Scenario Main Values: Difference between revisions
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|Immediately <u>BEFORE</u> the personality quiz | |Immediately <u>BEFORE</u> the personality quiz | ||
|Found in '''unionall | |Found in '''unionall''' under | ||
<code>EVENT_DIVIDE_OPENING</code> | <code>EVENT_DIVIDE_OPENING</code> | ||
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|Immediately <u>AFTER</u> the personality quiz | |Immediately <u>AFTER</u> the personality quiz | ||
|Found in '''unionall | |Found in '''unionall''' under | ||
<code>EVENT_M00A_01</code> | <code>EVENT_M00A_01</code> | ||
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|Found in '''unionall | |Found in '''unionall''' under | ||
<code>EVENT_DIVIDE_FIRST</code> | <code>EVENT_DIVIDE_FIRST</code> | ||
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''“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”'' | ''“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”'' | ||
(also applies to scn[3, 1];) | <small>(also applies to scn[3, 1];)</small> | ||
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''~ line 2150'' | ''~ line 2150'' | ||
|'''Main | |'''Main 2''' | ||
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|<code>$SCENARIO_MAIN = '''scn[3, 1];'''</code> | |<code>$SCENARIO_MAIN = '''scn[3, 1];'''</code> | ||
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|(under “Others”) | |(under “Others”) | ||
'''M2 The First Job''' | '''M2 The First Job''' | ||
----(under “Dialogue Check”) | ----(under “Dialogue Check”) | ||
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''~ line 2160'' | ''~ line 2160'' | ||
|'''Main 4''' | |'''Main 4''' | ||
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|<code>$SCENARIO_MAIN = '''scn[5, 1];'''</code> | |||
!Chapter 4 | |||
|Loudred calls you over to do sentry duty for the first time | |||
|'''G01P04A''' | |||
<code>m04a0101.ssb</code> | |||
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|<code>$SCENARIO_MAIN = '''scn[5, 2];'''</code> | |||
|Ch. 4 | |||
|Triggers as the hero and partner are crawling to the sentry post | |||
|'''G01P04A''' | |||
<code>m04a0106.ssb</code> | |||
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|<code>$SCENARIO_MAIN = '''scn[5, 3];'''</code> | |||
|Ch. 4 | |||
|You have just completed sentry duty for the first time, and are about to hear your results | |||
|'''G01P04A''' | |||
<code>m04a0201.ssb</code> | |||
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|<code>$SCENARIO_MAIN = '''scn[5, 4];'''</code> | |||
|Ch. 4 | |||
|Triggers just after you receive the results if you failed sentry duty | |||
|'''G01P04A''' | |||
m04a0201.ssb | |||
|Only triggers if you failed sentry duty | |||
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|<code>$SCENARIO_MAIN = '''scn[5, 5];'''</code> | |||
|Ch. 4 | |||
|Triggers after you’ve seen the cutscene where your team and Loudred go without dinner, which only happens if you failed sentry duty | |||
|Found in '''unionall''' under | |||
<code>EVENT_M04_02_03</code> | |||
''~ line 3242'' | |||
|''Only triggers if <code>scn[5, 4];</code>'' | |||
Appears in a switch case | |||
|'''S02P01A''' (debug) | |||
<code>m00a01a.ssb</code> | |||
''~ line 431'' | |||
|(under “Dialogue Check”) | |||
'''TALK-M04-03''' | |||
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|<code>$SCENARIO_MAIN = '''scn[5, 6];'''</code> | |||
|Ch. 4 | |||
|Requires you to do '''2+ missions''' and <code>scn[5, 5];</code> | |||
|Found in '''unionall''' under | |||
<code>EVENT_HA_YU_KI</code> | |||
''~ line 2314'' | |||
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|<code>$SCENARIO_MAIN = '''scn[5, 7];'''</code> | |||
|Ch. 4 | |||
|Requires you to '''“do 0+ missions”''' and <code>scn[5, 6];</code> | |||
|Found in '''unionall''' under | |||
<code>EVENT_HA_YU_KI</code> | |||
''~ line 2325'' | |||
|'''''happylappy''''' suspects that this, and others like it, are just counting the number of days that pass | |||
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|<code>$SCENARIO_MAIN = '''scn[5, 8];'''</code> | |||
|Ch. 4 | |||
|Requires you to '''“do 0+ missions”''' and <code>scn[5, 7];</code> | |||
|Found in '''unionall''' under | |||
<code>EVENT_HA_YU_KI</code> | |||
''~ line 2336'' | |||
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|<code>$SCENARIO_MAIN = '''scn[6, 0];'''</code> | |||
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Revision as of 20:40, 26 July 2025
The following table is a work-in-progress list of the scenario main ($SCENARIO_MAIN) 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.
