpedo Bluff.&lt;br /&gt;
&lt;br /&gt;
===coro HA_MIHARIBAN===&lt;br /&gt;
Sentry duty.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_HA_SAMEX===&lt;br /&gt;
Partner says to hero that they didn&#039;t do well and it&#039;s time to return to the guild. After that, the game jumps to EVENT_HA_SAME.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_01===&lt;br /&gt;
Cutscene where Chimecho Assembly is unlocked.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_02===&lt;br /&gt;
Cutscene where Croagunk&#039;s Swap Shop opens.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_03===&lt;br /&gt;
Cutscene where Chimecho announces that the team can switch leaders.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_04===&lt;br /&gt;
Cutscene where Dugtrio hears the call of the sea telling him to get back to work (only activates if you talk to Dugtrio on the second in-game day of Chapter 13).&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_05===&lt;br /&gt;
Cutscene from the first visit to Marowak Dojo.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_06===&lt;br /&gt;
Cutscene where Dojo Final Maze opens.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_07===&lt;br /&gt;
Cutscene when going to Mystifying Forest if outside team members are in the party.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_08===&lt;br /&gt;
Cutscene when not meeting team conditions for Mt. Travail story dungeon scenario.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_09===&lt;br /&gt;
Marowak Dojo completion/failure scripts.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_12===&lt;br /&gt;
Cutscene where Krabby tells of messages in a bottle washing up on the beach.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_13===&lt;br /&gt;
Cutscene where Chimecho announces that team members will wait at Spinda’s Café.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M00_14===&lt;br /&gt;
Treasure town cutscene where the Ursarings tell Hero and Partner that they can evolve.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M01_01_02===&lt;br /&gt;
Cutscene where partner fails to go into the Wigglytuff&#039;s guild, goes to the beach and meets hero. The cutscene ends when partner and hero goes to Beach Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M01_03===&lt;br /&gt;
Cutscene after fainting in Beach Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M01_04===&lt;br /&gt;
First encounter with Team Skull in Beach Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M01_05===&lt;br /&gt;
Encounter with Team Skull in Beach Cave if the player fainted on the first encounter. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M01_06===&lt;br /&gt;
Beach Cave Pit when player revisits Beach Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M01_07_08===&lt;br /&gt;
Cutscene after defeating Team Skull. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M02_01_02===&lt;br /&gt;
Cutscene where hero and partner goes to Wigglytuff&#039;s guild and form an exploration team. Cutscene ends after the first morning address. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M02_03_04===&lt;br /&gt;
Cutscene where Chatot sends hero and partner to Drenched Bluff. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M02_05_07A===&lt;br /&gt;
Cutscene after fainting in Drenched Bluff. If this cutscene is playing for the forth time, Wigglytuff will give a Reviver Seed and Max Elixir to hero and partner. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M02_07B===&lt;br /&gt;
Cutscene where hero and partner returns to Drenched Bluff after the morning address. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M02_09_10===&lt;br /&gt;
Cutscene where hero and partner successfully retrieves the Spoink&#039;s pearl. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M03_01B===&lt;br /&gt;
Cutscene where Chatot shows an Outlaw Notice board and tells Bidoof to show them around the town. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M03_02===&lt;br /&gt;
A cutscene that plays if the player tries to go to the Crossroads without visiting the Kecleon Market.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M03_03===&lt;br /&gt;
Marill and Azurill buys an Apple, first Dimensional Scream. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M03_04===&lt;br /&gt;
Drowzee offers help to Marill and Azurill, second Dimensional Scream. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M03_05_06===&lt;br /&gt;
Bidoof tries to help to pick an outlaw. Drowzee&#039;s portrait appears on the board.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M03_07A===&lt;br /&gt;
Cutscene that plays if the player gets defeated in Mt. Bristle. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M03_07B===&lt;br /&gt;
Morning cheers. There are no other dialogues after that. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M03_08===&lt;br /&gt;
Cutscene before the first fight with Drowzee&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M03_10_13===&lt;br /&gt;
Drowzee&#039;s arrest, introduction of the Time Gears, followed by the scene where Grovyle steals one of them.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M04_01===&lt;br /&gt;
Loudred tells the hero and partner about Sentry Duty&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M04_02_03===&lt;br /&gt;
Sentry Duty results.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M05_01_02===&lt;br /&gt;
Chatot tells the news about the time in Treeshroud Forest being stopped. After that, Chatot tells hero and partner to go to Waterfall Cave.investigate the waterfall.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M05_03===&lt;br /&gt;
First visit to waterfall, where hero and partner find the cave behind the waterfall with the help of Dimensional Scream.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M05_04===&lt;br /&gt;
Called if the player faints in Waterfall Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M05_05===&lt;br /&gt;
Called when the player visits Waterfall Cave after fainting in it.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M05_06_09===&lt;br /&gt;
Hero and partner got to the end of the Waterfall Cave and got shot into the Hot Spring. After that, they report Chatot about their findings. Hero realized that Wigglytuff was the first one who found the Waterfall Cave. At the end, Chatot and Wigglytuff tells hero and partner about the expedition to Fogbound Lake.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M06_01===&lt;br /&gt;
Chatot tells everyone about the expedition to Fogbound Lake.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M06_02===&lt;br /&gt;
Hero and partner meets Team Skull.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M06_03===&lt;br /&gt;
Morning cheers. After that, Chatot asks hero and partner to take jobs from the boards.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M06_04===&lt;br /&gt;
Morning cheers. After that, Loudred calls hero and partner to do sentry duty.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M06_05===&lt;br /&gt;
Chatot introduces Team Skull to the guild&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M07_01_02===&lt;br /&gt;
Dinner scene. After that, hero and partner went to sleep, and Team Skull decided to find guild&#039;s food stock. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M07_03===&lt;br /&gt;
Morning cheers. After that, Chatot sends hero and partner to Apple Woods.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M07_04===&lt;br /&gt;
Hero and partner entering Apple Woods for the first time.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M07_05===&lt;br /&gt;
Called if the player fainted in Apple Woods.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M07_06===&lt;br /&gt;
Hero and partner entering Apple Woods again. Called if the player failed to finish Apple Woods at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M07_07_12===&lt;br /&gt;
Team Skull prevents hero and partner from getting Perfect Apples. Chatot telling hero and partner that they won&#039;t get dinner. After dinner, Chatot told to Wigglytuff that they don&#039;t have any Perfect Apples. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M07_13===&lt;br /&gt;
Chatot twlls everyone that they will announce the members of the expedition party soon. When everyone left, guild members calls hero and partner to their room to feed them.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M07_14===&lt;br /&gt;
Morning cheers. After that, Chatot sends hero and partner to Apple Woods again. Called if the player failed to finish Apple Woods at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_01_02===&lt;br /&gt;
Chatot tells everyone that the expedition members tomorrow. Grovyle steals the second Time Gear. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_03===&lt;br /&gt;
Chatot announces expedition members. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_04===&lt;br /&gt;
Chatot asks whether hero and partner are ready for the expedition. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_05_06===&lt;br /&gt;
Chatot tells the objective of the expedition and divides everyone into groups. Hero, partner and Bidoof arrives to Craggy Coast. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_07===&lt;br /&gt;
Called if the player finished Side Path. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_08===&lt;br /&gt;
Called if the player fainted in Craggy Coast. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_09===&lt;br /&gt;
Partner asks hero whether they should go to Craggy Coast or Side Path&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_10===&lt;br /&gt;
Hero, partner and Bidoof arrives to Mt. Horn.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_11===&lt;br /&gt;
Called if the player finished Rock Path. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_12===&lt;br /&gt;
Called if the player fainted in Mt. Horn. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M08_13===&lt;br /&gt;
Partner asks hero whether they should go to Mt. Horn. or Rock Path. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M09_01===&lt;br /&gt;
Hero, partner and Bidoof arrives to base camp. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M09_02===&lt;br /&gt;
Partner asks hero whether they should go to Foggy Forest or Forest Path. If they go to Foggy Forest, they will find a Drought Stone. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M09_03===&lt;br /&gt;
Called if the player finished Forest Path. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M09_04===&lt;br /&gt;
Called if the player fainted in Foggy Forest. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M09_05===&lt;br /&gt;
Partner asks hero whether they should go to Foggy Forest or Forest Path. Called if the player fainted in Foggy Forest at least once. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M09_06_07===&lt;br /&gt;
Hero and partner finds Corphish and a Groudon statue. Hero gets a Dimensional Scream, where someone mentioned that inserting Drought Stone into statue lifts the fog. Hero and partner lifts the fog, encounter Team Skull. Wigglytuff arrives to the statue and sends hero and partner to Steam Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_01===&lt;br /&gt;
Hero and partner arrives to Steam Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_02===&lt;br /&gt;
Partner asks hero whether they are ready to go into Steam Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_03===&lt;br /&gt;
Team Skull attacks Wigglytuff. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_04===&lt;br /&gt;
Called if the player fainted in Steam Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_05===&lt;br /&gt;
Hero and partner arrives to Upper Steam Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_06===&lt;br /&gt;
&amp;quot;Would you like to go on?&amp;quot; message. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_07===&lt;br /&gt;
