Scenario Main Values: Difference between revisions

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The following table is a work-in-progress list of the scenario main (<code>$SCENARIO_MAIN</code>) values used by the vanilla game. These values help the game know where you are in the story and what events have or have not been triggered. They are also used to determine things that change based on story progression, such as which NPCs spawn in Treasure Town or the dialogue said by the partner if you turn to talk to them in the overworld.  
The following table is a work-in-progress list of the scenario main (<code>$SCENARIO_MAIN</code>) 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 <code>$SCENARIO_MAIN = scn[1, 0];</code> where the two numbers in the brackets change depending on story progression.  
The format used by the game for defining this variable is <code>$SCENARIO_MAIN = scn[1, 0];</code> where the two numbers in the brackets change depending on story progression.  


For scripts that check for specific $SCENARIO_MAIN values using if-statements (such as to determine what dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner's overworld dialogue scripts: <code>if ( scn($SCENARIO_MAIN) >= [26, 5] )</code> . In this example, the game is checking to see if the current $SCENARIO_MAIN value is ''greater than or equal to'' <code>[26, 5]</code> 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]!"
For scripts that check for specific $SCENARIO_MAIN values using if-statements (such as to determine what partner dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner's overworld dialogue scripts: <code>if ( scn($SCENARIO_MAIN) >= [26, 5] )</code> . In this example, the game is checking to see if the current $SCENARIO_MAIN value is ''greater than or equal to'' <code>[26, 5]</code> 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]!"