The format used by the game for defining this variable is $SCENARIO_MAIN = scn[1, 0]; where the two numbers in the brackets change depending on story progression.
For scripts that check for specific $SCENARIO_MAIN values using if-statements (such as to determine what dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner's overworld dialogue scripts: if ( scn($SCENARIO_MAIN) >= [26, 5] ) . In this example, the game is checking to see if the current $SCENARIO_MAIN value is greater than or equal to [26, 5] and, if that is indeed the case, then the partner's overworld dialogue will be some variation of "We're so close... There's no way we can give up now, [hero]!"
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 (enter01.ssb and enter02.ssb, respectively), so the corresponding map/folder names are also included to help users know which enter scripts to look for.
| Scenario Main (Values) | Game Chapter | Description | Script location of the value | Other notes | Other scripts that mention this value | Debug Menu (that uses this value) |
|---|---|---|---|---|---|---|
$SCENARIO_MAIN = scn[1, 0];
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Immediately BEFORE the personality quiz | Found in unionall under
~ line 900 |
Contained within the larger EVENT_DIVIDE
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$SCENARIO_MAIN = scn[2, 0];
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Immediately AFTER the personality quiz | Found in unionall under
~ line 2261 |
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$SCENARIO_MAIN = scn[2, 1];
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Found in unionall under
~ line 967 |
happylappy writes that this is in a switch case in EVENT_DIVIDE over $SCENARIO_MAIN
“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only” (also applies to scn[3, 1];) |
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$SCENARIO_MAIN = scn[2, 2];
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Chapter 1 | Partner’s Relic Fragment was just stolen on the beach | D01P11B
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$SCENARIO_MAIN = scn[2, 3];
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Ch. 1 | Pre-fight in Beach Cave | D01P41A
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$SCENARIO_MAIN = scn[3, 0];
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Visual of the Rainbow Stoneship along with “The Pokémon Company and CHUNSOFT presents” before the game title appears | S11P02C
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S02P01A (debug)
~ line 2150 |
Main 2 | ||
$SCENARIO_MAIN = scn[3, 1];
|
Chapter 2 | About to enter Wigglytuff’s Guild for the first time with the partner | G01P01B
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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)
Same note from happylappy as [2, 1] where “Basically, if it’s [X, 0], make it [X, 1]… for these chapters only” |
S02P01A (debug)
~ line 1599 & ~ line 393 Found in unionall.ssb
~ line 750 Found in unionall.ssb
~ line 983 |
(under “Others”)
M2 The First Job (under “Dialogue Check”) TALK-M02-01 |
$SCENARIO_MAIN = scn[3, 2];
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Ch. 2 | Chatot has you follow him since it’s your first day (about to learn about the Job Bulletin Board) | G01P04A
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$SCENARIO_MAIN = scn[3, 3];
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Ch. 2 | Entering Drenched Bluff for Spoink’s mission | D02P11A
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$SCENARIO_MAIN = scn[3, 4];
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Ch. 2 | Enter Drenched Bluff for Spoink’s mission (if you failed previously) | D02P11A
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This one is found in a case menu | ||
$SCENARIO_MAIN = scn[3, 5];
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Ch. 2 | Enter Drenched Bluff for Spoink’s mission (if you failed previously) | D02P11A
|
This one is in a case menu, same scene as above | ||
$SCENARIO_MAIN = scn[3, 6];
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Ch. 2 | You find Spoink’s missing pearl at the end of Drenched Bluff | D02P31A
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This one is in a case menu, probably relating to the demo version | ||
$SCENARIO_MAIN = scn[3, 7];
|
Ch. 2 | You find Spoink’s missing pearl at the end of Drenched Bluff | D02P31A
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This one is in a case menu, probably relating to the demo version | ||
$SCENARIO_MAIN = scn[4, 0];
|
Ch. 2 | Going to bed after your first successful job mission (also the end of chapter 2) | G01P07C