Hero and partner hears a roar. After that, hero tells partner that this place seems familiar. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_08===&lt;br /&gt;
Called if the player faints in Upper Steam Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_09===&lt;br /&gt;
Hero and partner meets Groudon. Meanwhile, guild members arrives to Steam Cave entrance and Chatot tells everyone about the Groudon.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_10===&lt;br /&gt;
Hero and partner encounters Groudon. Called if the player fainted in the fight against Groudon at least once. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M10_11_12===&lt;br /&gt;
Hero and partner defeats Groudon. Uxie introduces themself to hero and partner, then show them Fogbound Lake. After that, Uxie explains that they can only erase memories about Fogbound Lake. Guild members arrived to the lake. Uxie decides to not erase everyone&#039;s memories. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M11_01===&lt;br /&gt;
Loudred wakes hero and partner up for the first time after the end of expedition. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M11_02===&lt;br /&gt;
Dusknoir arrives to the guild. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M11_03===&lt;br /&gt;
Team Skull arrives to the guild at night, planning to take revenge on hero and partner. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M11_04===&lt;br /&gt;
Chatot sends hero and partner to Kecleon Market to ask whether they&#039;re planning to stock Perfect Apples. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M11_05===&lt;br /&gt;
Hero and partner meets Dusknoir around the Kecleon Market. After that, they report to Chatot that Kecleons aren&#039;t planning to stock Perfect Apples. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M11_06_07===&lt;br /&gt;
Before everyone starts to eat a dinner, Chatot tells everyone that another Time Gear was stolen. At night, hero is wondering, why they heart was pounding so much after seeing a Time Gear. Meanwhile, Grovyle steals Fogbound Lake&#039;s Time Gear. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_01===&lt;br /&gt;
Someone visits hero and partner after morning cheers. Turns out that it&#039;s Azurill and Marill, who&#039;ve got a ransom letter.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_02===&lt;br /&gt;
Hero and partner enters Amp Plains for the first time.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_03A===&lt;br /&gt;
Called if the player fainted in Amp Plains.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_03B===&lt;br /&gt;
Morning cheers. After it, partner tells hero that they should return to Amp Plains.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_04===&lt;br /&gt;
Hero and partner visits Amp Plains. Called if the player faints in Amp Plains at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_05===&lt;br /&gt;
&amp;quot;Would you like to go on?&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_06===&lt;br /&gt;
Hero and partner enters Far Amp Plains. Meanwhile, Dusknoir discovers the fact that hero and partner went to Amp Plains and runs there.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_07===&lt;br /&gt;
Called if the player fainted in Far Amp Plains.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_08===&lt;br /&gt;
Hero and partner encounters Manectric for the first time.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_09===&lt;br /&gt;
Hero and partner encounters Manectric. Called if the player fainted in that fight at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M12_10_12===&lt;br /&gt;
Manectric attacks hero and partner, but Dusknoir saves them. Manectric gives time to get Water Float and leave. After returning the item, partner asks Dusknoir about hero and his abilities. Dusknoir tells them about Dimensional Scream. Suddenly, a lot of Pellipers appeared and Bidoof calls everyone to the guild.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M13_01===&lt;br /&gt;
Chatot tells everyone that the Fogbound Lake&#039;s Time Gear was stolen. Uxie saw the criminal and, with the help of Magnezone, a wanted poster was made. Dusknoir and Chatot begins to devise a strategy for finding Grovyle.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M13_02===&lt;br /&gt;
Loads the acting scene that only contains end;&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M13_03===&lt;br /&gt;
Chatot divides everyone into groups and sends hero and partner to Northern Desert.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M13_04===&lt;br /&gt;
Hero and partner visits Northern Desert for the first time.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M13_05A===&lt;br /&gt;
Called if the player fainted in Northern Desert.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M13_05B===&lt;br /&gt;
Morning cheers. After it, partner tells hero that they need to return to Northern Desert.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M13_06===&lt;br /&gt;
Hero and partner visits Northern Desert. Called if the player fainted in Northern Desert at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M13_07===&lt;br /&gt;
Hero and partner finishes the dungeon, but only find a quicksand, so they come back into the guild. After the report to Chatot, it turns out that Bidoof stole a crystal.&lt;br /&gt;
 &lt;br /&gt;
===coro EVENT_M13_08===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M13_09===&lt;br /&gt;
Chatot tells everyone about that they develop a strategy with Dusknoir. Guild members was sent to search a Time Gear on their own initiative. Partner asks hero where to go, to which hero answers that they need to come back to Northern Desert. &lt;br /&gt;
===coro EVENT_M14_01===&lt;br /&gt;
Hero and partner returned to the end of the Northern Desert. Hero convinces partner to jump into the quicksand pit.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M14_02A===&lt;br /&gt;
Called if the player fainted in Quicksand Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M14_02B===&lt;br /&gt;
Dusknoir tells the guild that the location of Time Gears were not narrowed down yet. Partner tells hero that they should return to Quicksand Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M14_03===&lt;br /&gt;
Hero and partner jump into the quicksand. Called if the player fainted in Quicksand Cave at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M14_04===&lt;br /&gt;
Called if the player fainted in Quicksand Pit.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M14_05===&lt;br /&gt;
&amp;quot;Would you like to go on?&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M14_06===&lt;br /&gt;
Hero and partner finds Underground Lake and its Time Gear. Suddenly, Mesprit appears and attacks them.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M14_07===&lt;br /&gt;
Hero and partner fights Mesprit. Called if the player got defeated in this fight at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M14_08_09===&lt;br /&gt;
Hero and partner defeats Mesprit. Suddenly, Grovyle appears, gets through everyone and takes the Time Gear. Hero, partner and Mesprit evacuates from the lake. In the guild, hero borrows a crystal from Bidoof, and gets a vision, where Azelf fights Grovyle. The guild starts searching the Crystal Lake.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_01===&lt;br /&gt;
Hero and partner arrive to Crystal Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_02===&lt;br /&gt;
Called if the player fainted in Crystal Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_03===&lt;br /&gt;
Hero and partner arrive to Crystal Cave. Called if the player fainted in the dungeon at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_04===&lt;br /&gt;
Hero and partner arrives to a puzzle with three crystals.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_05===&lt;br /&gt;
Partner asks hero to solve the puzzle. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_06===&lt;br /&gt;
Called when the player finishes the puzzle.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_07===&lt;br /&gt;
Called if the player fainted in Crystal Crossing.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_08===&lt;br /&gt;
Hero and partner enters Crystal Crossing. Called if the player fainted in the dungeon at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_09===&lt;br /&gt;
Hero and partner arrives to Crystal Lake and notices that Grovyle is already there. Azelf covers the Time Gear with crystals. Hero and partner attacks Grovyle.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M15_10_12===&lt;br /&gt;
Grovyle defeats hero and partner. Suddenly Dusknoir arrives and Grovyle escapes. They wake up in the guild, in their room. Hero and partner tells everyone that Grovyle and Dusknoir knows each over. An emergency siren went off. Magnemite tells everyone in the guild about the important announcement from Dusknoir and tells them to gather at the main square.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M16_01===&lt;br /&gt;
Everyone gather at the main square. Dusknoir tells them that he&#039;s from the future, where a planet&#039;s paralysis occured. Also, he tells about the trap in the Crystal Lake.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M16_02===&lt;br /&gt;
Hero and partner arrives to Crystal Cave, then go back to not ruin the plan.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M16_03===&lt;br /&gt;
Before falling asleep, partner discusses with hero everything that Dusknoir told.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M16_04===&lt;br /&gt;
Chatot says that there&#039;s no information about Grovyle&#039;s capture.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M16_05===&lt;br /&gt;
Partner wonders what Azelf is doing and how can a Pokemon arrive from the future.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M16_06_07===&lt;br /&gt;
Chatot says that there&#039;s no information about Grovyle&#039;s capture. Magnemite alerts everyone that Grovyle was captured and Dusknoir returns back home. Everyone gather at the main square, where the portal was located. Sableyes brings Grovyle to the square and jumps into the portal with him. Dusknoir calls hero and partner, grabs them and jumps into the portal with them.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M17_01===&lt;br /&gt;
Dusknoir report to Dialga about the successful capture. Hero and partner wake up in the jail cell.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M17_02===&lt;br /&gt;
Hero tries to open the door, but they are locked.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M17_03_05===&lt;br /&gt;
Hero and partner gets blindfolded and tied up to pillows. They meet Grovyle, and after thinking about the way to escape, the trio fool Sableyes and Dusknoir and run outside, where hero and partner saw what will happen to the planet in the future. The trio arrives to the entrance of Chasm Cave. Partner doesn&#039;t believe Grovyle and refuses to go with him, so, after explaining what happenend with the planet, Grovyle enters the dungeon alone.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M17_06===&lt;br /&gt;
Partner asks hero whether they&#039;re ready to go to Chasm Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M17_07===&lt;br /&gt;
Called if the player faints in the Chasm Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_01===&lt;br /&gt;
Hero and partner exits Chasm Cave and finds a frozen waterfall. Hero touches the waterfall to trigger the Dimenshional Scream but nothing happened. After that, they decide to go onward and arrives to Dark Hill.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_02===&lt;br /&gt;
Partner asks hero whether they&#039;re ready to go to Dark Hill.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_03===&lt;br /&gt;