<sub>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.</sub>
<sub>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 $SCENARIO_MAIN value that gets triggered following the Project P cutscene can be triggered by four seprate enter scripts that have identical names (''enter01.ssb'' and ''enter02.ssb'', respectively), so the corresponding map folder names are also included to help users know which enter scripts to look for.</sub>
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|'''Main 6'''
|'''Main 6'''
|-
|-
|<code>$SCENARIO_MAIN = '''scn[7, 1];'''</code>
!Chapter 6
|During the morning address, Chatot talks to everyone about the expedition
|'''G01P04A'''
<code>m06a0101.ssb</code>
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 446''
|(under “Dialogue Check”)
'''TALK-M06-02'''
|-
|<code>$SCENARIO_MAIN = '''scn[7, 2];'''</code>
|Ch. 6
|About to encounter Koffing and Zubat at the job boards
|'''G01P03A'''
<code>m06a0201.ssb</code>
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 451''
|(under “Dialogue Check”)
'''TALK-M06-03'''
|-
|<code>$SCENARIO_MAIN = '''scn[7, 3];'''</code>
|Ch. 6
|Opening cutscene for Spinda’s Café
|'''P01P01A'''
<code>s30a0201.ssb</code>
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 456''
|(under “Dialogue Check”)
'''TALK-M06-035'''
|-
|<code>$SCENARIO_MAIN = '''scn[7, 4];'''</code>
|Ch. 6
|Loudred calls the hero and partner over for sentry duty (again)
|'''G01P04A'''
<code>m06a0401.ssb</code>
|
|
|
|-
|<code>$SCENARIO_MAIN = '''scn[7, 5];'''</code>
|Ch. 6
|Diglett has something else he has to do, and needs your team to do sentry duty again
|'''G01P04A'''
<code>m06a0401.ssb</code>
&
<code>m06a0403.ssb</code>
|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)
|
|
|-
|<code>$SCENARIO_MAIN = '''scn[7, 6];'''</code>
|Ch. 6
|Chatot has just announced that Team Skull will be living at the guild until the expedition
|'''G01P04A'''
<code>m06a0501.ssb</code>
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 461''
|(under “Dialogue Check”)
'''TALK-M06-05'''
|-
|<code>$SCENARIO_MAIN = '''scn[8, 0];'''</code>
|Ch. 6
|Requires <code>scn[7, 6];</code>
|Found in '''unionall''' under
<code>EVENT_HA_YU_KI</code>
''~ line 2431''
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 2175''
|'''Main 7'''
|-
|<code>$SCENARIO_MAIN = '''scn[8, 1];'''</code>
|Ch. 6
|Chatot asks your team to go find Perfect Apples at Apple Woods
|'''G01P04A'''
<code>m07a0301.ssb</code>
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 466''
|(under “Dialogue Check”)
'''TALK-M07-02'''
|-
|<code>$SCENARIO_MAIN = '''scn[8, 2];'''</code>
|Ch. 6
|Entering Apple Woods for the first time
|'''D05P11A'''
<code>m07a0601.ssb</code>
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 471''
|(under “Dialogue Check”)
'''TALK-M07-04'''
|-
|<code>$SCENARIO_MAIN = '''scn[8, 3];'''</code>
|Ch, 6
|Reaching the end of Apple Woods and encountering Team Skul
|'''D05P31A'''
<code>m07a0701.ssb</code>
|
|
|
|
|-
|<code>$SCENARIO_MAIN = '''scn[8, 4];'''</code>
|Ch. 6
|The other guild apprentices sneak in some food for the hero and partner
|'''G01P07A'''
<code>m07a1302.ssb</code>
|
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 476''
|(under “Dialogue Check”)
'''TALK-M07-06'''
|-
|<code>$SCENARIO_MAIN = '''scn[8, 5];'''</code>
|Ch. 6
|Project P is introduced to the player for the first time upon entering the crossroads
|'''P01P01A'''
<code>s30a0301.ssb</code>
|
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 481''
|(under “Dialogue Check”)
'''TALK-M07-065'''
|-
|<code>$SCENARIO_MAIN = '''scn[8, 6];'''</code>
|Ch. 6
|Seems to be triggered upon re-entering the crossroads after having seen the Project P cutscene (i.e., having <code>scn[8, 5];</code>)
|'''G01P01A'''
<code>enter02.ssb</code>
----'''P01P02A'''
<code>enter02.ssb</code>
----'''P01P04A'''
<code>enter01.ssb</code>
----'''T01P01A'''
<code>enter01.ssb</code>
|This value can be triggered by four different enter scripts that all connect to the crossroads
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 488''
|(under “Dialogue Check”)
'''TALK-M07-067'''
|-
|<code>$SCENARIO_MAIN = '''scn[8, 7];'''</code>
|Ch. 6
|Requires you to do '''1+ missions''' and <code>scn[8, 6];</code>
|Found in '''unionall''' under
<code>EVENT_HA_YU_KI</code>
''~ line 2358''
|
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 493''
|(under “Dialogue Check”)
'''TALK-M07-08'''
|-
|<code>$SCENARIO_MAIN = '''scn[8, 8];'''</code>
|Ch. 6
|Requires you to do '''sentry duty''' and have<code>scn[8, 7];</code>
|Found in '''unionall''' under
<code>EVENT_HA_YU_KI</code>
''~ line 2370''
|
|
|
|
|
|
|-
|<code>$SCENARIO_MAIN = '''scn[8, 9];'''</code>
|Ch. 6
|Requires you to “'''do 0+ missions”''' and <code>scn[8, 8];</code>
|Found in '''unionall''' under
<code>EVENT_HA_YU_KI</code>
''~ line 2381''
|
|
|
|-
|<code>$SCENARIO_MAIN = '''scn[9, 0];'''</code>
|Ch. 6
|Requires you to '''“do 0+ missions”''' and <code>scn[8, 9];</code>
|Found in '''unionall''' under
<code>EVENT_HA_YU_KI</code>
''~ line 2392''
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 2180''
|'''Main 8'''
|-
|<code>$SCENARIO_MAIN = '''scn[9, 1];'''</code>
|Ch. 6
|Announcement of the expedition members during the morning address
|'''G01P04A'''
<code>m08a0301.ssb</code>
|
|'''S02P01A''' (debug)
<code>m00a01a.ssb</code>
''~ line 1639''
''&''
''~ line 1646''
''&''
''~ line 498''
|(under “Others”)
'''M8 Ready for the Expedition?'''
----(under “Others”)
'''M8 First Time to Craggy Coast'''
----(under “Dialogue Check”)
'''TALK-M08-02'''
|-
|-
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