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S02P01A (debug)
~ line 1896 & ~ line 1607 & ~ line 401 |
Main 3
(under “Others”) M3 Outlaw Notice Board (under “Dialogue Check”) TALK-M03-01B | |
$SCENARIO_MAIN = scn[4, 1];
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Chapter 3 | Chatot notices you wandering the day after your first mission (about to learn about the Outlaw Notice Board) | G01P04A
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S02P01A (debug)
~ line 1615 & ~ line 406 |
(under “Others”)
Not That Way (under “Dialogue Check”) TALK-M03-02 | |
$SCENARIO_MAIN = scn[4, 2];
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Ch. 3 | Meeting Marill and Azurill for the first time at Kecleon Market | T01P02A
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S02P01A (debug)
~ line 1623 & ~ line 411 |
(under “Others”)
M3 Drowzee (under “Dialogue Check”) TALK-M03-03 | |
$SCENARIO_MAIN = scn[4, 3];
|
Ch. 3 | Meeting Drowzee for the first time | T01P01A
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S02P01A (debug)
~ line 1631 & ~ line 416 |
(under “Others”)
M3 Truth (under “Dialogue Check”) TALK-M03-04 | |
$SCENARIO_MAIN = scn[4, 4];
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Ch. 3 | Bidoof is about to help you pick your first outlaw job | G01P03A
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D01P11A
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$SCENARIO_MAIN = scn[4, 5];
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Ch. 3 | About to enter Mt. Bristle to save Azurill from Drowzee | D03P11A
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S02P01A (debug)
~ line 421 |
(under “Dialogue Check”)
TALK-M03-06 | |
$SCENARIO_MAIN = scn[4, 6];
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Ch. 3 | Drowzee reveals that it was all a trick to Azurill (pre-boss fight) | D03P41A
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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) | ||
$SCENARIO_MAIN = scn[4, 7];
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Ch. 3 | Drowzee is defeated and you rescue Azurill | D03P41A
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S02P01A (debug)
~ line 426 |
(under “Dialogue Check”)
TALK-M03-08 | |
$SCENARIO_MAIN = scn[5, 0];
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Requires you to do 3+ missions and scn[4, 7];
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Found in unionall under
~ line 2283 |
S02P01A (debug)
~ line 2160 |
Main 4 | ||
$SCENARIO_MAIN = scn[5, 1];
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Chapter 4 | Loudred calls you over to do sentry duty for the first time | G01P04A
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$SCENARIO_MAIN = scn[5, 2];
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Ch. 4 | Triggers as the hero and partner are crawling to the sentry post | G01P04A
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$SCENARIO_MAIN = scn[5, 3];
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Ch. 4 | You have just completed sentry duty for the first time, and are about to hear your results | G01P04A
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$SCENARIO_MAIN = scn[5, 4];
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Ch. 4 | Triggers just after you receive the results if you failed sentry duty | G01P04A
m04a0201.ssb |
Only triggers if you failed sentry duty | ||
$SCENARIO_MAIN = scn[5, 5];
|
Ch. 4 | Triggers after you’ve seen the cutscene where your team and Loudred go without dinner, which only happens if you failed sentry duty | Found in unionall under
~ line 3242 |
Only triggers if scn[5, 4];
|
S02P01A (debug)
~ line 431 |
(under “Dialogue Check”)
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$SCENARIO_MAIN = scn[5, 6];
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Ch. 4 | Requires you to do 2+ missions and scn[5, 5];
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Found in unionall under
~ line 2314 |
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$SCENARIO_MAIN = scn[5, 7];
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Ch. 4 | Requires you to “do 0+ missions” and scn[5, 6];
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Found in unionall under
~ line 2325 |
happylappy suspects that this, and others like it, are just counting the number of days that pass | ||
$SCENARIO_MAIN = scn[5, 8];
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Ch. 4 | Requires you to “do 0+ missions” and scn[5, 7];
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Found in unionall under
~ line 2336 |
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$SCENARIO_MAIN = scn[6, 0];
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