Called if the player faints in the Dark Hill.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_04_05===&lt;br /&gt;
Hero and partner exits Dark Hill. Partner broke down, they missed everyone from the past. Hero encourages partner to go find Grovyle and return back to their world. Hero and partner arrives to Sealed Ruins.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_06===&lt;br /&gt;
Partner asks hero whether they&#039;re ready to go to Sealed Ruins.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_07===&lt;br /&gt;
Called if the player faints in the Sealed Ruins.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_08===&lt;br /&gt;
&amp;quot;Would you like to go on?&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_09===&lt;br /&gt;
Hero and partner enters Sealed Ruins Pit. Meanwhile, Grovyle exits Sealed Ruins Pit. He thinks about how hero and partner are doing, but decides that it isn&#039;t the time. He decides to go on, but suddenly, he was stopped by Spiritomb.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_10===&lt;br /&gt;
Called if the player faints in the Sealed Ruins Pit.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_11===&lt;br /&gt;
Hero and partner exits Sealed Ruins Pit and encounters Grovyle. Suddenly, Spiritomb appear.s They see hero and partner as intruders and attacks them.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_12===&lt;br /&gt;
Hero and partner fights Spiritomb. Called if the player got defeated in this fight at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M18_13_14===&lt;br /&gt;
Hero and partner defeats Spiritomb. Spiritomb escapes, returning to Grovyle the control of his body. Grovyle says, that there are a lot of pokemon that should&#039;ve been good, but the darkness of the world made them bitter and twisted. Trio moves on. Grovyle tells to hero and partner that Dusknoir is actually a Dialga&#039;s agent who got sent to get rid of him. After telling that, he goes off to find Celebi. Hero and partner decides to catch up to Grovyle.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M19_01_02===&lt;br /&gt;
Dusknoir asks Dialga for help. Grovyle, hero and partner arrives to Dusk Forest to search for Celebi, that sent Grovyle to the past. Hero starts to have a strange sensation.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M19_03===&lt;br /&gt;
Partner asks hero whether they&#039;re ready to go to Dusk Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M19_04===&lt;br /&gt;
Partner asks Grovyle if he&#039;ll continue stealing Time Gears, to which he answered yes. Partner says that he&#039;ll stop Grovyle if it turns out that Time Gears are unneded to save the world. Grovyle enters Dusk Forest. Hero realizes that he had that strange sensation in Foggy Forest. Hero and partner enters Dusk Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M19_05===&lt;br /&gt;
Called if the player faints in Dusk Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M19_06_07===&lt;br /&gt;
Grovyle, hero and partner finds Celebi. She tells them where the Passage of Time is. Everyone goes to Deep Dusk Forest where Celebi tolds partner and hero what exactly is the Passage of Time.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M19_08===&lt;br /&gt;
Partner asks everyone whether they&#039;re ready to go to Deep Dusk Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M19_09===&lt;br /&gt;
Called if the player faints in Deep Dusk Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M19_10===&lt;br /&gt;
Hero, partner, Grovyle and Celebi exits Deep Dusk Forest and arrives to Passage of Time. Suddenly, they all became surrounded by Dusknoir and Sableye. Grovyle tells that he has a friend, a human, who&#039;s in the past. But Dusknoir reveals, that said human is hero. Partner asks Celebi to use a Time Travel. Celebi uses it, but Dialga interrupts it. However, that time travel transported hero, partner, Grovyle in Celebi in just enough distance for all of them(except Celebi) to run through the Passage of Time.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M20_01_04===&lt;br /&gt;
Hero, partner and Grovyle wake up in the beach. Grovyle says that he can&#039;t go to the guild, because he&#039;s still wanted. Trio arrives to Sharpedo Bluff, where partner opens up a place where he lived before arriving to the guild. At night, Grovyle tells everything about him and hero. Hero and partner decides to help Grovyle with Time Gears starting tomorrow. Later, Grovyle wakes up, but the partner is nowhere to be seen. He was outside, thinking about what Dusknoir told in the future. He tolds Grovyle that hero is the reason of his courage. Later, in the morning, trio went out to the Treeshroud Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M20_05===&lt;br /&gt;
Partner asks hero whether they&#039;re ready to go to Treeshroud Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M20_06===&lt;br /&gt;
Called if the player faints in Treeshroud Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M20_07_09===&lt;br /&gt;
Trio finishes the dungeon and finds out that the time there is still remain stopped. They arrive to the place where the Time Gear was located and find it in the same place. But the time hasn&#039;t return to normal. Grovyle takes a Time Gear and tells partner to gather some information in Treasure Town. Hero and Grovyle returned back to Sharpedo Bluff. Some time later, partner returns to tell bad news: time remained stopped everywhere where Time Gear was stolen. Even worse, it is stopping in more and more places. Grovyle says, that it can only mean one thing: Temporal Tower started collapsing. To save it, all Time Gears should be put in place in the tower. But there&#039;s a problem: it is located in Hidden Land and no one knows where it is. Grovyle decides to go gather remaining Time Gears, while hero and partner are thinking about how to cross the sea. Hero tells partner that they should go to the guild.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M21_01_03===&lt;br /&gt;
Hero and partner, after a bit of the hesitation, returns back to the guild. Everyone meet them outside and are quite happy to see them return. Inside, hero and partner tells everything about what Grovyle, Dusknoir and everything they&#039;ve experienced. Nobody believes them at first, especially Chatot. But after remembering what happened when Dusknoir left the past, they all started to believe hero and partner&#039;s story. Wigglytuff suggests asking Torkoal about Hidden Land. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M21_04===&lt;br /&gt;
Morning rollcall, where Chatot asks about whether everyone are aware of their duties.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M21_05===&lt;br /&gt;
Chatot asks whether anyone have any clues on Hidden Land but nobody has anything.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M21_06===&lt;br /&gt;
Hero and partner arrives to Hot Springs and return back to guild after learning that they need some kind of proof to access Hidden Land.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M22_01_02===&lt;br /&gt;
Torkoal arrives to the guild right after the morning cheers. He remembered that the proof he said about has a peculiar pattern. They then realized, that Relic Fragment had some kind of strange pattern. Wigglytuff remembers that they saw that pattern somewhere. Chatot announces the expedition to Brine Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M22_03===&lt;br /&gt;
Team Skull kidnaps Torkoal.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M22_04===&lt;br /&gt;
Partner says to hero that they cannot go anywhere, because they must prepare for tomorrow&#039;s mission.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M22_05===&lt;br /&gt;
Partner says to check out Sharpedo Bluff to see whether Grovyle is there or not.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M22_06===&lt;br /&gt;
Hero and partner goes to Sharpedo Bluff and sees no one. But then, they notice a note from Grovyle. In it, he said that he found three Time Gears and thanked the guild for telling everything to Azelf. However, he won&#039;t go to town, because some pokemon may not trust him and also because Dusknoir may appear again. He then said that he will go either there, or to the beach. Partner says to hero that they should go to the beach. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M22_07===&lt;br /&gt;
Called if the player interacts with the letter.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M22_08===&lt;br /&gt;
Partner tells hero that they should go to the beach, since Grovyle can be there.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M22_09_10===&lt;br /&gt;
Hero and partner arrive to the beach and notice no one. Even Krabby didn&#039;t came out. Partner remembers that that was the place where Relic Fragment was stolen. They notice a strange pokemon that was swimming in the ocean but didn&#039;t payed much attention to that and went back to the guild. They didn&#039;t noticed that Team Skull overheard the whole monologue, including the topic of traveling to Hidden Land... At night, while everyone were sleeping, Wigglytuff arrives to the bottom of the Brine Cave to talk with Lapras.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M22_11===&lt;br /&gt;
Partner tolds hero to check Sharpedo Bluff.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M23_01_02===&lt;br /&gt;
On the morning rollcall, Chatot announces that he intend to set off for Brine Cave even though Wigglytuff hasn&#039;t arrived from his arrand yet. After some discussion, Chatot was chosen as the leader of the expedition. Upon arriving to the entrance, Chatot says, that he and Wigglytuff explored this place a long time ago. However, during the exploration they were suddenly attacked. Chatot didn&#039;t remember who it was, but remembered getting slammed with water. After telling that story, Chatot tells that they should form several groups to explore the cave. Hero and partner was in the group with Chatot. When everyone went inside, Team Skull makes an appearance and goes inside shortly after.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M23_03===&lt;br /&gt;
Called if the player fainted in Brine Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M23_04A===&lt;br /&gt;
Player asks hero whether they&#039;re ready to go to Brine Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M23_04B===&lt;br /&gt;
&amp;quot;Would you like to go on?&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M23_05===&lt;br /&gt;
Hero, partner and Chatot finished Brine Cave and went to the checkpoint area. Suddenly, Team Skull collides with partner which makes him drop Relic Fragment again. After taking it, they run away. Chatot goes after them.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M23_06===&lt;br /&gt;
Called if the player fainted in Lower Brine Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M23_07===&lt;br /&gt;
Hero and partner finished Lower Brine Cave. After some time, they see Team Skull. They were beaten up. They return the Relic Fragment back to partner. After some more time they encounters Chatot. He realizes that pokemons that suddenly attacked him and Wigglytuff were just hiding on the celiing. Chatot warns hero and partner about it, and Kabutops and Omastar brothers jumps down. They attacked hero and partner but Chatot shielded them. He fainted after getting a hit. Hero and partner starts fighting with the crooks.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M23_08===&lt;br /&gt;
Hero and partner fights Kabutops and Omastar brothers. Called if the player got defeated in this fight at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M23_09_10===&lt;br /&gt;
Kabutops and Omastar brothers runs away. Suddenly, Wigglytuff and Grovyle appear, al guild members - right behind them. Wigglytuff tells Chatot that back then he fainted, because of the same reason: he shielded Wigglytuff. All guild members takes Chatot back to the guild while hero, partner and Grovyle went onward. They run into a dead end with the strange pattern drawn on the walls. It reacts to Relic Fragment, which called Lapras. He tells everyone inside that he can take them to the Hidden Land.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M24_01_03===&lt;br /&gt;
Wigglytuff exits his chamber, telling everyone that Chatot is alright. He tells everyone, that it wasn&#039;t the first time they were in Brine Cave. They also were attacked by Kabutops and Omastar brothers, and Chatot ended up shielding Wigglytuff with himself. Guildmaster defeated criminals, but had no idea of what to do. That&#039;s when Lapras appeared. He helped Wigglytuff and Chatot, but took a promise from them to not investigate a pattern on the wall. The reason was that in Hidden Lands, a Temporal Tower is located. Dialga, that reigned there, feared that intruders could break havoc at the tower, and decided to hide it from everyone...except those who had a key with a pecular pattern. When Wigglytuff heard about it from Torkoal, he realized what&#039;s going on and went to talk with Lapras at night before everyone else went there and Lapras revealed the way to get to Hidden Land. Back to the present, Lapras and the trio arrives to Hidden Land.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M24_04===&lt;br /&gt;
Partner asks hero whether they&#039;re ready to go to Hidden Land.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M24_05===&lt;br /&gt;
Called if the player fainted in Hidden Land.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M24_06===&lt;br /&gt;
&amp;quot;Would you like to go on?&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M24_07===&lt;br /&gt;
Called if the player fainted in Hidden Highland.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M24_08===&lt;br /&gt;
Trio finishes going through a dungeon. They managed to get to the Rainbow Stoneship...but got stopped by a Dusknoir. He tries to get them through a dimensional hole again, but trio resisted. A battle starts.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M24_09===&lt;br /&gt;
Called if the player fainted in the fight against Dusknoir.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M24_10===&lt;br /&gt;
Trio goes to Dusknoir to fight him. Called if the player fainted in this fight at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M24_11===&lt;br /&gt;
Partner dialogues, where he tolds hero to hurry to Hidden Land or Temporal Tower(depending on where it&#039;s called).&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M25_01_05===&lt;br /&gt;
Trio defeats Dusknoir, but he still have power to fight. He attempts to take trio down but gets attacked to a stomach. Partner goes to start the Rainbow Stoneship, while Dusknoir reveals a horrible truth: when trio will save the world, everyone from the future including hero will disappear. Even then, hero decides that they must save the world. Dusknoir decides to try taking hero down again, but Grovyle shields him, and goes into the dimensional hole with Dusknoir. Partner and hero take the Time Gears Grovyle dropped before that, goes to Rainbow Stoneship and arrives to Temporal Tower...&lt;br /&gt;
&lt;br /&gt;
=== coro EVENT_M25_06 ===&lt;br /&gt;
Partner asks hero whether they&#039;re ready to go to Temporal Tower.&lt;br /&gt;
&lt;br /&gt;
=== coro EVENT_M25_07 ===&lt;br /&gt;
Called if the player fainted in Temporal Tower.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M25_08===&lt;br /&gt;
Hero and partner arrives to the checkpoint. Another earthquake happened, this time much worse...&lt;br /&gt;
&lt;br /&gt;
=== coro EVENT_M25_09 ===&lt;br /&gt;
&amp;quot;Would you like to go on?&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
=== coro EVENT_M25_10 ===&lt;br /&gt;
Called if the player fainted on the Temporal Spire.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M25_11 ===&lt;br /&gt;
Hero and partner arrives to the top of the tower. Earthquake happens again, the tower will collapse any second. They arrive to the strange objects with indentations. All they have to do is insert Time Gears there...but suddenly, they got stopped by Dialga. A final battle starts.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M25_12===&lt;br /&gt;
Hero and partner fights Dialga. Called if the player fainted in this fight at least once.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_M26_01_08===&lt;br /&gt;
After defeating Dialga, hero and partner inserts Time Gears to where they belong, stopping a tower destruction on the last second. Dialga shows them, that the time started flowing in all places where the time was frozen. Hero and partner goes on their way to return, but then, Dusknoir words came true: hero starts disappearing. After a heartfelt goodbyes, hero disappears on partner&#039;s eyes. Partner returns back to Treasure Town. He tells everyone the whole story of his adventure. Several months later, partner arrives to the beach at the dusk. Seeing the view, he remembers how he found hero and the adventure he had with him, causing partner to break down in front of Bidoof. After a credit roll, Dialga says that they trust partner with a gift, after which, hero appears on the beach near the Bidoof and partner. After that, game saves and returns to the main menu.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_01===&lt;br /&gt;
Several months after horo&#039;s returnal later, Chatot tells his and partner&#039;s about a graduation exam. They&#039;re supposed to travel to Luminous Spring and return with its treasure, watching out for a strong enemy, grand master of all things bad.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_02===&lt;br /&gt;
Hero and partner encounters Ursaring and Teddiursa. They are going to Mystifying Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_03===&lt;br /&gt;
Hero and partner arrives to Mystifying Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_04===&lt;br /&gt;
Called if the player faints in Mystifying Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_05===&lt;br /&gt;
Partner asks hero whether they&#039;re ready to go to Mystifying Forest.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_06===&lt;br /&gt;
Hero and partner finishes Mystifying Forest and meets Teddiursa and Ursaring. They went to Luminous Spring. Hero and partner attempts to do the same, but falls into the trap. Wigglytuff attempts to scare them off, but Bidoof messes up with it by taking the cower off. Hero and partner startss fighting with the whole guild.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_07===&lt;br /&gt;
Called if the player faints in the battle with the guild.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_08===&lt;br /&gt;
Hero and partner arrives to the pitfall trap. They are about to move on, but get pushed into the trap by Wigglytuff.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_09_10===&lt;br /&gt;
Hero and partner beats the guild members, the latter runs away. Hero and partner arrives to Luminous Spring and sees Teddiursa evolving to Ursaring. However, when partner attempts to evolve, it turns out to be impossible. Hero and partner arrives back to the guild. They asks if grand master of all things bad was Wigglytuff, but no one tells anything. Hero and partner gets officially graduated and moves to Sharpedo Bluff.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S01_12===&lt;br /&gt;
Morning cheers. After that, Chatot tells hero and partner to focus on the graduation exam.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S02_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_17_20===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_18===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S03_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_06_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_17===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_18===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_20===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_21===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_22===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_23===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S04_24===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S11_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_17===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_18===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_20===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S12_21===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S20_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S20_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S20_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S20_04_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S20_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S20_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S20_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S20_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S20_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_04_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S21_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_01_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S22_14_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S23_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S30_01===&lt;br /&gt;
Hero and partner discovers stairs to Spinda&#039;s Cafe for the first time.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S30_02===&lt;br /&gt;
Spinda&#039;s Csfe opening cutscene.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S30_03===&lt;br /&gt;
Introduces Project P to the player for the first time. Begins when the player enters the crossroads under a certain $SCENARIO_MAIN value (&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S30_04===&lt;br /&gt;
Plays when speaking to Wynaut in the recycle shop if $SUB30_TREASURE_DISCOVER is enabled.&lt;br /&gt;
&lt;br /&gt;
Will initiate S30A0401, which tells the player Project P discovered new treasure. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S30_05===&lt;br /&gt;
Plays when speaking to Wynaut in the recycle shop if $SUB30_SPOT_DISCOVER is enabled.&lt;br /&gt;
&lt;br /&gt;
Will initiate S30A0501, which tells the player Project P discovered a new dungeon.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S30_06===&lt;br /&gt;
Plays when speaking to Wynaut in the recycle shop to run the normal recycle menu, initiating S30A0601.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S30_07===&lt;br /&gt;
Plays when speaking to Spinda in the recycle shop, initiating S30A0701.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_17===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_18===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_20===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_21===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_22===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_23===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_24===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_25===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_26===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_27===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_28===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_29===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_30===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_31===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_32===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_33===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_34===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_35===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_36===&lt;br /&gt;
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===coro EVENT_S31_37===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_38===&lt;br /&gt;
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===coro EVENT_S31_39===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S31_40===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S32_01===&lt;br /&gt;
Called if the player returns to 8th Station Clearing after reaching the summit. &lt;br /&gt;
&lt;br /&gt;
Ampharos will attempt to give the player Sneasel&#039;s Sky Gift, but fails if the bag is full.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S32_02===&lt;br /&gt;
Called if the player views the Sky Peak Summit in the enter scene.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S32_03===&lt;br /&gt;
Called on descending back down from Sky Peak Summit.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_S32_04===&lt;br /&gt;
Called on speaking to Heracross before he receives his lost item on Sky Peak 2nd Station Clearing.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N00_01===&lt;br /&gt;
Called if the player goes to Guildmaster&#039;s Chamber after unlocking Star Cave Depths.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_01===&lt;br /&gt;
Bidoof introduces yourself to the player.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_02===&lt;br /&gt;
Called if the player tries to interact with Job Bulletin Board in Special Episode 1.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_03===&lt;br /&gt;
Called if the player tries to interact with Outlaw Notice Board in Special Episode 1.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_04===&lt;br /&gt;
Called if the player tries to go to the right road of the Crossroads.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_05_07===&lt;br /&gt;
Bidoof arrives to Kecleon Market for an inventory inquiry. After that, he learns about a Hidden Power TM. He decided to not buy it, even though he did had money. He got it from the mother when he left his home to go to the guild. Suddenly, Snover runs in, gives something to Bidoof, and continued running past him. Gligar and Bagon runs to Bidoof right after and asks if he saw someoone, he tells them where Snover ran to. After a dinner, Bidoof remembers about something he was given and looked at it. Turns out, it&#039;s a map to the place called Star Cave. After that, he decides to try getting some sleep. At the morning,  he gets waken up by Loudred.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_08===&lt;br /&gt;
Called if the player tries to go to the Beach Cave.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_10YARARETA===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_10CHOUREI===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_17===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_18===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_19_2===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_20===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_21===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_22===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_23===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_24===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_25===&lt;br /&gt;
See coro EVENT_N01_24.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_27===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_28===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_30===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N01_31===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N02_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N02_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N02_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N02_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N02_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N02_06_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N02_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N02_09_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_06_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_15_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_17===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_18===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N03_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_17===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_18===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_20===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_21===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_22===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_23===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_24===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_25===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N04_26===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_01_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_05_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_17===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_18_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_20===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_21===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_22===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_23===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_24===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_25===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_26===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_27===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_28===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_29===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_30===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_31===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_32===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_33===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_34===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_35===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_36===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_37===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_38===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N06_39===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_01_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_17===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_18===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_20===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_21===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_22===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_23===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_24===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_25===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_26===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_27===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_28===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_29===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N08_30===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_01===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_02===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_03===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_04===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_05===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_06===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_07===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_08===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_09===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_10===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_11===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_12===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_13===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_14===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_15===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_16===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_17===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_18===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_19===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_20===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_21===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_N09_22===&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG01===&lt;br /&gt;
Unlocking Mt. Avalanche. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG02===&lt;br /&gt;
Unlocking Giant Volcano. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG03===&lt;br /&gt;
Unlocking Shimmer Desert. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG04===&lt;br /&gt;
Unlocking Bottomless Sea. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG05===&lt;br /&gt;
Unlocking World Abyss. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG06===&lt;br /&gt;
Unlocking Mystery Jungle. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG07===&lt;br /&gt;
Unlocking Sky Stairway. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG08===&lt;br /&gt;
Unlocking Serenity River. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG09===&lt;br /&gt;
Unlocking Landslide Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG10===&lt;br /&gt;
Unlocking Lush Prairie. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG11===&lt;br /&gt;
Unlocking Tiny Meadow. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG12===&lt;br /&gt;
Unlocking Labyrinth Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG13===&lt;br /&gt;
Unlocking Oran Forest. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG14===&lt;br /&gt;
Unlocking Lake Afar. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG15===&lt;br /&gt;
Unlocking Happy Outlook. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG16===&lt;br /&gt;
Unlocking Mt. Mistral. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG17===&lt;br /&gt;
Unlocking Shimmer Hill. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG18===&lt;br /&gt;
Unlocking Lost Wilderness. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG19===&lt;br /&gt;
Unlocking Midnight Forest. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG20===&lt;br /&gt;
Unlocking Star Cave. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG21===&lt;br /&gt;
Only contains return;&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG22===&lt;br /&gt;
Only contains return;&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG23===&lt;br /&gt;
Only contains return;&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_TG24===&lt;br /&gt;
Only contains return;&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_MEND_01===&lt;br /&gt;
Calls EVENT_DIVIDE_INIT_FUNC.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_MEND_02===&lt;br /&gt;
Calls EVENT_DIVIDE_INIT_FUNC.&lt;br /&gt;
&lt;br /&gt;
===coro COMMON_ENTER===&lt;br /&gt;
Fades the screen in.&lt;br /&gt;
&lt;br /&gt;
===coro DEBUG_ENTER===&lt;br /&gt;
Fades the screen in. Doesn&#039;t have screen_FadeInAll&lt;br /&gt;
&lt;br /&gt;
===coro GETOUT_NORMAL===&lt;br /&gt;
Called when the player chooses the dungeon with dungeon_mode set to DMODE_CLOSE or DMODE_OPEN in Crossroads. Used for showing a cutscene where partner tells hero that they need to go to dungeon together without bringing anyone.&lt;br /&gt;
&lt;br /&gt;
===coro GOTO_SCENARIO_DUNGEON===&lt;br /&gt;
See coro GETOUT_NORMAL.&lt;br /&gt;
&lt;br /&gt;
===coro GOTO_REQUEST_DUNGEON===&lt;br /&gt;
Called when the player chooses the dungeon with dungeon_mode set to DMODE_OPEN_AND_REQUEST in Crossroads. Used for showing cutscene wher Igglybuff leave the house in Special Episode 2,&lt;br /&gt;
&lt;br /&gt;
=== coro GOTO_TRAINING_DUNGEON ===&lt;br /&gt;
Called when the player chooses a dungeon in dojo. Fades the BGM out, then continues on with entering a dungeon.&lt;br /&gt;
&lt;br /&gt;
===coro GOTO_RESCUE_DUNGEON===&lt;br /&gt;
Fades the BGM out, then continues on with entering a dungeon.&lt;br /&gt;
&lt;br /&gt;
=== coro GOTO_FREE_DUNGEON ===&lt;br /&gt;
Fades the BGM out, then continues on with entering a dungeon.&lt;br /&gt;
&lt;br /&gt;
===coro GOTO_DEBUG_DUNGEON===&lt;br /&gt;
Fades the BGM out, then continues on with entering a dungeon.&lt;br /&gt;
&lt;br /&gt;
===coro ENTER_SCENARIO_DUNGEON===&lt;br /&gt;
Called when the player go to the dungeon with dungeon_mode set to DMODE_CLOSE or DMODE_OPEN after the Wonder Map cutscene.&lt;br /&gt;
&lt;br /&gt;
===coro ENTER_REQUEST_DUNGEON===&lt;br /&gt;
Called when the player go to the dungeon with dungeon_mode set to DMODE_REQUEST or DMODE_OPEN_AND_REQUEST after the Wonder Map cutscene.&lt;br /&gt;
&lt;br /&gt;
===coro ENTER_TRAINING_DUNGEON===&lt;br /&gt;
Fades the BGM out, then enters the dungeon. &lt;br /&gt;
&lt;br /&gt;
===coro ENTER_RESCUE_DUNGEON===&lt;br /&gt;
Jumps to EVENT_DIVIDE.&lt;br /&gt;
&lt;br /&gt;
===coro ENTER_FREE_DUNGEON===&lt;br /&gt;
Fades the BGM out, then enters the dungeon. &lt;br /&gt;
&lt;br /&gt;
===coro ENTER_DEBUG_DUNGEON===&lt;br /&gt;
Fades the BGM out, then enters the dungeon. &lt;br /&gt;
&lt;br /&gt;
===coro GETOUT_SCENARIO_DUNGEON===&lt;br /&gt;
Called after finishing(or fainting in) the dungeon with dungeon_mode set to DMODE_OPEN or DMODE_CLOSED.&lt;br /&gt;
&lt;br /&gt;
===coro GETOUT_REQUEST_DUNGEON===&lt;br /&gt;
Called after finishing(or fainting in) the dungeon with dungeon_mode set to DMODE_OPEN_AND_REQUEST or DMODE_REQUEST.&lt;br /&gt;
&lt;br /&gt;
===coro GETOUT_REQUEST_RETURN===&lt;br /&gt;
Called if the player fainted in the dungeon with dungeon mode set to DMODE_REQUEST or DMODE_OPEN_AND_REQUEST and if the player had no active missions in that dungeon.&lt;br /&gt;
&lt;br /&gt;
===coro GETOUT_REQUEST_CONQUEST===&lt;br /&gt;
Called if the player finished the dungeon with dungeon mode set to DMODE_REQUEST or DMODE_OPEN_AND_REQUEST and if the player had no active missions in that dungeon.&lt;br /&gt;
&lt;br /&gt;
===coro GETOUT_TRAINING_DUNGEON===&lt;br /&gt;
Called after the dojo dungeons. Shows The Last Outing screen and jumps to coro EVENT_M00_09.&lt;br /&gt;
&lt;br /&gt;
===coro GETOUT_DEBUG_DUNGEON===&lt;br /&gt;
Checks if the player finished a dungeon (or escaped), gives a reward if a mission was done(using a debug Script Scene T00P01) and jumps to EVENT_DIVIDE.&lt;br /&gt;
If the player fainted, it shows an exploration results screen and jumps to EVENT_DIVIDE.&lt;br /&gt;
&lt;br /&gt;
===coro MOVE_WORLD_MAP===&lt;br /&gt;
Called after choosing a dungeon in Crossroads. Shows a Wonder Map and a character that&#039;s going from Treasure Town to the chosen dungeon.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_CONTROL===&lt;br /&gt;
Do nothing.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_WAKEUP===&lt;br /&gt;
See coro EVENT_CONTROL.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_STATION===&lt;br /&gt;
See coro EVENT_CONTROL.&lt;br /&gt;
&lt;br /&gt;
===coro STATION_CONTROL===&lt;br /&gt;
See coro EVENT_CONTROL.&lt;br /&gt;
&lt;br /&gt;
===coro ENTER_CONTROL===&lt;br /&gt;
See coro EVENT_CONTROL.&lt;br /&gt;
&lt;br /&gt;
===coro SETUP_DEBUG_CAMERA===&lt;br /&gt;
See coro EVENT_CONTROL.&lt;br /&gt;
&lt;br /&gt;
===coro MOVE_DEBUG_CAMERA===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
===coro MESSAGE_CLOSE_WAIT_FUNC===&lt;br /&gt;
Closes the textbox, waits 10 frames, then returns. Should be called with CallCommon&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_END_MAPIN===&lt;br /&gt;
Loads a sector of the Enter script(1 in the main game, 21 in Special Episode 1, 31 in Special Episode 2, 41 in Special Episode 3, 61 in Special Episode 4, 51 in Special Episode 5) and moves the camera to the player&#039;s actor. This coroutine is used for Cutscene -&amp;gt; Overworld transitions. &lt;br /&gt;
&lt;br /&gt;
===coro EVENT_END_FREE===&lt;br /&gt;
Moves the camera to the player&#039;s actor, but doesn&#039;t load any Enter scene&#039;s sectors. This coroutine is used for Cutscene -&amp;gt; Overworld transitions.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_END_MAPIN_AE===&lt;br /&gt;
Loads sector 1 of the Enter script and moves the camera to the player&#039;s actor. This coroutine is used for Cutscene -&amp;gt; Overworld transitions. Uses ACTOR_PLAYER_APPOINT instead of ACTOR_PLAYER.&lt;br /&gt;
&lt;br /&gt;
===coro EVENT_END_FREE_AE===&lt;br /&gt;
Moves the camera to the player&#039;s actor, but doesn&#039;t load any Enter scene&#039;s sectors. This coroutine is used for Cutscene -&amp;gt; Overworld transitions.&lt;br /&gt;
Uses ACTOR_PLAYER_APPOINT instead of ACTOR_PLAYER.&lt;br /&gt;
&lt;br /&gt;
===coro BOSS_WIPE_FUNC===&lt;br /&gt;
Called right before entering a dungeon with the boss fight&lt;br /&gt;
&lt;br /&gt;
===coro FADE_OUT_ALL_BEFORE===&lt;br /&gt;
Fades the bottom screen out. To fade it in, use &amp;lt;code&amp;gt;screen_FadeInAll&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===coro FADE_OUT_ALL_AFTER===&lt;br /&gt;
Fades the bottom screen out. To fade it in, use &amp;lt;code&amp;gt;screen_FadeIn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===coro SUBSCREEN_INIT===&lt;br /&gt;
Fades out the Top Screen, changes it&#039;s mode to 0(no mode, clears the top screen), then returns.&lt;br /&gt;
&lt;br /&gt;
===coro RESCUE_SET===&lt;br /&gt;
Defines whether you&#039;ll get a client in cafe and/or a bottle in a beach. &lt;br /&gt;
&lt;br /&gt;
===coro RESQUE_DEBUG===&lt;br /&gt;
Called if the debug mode is on. Asks player whether they want to force a bottle and a client to appear. &lt;br /&gt;
&lt;br /&gt;
===coro SORANOITADAKI_FLAGSET===&lt;br /&gt;
Called when the player starts climbing Sky Peak or uses Drifblim Gondola. Randomly determines whether to spawn NPCs that can give Sky Gift, request an item or request an item swap, and in what station clearing to spawn them.&lt;br /&gt;
&lt;br /&gt;
===coro TITLE_TEST===&lt;br /&gt;
Test of the intro cutscene. &lt;br /&gt;
&lt;br /&gt;
===coro BUBBLE_TEST===&lt;br /&gt;
Plays a cutscene where Krabby starts to blow bubbles. &lt;br /&gt;
&lt;br /&gt;
Is unused outside of debug mode! &lt;br /&gt;
&lt;br /&gt;
===coro MAP_TEST===&lt;br /&gt;
Plays every cutscene where the clouds lifts over every part of the Wonder Map. &lt;br /&gt;
{{NavScriptTerms}}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1116</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=1116"/>
		<updated>2025-07-26T21:00:19Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: Added all of chapter 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table is a work-in-progress list of the 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 $SCENARIO_MAIN values using if-statements (such as to determine what dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner&#039;s overworld dialogue scripts: &amp;lt;code&amp;gt;if ( scn($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 folder/map 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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1115</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=1115"/>
		<updated>2025-07-26T20:40:20Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: Added all of chapter 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table is a work-in-progress list of the 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 $SCENARIO_MAIN values using if-statements (such as to determine what dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner&#039;s overworld dialogue scripts: &amp;lt;code&amp;gt;if ( scn($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 folder/map 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;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Triggers after you’ve seen the cutscene where your team and Loudred go without dinner, which only happens if you failed sentry duty&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M04_02_03&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 3242&#039;&#039;&lt;br /&gt;
|&#039;&#039;Only triggers if  &amp;lt;code&amp;gt;scn[5, 4];&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appears in a switch case&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 431&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M04-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1114</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=1114"/>
		<updated>2025-07-26T20:09:15Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table is a work-in-progress list of the 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 $SCENARIO_MAIN values using if-statements (such as to determine what dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner&#039;s overworld dialogue scripts: &amp;lt;code&amp;gt;if ( scn($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 folder/map 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.ssb&#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;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Immediately &amp;lt;u&amp;gt;AFTER&amp;lt;/u&amp;gt; the personality quiz&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M00A_01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2261&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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.ssb&#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 $SCENARIO_MAIN&lt;br /&gt;
&#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(also applies to scn[3, 1];)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!&#039;&#039;&#039;Chapter 2&#039;&#039;&#039;&lt;br /&gt;
|About to enter Wigglytuff’s Guild for the first time with the partner&lt;br /&gt;
|&#039;&#039;&#039;G01P01B&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This value appears in the script mentioned by the previous cell, EVENT_DIVIDE, the debug script, and also in a switch case in EVENT_DIVIDE_FIRST (exact locations can be found in the next cell)&lt;br /&gt;
Same note from &#039;&#039;&#039;&#039;&#039;happylappy&#039;&#039;&#039;&#039;&#039; as [2, 1] where &#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1599&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 393&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 750&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE_FIRST&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 983&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M2 The First Job&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M02-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1111</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=1111"/>
		<updated>2025-07-26T19:32:45Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: Updated through chapter 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table is a work-in-progress list of the 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 $SCENARIO_MAIN values using if-statements (such as to determine what dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner&#039;s overworld dialogue scripts: &amp;lt;code&amp;gt;if ( scn($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 folder/map they are found in. For example, the $SCENARIO_MAIN value that gets triggered following the Project P cutscene can be triggered by four seprate enter scripts that have identical names (&#039;&#039;enter01.ssb&#039;&#039; and &#039;&#039;enter02.ssb&#039;&#039;, respectively), so the corresponding map/folder names are also included to help users know which enter scripts to look for.&amp;lt;/sub&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Scenario Main (Values)&lt;br /&gt;
!Game Chapter&lt;br /&gt;
!Description&lt;br /&gt;
!Script location of the value&lt;br /&gt;
!Other notes&lt;br /&gt;
!Other scripts that mention this value&lt;br /&gt;
!Debug Menu (that uses this value)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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.ssb&#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;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Immediately &amp;lt;u&amp;gt;AFTER&amp;lt;/u&amp;gt; the personality quiz&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M00A_01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2261&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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.ssb&#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 $SCENARIO_MAIN&lt;br /&gt;
&#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(also applies to scn[3, 1];)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!&#039;&#039;&#039;Chapter 2&#039;&#039;&#039;&lt;br /&gt;
|About to enter Wigglytuff’s Guild for the first time with the partner&lt;br /&gt;
|&#039;&#039;&#039;G01P01B&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This value appears in the script mentioned by the previous cell, EVENT_DIVIDE, the debug script, and also in a switch case in EVENT_DIVIDE_FIRST (exact locations can be found in the next cell)&lt;br /&gt;
Same note from &#039;&#039;&#039;&#039;&#039;happylappy&#039;&#039;&#039;&#039;&#039; as [2, 1] where &#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1599&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 393&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 750&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE_FIRST&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 983&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M2 The First Job&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M02-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1110</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=1110"/>
		<updated>2025-07-26T19:15:26Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table is a work-in-progress list of the 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 $SCENARIO_MAIN values using if-statements (such as to determine what dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner&#039;s overworld dialogue scripts: &amp;lt;code&amp;gt;if ( scn($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 folder/map they are found in. For example, the $SCENARIO_MAIN value that gets triggered following the Project P cutscene can be triggered by four seprate enter scripts that have identical names (&#039;&#039;enter01.ssb&#039;&#039; and &#039;&#039;enter02.ssb&#039;&#039;, respectively), so the corresponding map/folder names are also included to help users know which enter scripts to look for.&amp;lt;/sub&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Scenario Main (Values)&lt;br /&gt;
!Game Chapter&lt;br /&gt;
!Description&lt;br /&gt;
!Script location of the value&lt;br /&gt;
!Other notes&lt;br /&gt;
!Other scripts that mention this value&lt;br /&gt;
!Debug Menu (that uses this value)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;&#039;&#039;unionall.ssb&#039;&#039;&#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;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Immediately &amp;lt;u&amp;gt;AFTER&amp;lt;/u&amp;gt; the personality quiz&lt;br /&gt;
|Found in &#039;&#039;&#039;&#039;&#039;unionall.ssb&#039;&#039;&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M00A_01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2261&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;&#039;&#039;unionall.ssb&#039;&#039;&#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 $SCENARIO_MAIN&lt;br /&gt;
&#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(also applies to scn[3, 1];)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!&#039;&#039;&#039;Chapter 2&#039;&#039;&#039;&lt;br /&gt;
|About to enter Wigglytuff’s Guild for the first time with the partner&lt;br /&gt;
|&#039;&#039;&#039;G01P01B&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This value appears in the script mentioned by the previous cell, EVENT_DIVIDE, the debug script, and also in a switch case in EVENT_DIVIDE_FIRST (exact locations can be found in the next cell)&lt;br /&gt;
Same note from &#039;&#039;&#039;&#039;&#039;happylappy&#039;&#039;&#039;&#039;&#039; as [2, 1] where &#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1599&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 393&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 750&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE_FIRST&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 983&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M2 The First Job&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M02-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1109</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=1109"/>
		<updated>2025-07-26T18:51:45Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: Continued to expand the table and fiddled around with some formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table is a work-in-progress list of the 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 $SCENARIO_MAIN values using if-statements (such as to determine what dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner&#039;s overworld dialogue scripts: &amp;lt;code&amp;gt;if ( scn($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 folder/map they are found in. For example, the $SCENARIO_MAIN value that gets triggered following the Project P cutscene can be triggered by four seprate enter scripts that have identical names (&#039;&#039;enter01.ssb&#039;&#039; and &#039;&#039;enter02.ssb&#039;&#039;, respectively), so the corresponding map/folder names are also included to help users know which enter scripts to look for.&amp;lt;/sub&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Scenario Main (Values)&lt;br /&gt;
!Game Chapter&lt;br /&gt;
!Description&lt;br /&gt;
!Script location of the value&lt;br /&gt;
!Other notes&lt;br /&gt;
!Other scripts that mention this value&lt;br /&gt;
!Debug Menu (that uses this value)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;&#039;&#039;unionall.ssb&#039;&#039;&#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;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Immediately &amp;lt;u&amp;gt;AFTER&amp;lt;/u&amp;gt; the personality quiz&lt;br /&gt;
|Found in &#039;&#039;&#039;&#039;&#039;unionall.ssb&#039;&#039;&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M00A_01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2261&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;&#039;&#039;unionall.ssb&#039;&#039;&#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 $SCENARIO_MAIN&lt;br /&gt;
&#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(also applies to scn[3, 1];)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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 1&#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;&amp;lt;code&amp;gt;M2 The First Job&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;code&amp;gt;TALK-M02-01&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1108</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=1108"/>
		<updated>2025-07-26T18:30:14Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: Created page and added the first few cells in the table, along with the description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table is a work-in-progress list of the 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 $SCENARIO_MAIN values using if-statements (such as to determine what dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner&#039;s overworld dialogue scripts: &amp;lt;code&amp;gt;if ( scn($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 $SCENARIO_MAIN value will also include the name of the folder/map they are found in.&amp;lt;/sub&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Scenario Main (Values)&lt;br /&gt;
!Game Chapter&lt;br /&gt;
!Description&lt;br /&gt;
!Script location of the value&lt;br /&gt;
!Other notes&lt;br /&gt;
!Other scripts that mention this value&lt;br /&gt;
!Debug Menu (that uses this value)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;unionall.ssb&#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;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Immediately &amp;lt;u&amp;gt;AFTER&amp;lt;/u&amp;gt; the personality quiz&lt;br /&gt;
|Found in &#039;&#039;unionall.ssb&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M00A_01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2261&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;unionall.ssb&#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 $SCENARIO_MAIN&lt;br /&gt;
&#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(also applies to scn[3, 1];)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$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;
|D01P11B &lt;br /&gt;
&#039;&#039;&#039;(m01a0208.ssb)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Debug_Scene_Selection_Menu&amp;diff=356</id>
		<title>Debug Scene Selection Menu</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Debug_Scene_Selection_Menu&amp;diff=356"/>
		<updated>2023-09-10T19:07:52Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: added description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This table offers a description of where the game places you for each scene option in the Debug Menu when using SkyTemple. Title cards that are listed here refer to what is displayed after selecting a scene to debug, and the description of the starting point details where you will immediately start off after selecting a scene from the Debug Menu. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
=== Debug Scene Selection ===&lt;br /&gt;
!&lt;br /&gt;
=== Chapter Title Card (if applicable) ===&lt;br /&gt;
!Description of starting point&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 1&#039;&#039;&#039;: A Storm at Sea&lt;br /&gt;
|Opening scene with unidentified narrators and the storm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 2:&#039;&#039;&#039; The New Guild Recruits&lt;br /&gt;
|Standing in front of the guild with the partner after Beach Cave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 3:&#039;&#039;&#039; The Scream&lt;br /&gt;
|You wake up and do the morning cheer as usual ➕ Chatot assigns Bidoof to help you pick an outlaw job&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 4:&#039;&#039;&#039; The Gatekeepers&lt;br /&gt;
|Starts with dinner and then goes into the chapter title card ⮕ you do sentry duty the next morning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 5:&#039;&#039;&#039; The First Expedition&lt;br /&gt;
|Starts with dinner ⮕ Chatot assigns you to investigate the waterfall after the morning cheers&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 6&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 6:&#039;&#039;&#039; Team Skull&lt;br /&gt;
|Wake up ⮕ Chatot announces the upcoming guild expedition ➕ Team Skull is at the Job Board and Skuntank is introduced&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 7&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Team Skull eats the guild’s food supply&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 8&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Dinner announcement that the expedition members have been chosen&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 9&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 8:&#039;&#039;&#039; Groudon’s Heart&lt;br /&gt;
|Arrive at the Foggy Forest base camp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 10&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 9:&#039;&#039;&#039; Mystery of Fogbound Lake&lt;br /&gt;
|Arrive at Steam Cave &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 11&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 10:&#039;&#039;&#039; Dusknoir&lt;br /&gt;
|Dusknoir arrives at the guild right after the morning cheers&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 12&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The Marill brothers show your team the ransom note for their Water Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 13&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 11:&#039;&#039;&#039; Grovyle&lt;br /&gt;
|Grovyle’s outlaw poster is displayed at the guild&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 14&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town, preparing to go back to Quicksand Desert a second time&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 15&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town, preparing for Crystal Cave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 16&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 13:&#039;&#039;&#039; Dusknoir’s Secret&lt;br /&gt;
|Dusknoir reveals he is from the future to everyone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 17&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 14:&#039;&#039;&#039; Into the Future&lt;br /&gt;
|Waking up in the future jail cell&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 18&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Touching the frozen water to try and activate the Dimensional Scream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 19&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Dusknoir tells Dialga he has set a trap and may need his help ➕ your team is at the entrance to Dusk Forest (no Celebi yet)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 20&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 16:&#039;&#039;&#039; A New Dawn&lt;br /&gt;
|Your team and Grovyle wake up on the beach in the past&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 21&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 17:&#039;&#039;&#039; The Guild’s Crew&lt;br /&gt;
|Returning to the guild from the future&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 22&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Guild is looking for the Hidden Land and Torkoal visits the guild after remembering more details about the legend&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 23&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Wigglytuff is still gone, Chatot says we will go to Brine Cave as scheduled &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 24&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 19:&#039;&#039;&#039; To the Hidden Land&lt;br /&gt;
|While Chatot is recovering from his injuries, Wigglytuff tells a story &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 25&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Right after the battle with Dusknoir&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 26&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Right after beating Primal Dialga&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 01&lt;br /&gt;
|&lt;br /&gt;
|You are told about the graduation exam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 02&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ Sky Peak announcement at Spinda&#039;s Café&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 03&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ Mr. Mime unlocks Blizzard Island&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 03&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ Sunflora unlocks Surrounded Sea&lt;br /&gt;
|&#039;&#039;&#039;NOTE:&#039;&#039;&#039; For whatever reason there are two Sub 03 options in the debug menu&lt;br /&gt;
|-&lt;br /&gt;
|Sub 04&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ Guild is empty ⮕ go downstairs for the Team Charm arc&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 20&lt;br /&gt;
|&lt;br /&gt;
|After you clear a dungeon and go to bed, a cutscene plays where it’s a stormy night ⮕ cut to Darkrai saying things are going nicely ⮕ start of the Nightmare arc&lt;br /&gt;
|&#039;&#039;&#039;NOTE&#039;&#039;&#039;: All NPCs (except the shopkeepers) are gone for some reason, and in order to trigger the Darkrai cutscene you will need to clear a dungeon to progress the day forward (I used Beach Cave)&lt;br /&gt;
|-&lt;br /&gt;
|Sub 21&lt;br /&gt;
|&lt;br /&gt;
|In your old room at the guild, Azurill is in his nightmare, Drowzee is present&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 22&lt;br /&gt;
|&lt;br /&gt;
|Right after beating Palkia&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 23&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ go to Sharpedo Bluff ⮕ Chatot appears telling you Manaphy has returned&lt;br /&gt;
|&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This is after you have beaten Darkrai, and in order to trigger the Manaphy cutscene you must go to Sharpedo Bluff&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Debug_Scene_Selection_Menu&amp;diff=355</id>
		<title>Debug Scene Selection Menu</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Debug_Scene_Selection_Menu&amp;diff=355"/>
		<updated>2023-09-10T18:59:44Z</updated>

		<summary type="html">&lt;p&gt;GinnieH20: Added table content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
=== Debug Scene Selection ===&lt;br /&gt;
!&lt;br /&gt;
=== Chapter Title Card (if applicable) ===&lt;br /&gt;
!Description of starting point&lt;br /&gt;
!NOTES&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 1&#039;&#039;&#039;: A Storm at Sea&lt;br /&gt;
|Opening scene with unidentified narrators and the storm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 2:&#039;&#039;&#039; The New Guild Recruits&lt;br /&gt;
|Standing in front of the guild with the partner after Beach Cave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 3:&#039;&#039;&#039; The Scream&lt;br /&gt;
|You wake up and do the morning cheer as usual ➕ Chatot assigns Bidoof to help you pick an outlaw job&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 4:&#039;&#039;&#039; The Gatekeepers&lt;br /&gt;
|Starts with dinner and then goes into the chapter title card ⮕ you do sentry duty the next morning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 5:&#039;&#039;&#039; The First Expedition&lt;br /&gt;
|Starts with dinner ⮕ Chatot assigns you to investigate the waterfall after the morning cheers&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 6&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 6:&#039;&#039;&#039; Team Skull&lt;br /&gt;
|Wake up ⮕ Chatot announces the upcoming guild expedition ➕ Team Skull is at the Job Board and Skuntank is introduced&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 7&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Team Skull eats the guild’s food supply&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 8&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Dinner announcement that the expedition members have been chosen&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 9&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 8:&#039;&#039;&#039; Groudon’s Heart&lt;br /&gt;
|Arrive at the Foggy Forest base camp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 10&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 9:&#039;&#039;&#039; Mystery of Fogbound Lake&lt;br /&gt;
|Arrive at Steam Cave &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 11&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 10:&#039;&#039;&#039; Dusknoir&lt;br /&gt;
|Dusknoir arrives at the guild right after the morning cheers&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 12&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The Marill brothers show your team the ransom note for their Water Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 13&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 11:&#039;&#039;&#039; Grovyle&lt;br /&gt;
|Grovyle’s outlaw poster is displayed at the guild&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 14&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town, preparing to go back to Quicksand Desert a second time&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 15&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town, preparing for Crystal Cave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 16&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 13:&#039;&#039;&#039; Dusknoir’s Secret&lt;br /&gt;
|Dusknoir reveals he is from the future to everyone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 17&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 14:&#039;&#039;&#039; Into the Future&lt;br /&gt;
|Waking up in the future jail cell&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 18&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Touching the frozen water to try and activate the Dimensional Scream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 19&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Dusknoir tells Dialga he has set a trap and may need his help ➕ your team is at the entrance to Dusk Forest (no Celebi yet)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 20&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 16:&#039;&#039;&#039; A New Dawn&lt;br /&gt;
|Your team and Grovyle wake up on the beach in the past&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 21&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 17:&#039;&#039;&#039; The Guild’s Crew&lt;br /&gt;
|Returning to the guild from the future&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 22&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Guild is looking for the Hidden Land and Torkoal visits the guild after remembering more details about the legend&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 23&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Wigglytuff is still gone, Chatot says we will go to Brine Cave as scheduled &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 24&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chapter 19:&#039;&#039;&#039; To the Hidden Land&lt;br /&gt;
|While Chatot is recovering from his injuries, Wigglytuff tells a story &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 25&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Right after the battle with Dusknoir&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Main 26&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Right after beating Primal Dialga&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 01&lt;br /&gt;
|&lt;br /&gt;
|You are told about the graduation exam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 02&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ Sky Peak announcement at Spinda&#039;s Café&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 03&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ Mr. Mime unlocks Blizzard Island&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 03&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ Sunflora unlocks Surrounded Sea&lt;br /&gt;
|&#039;&#039;&#039;NOTE:&#039;&#039;&#039; For whatever reason there are two Sub 03 options in the debug menu&lt;br /&gt;
|-&lt;br /&gt;
|Sub 04&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ Guild is empty ⮕ go downstairs for the Team Charm arc&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 20&lt;br /&gt;
|&lt;br /&gt;
|After you clear a dungeon and go to bed, a cutscene plays where it’s a stormy night ⮕ cut to Darkrai saying things are going nicely ⮕ start of the Nightmare arc&lt;br /&gt;
|&#039;&#039;&#039;NOTE&#039;&#039;&#039;: All NPCs (except the shopkeepers) are gone for some reason, and in order to trigger the Darkrai cutscene you will need to clear a dungeon to progress the day forward (I used Beach Cave)&lt;br /&gt;
|-&lt;br /&gt;
|Sub 21&lt;br /&gt;
|&lt;br /&gt;
|In your old room at the guild, Azurill is in his nightmare, Drowzee is present&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 22&lt;br /&gt;
|&lt;br /&gt;
|Right after beating Palkia&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sub 23&lt;br /&gt;
|&lt;br /&gt;
|In Treasure Town ⮕ go to Sharpedo Bluff ⮕ Chatot appears telling you Manaphy has returned&lt;br /&gt;
|&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This is after you have beaten Darkrai, and in order to trigger the Manaphy cutscene you must go to Sharpedo Bluff&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinnieH20</name></author>
	</entry>
</feed>