Unionall: Difference between revisions
EVENT N02 |
Changed === coro to ===coro |
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Should be called in the targeted routine. Sets an actor's animation to Idle animation that only plays once. | Should be called in the targeted routine. Sets an actor's animation to Idle animation that only plays once. | ||
=== coro LIVES_MOVE_PARTY === | ===coro LIVES_MOVE_PARTY === | ||
Should be called in the targeted routine. Sets an actor's animation to looped Idle animation. | Should be called in the targeted routine. Sets an actor's animation to looped Idle animation. | ||
=== coro OBJECT_MOVE_NORMAL === | ===coro OBJECT_MOVE_NORMAL === | ||
Should be called in the targeted routine. Sets an animation to looped animation with index 0 or 7. | Should be called in the targeted routine. Sets an animation to looped animation with index 0 or 7. | ||
=== coro OBJECT_MOVE_CHANGE === | ===coro OBJECT_MOVE_CHANGE === | ||
Should be called in the targeted routine. Sets an animation to looped animation with index 0. | Should be called in the targeted routine. Sets an animation to looped animation with index 0. | ||
=== coro PERFORMER_MOVE_NORMAL === | ===coro PERFORMER_MOVE_NORMAL === | ||
Should be called in the targeted routine. Sets an animation to looped animation with index 0 or 7. | Should be called in the targeted routine. Sets an animation to looped animation with index 0 or 7. | ||
=== coro PERFORMER_MOVE_CHANGE === | ===coro PERFORMER_MOVE_CHANGE === | ||
Should be called in the targeted routine. Sets an animation to looped animation with index 0. | Should be called in the targeted routine. Sets an animation to looped animation with index 0. | ||
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Waits 12 frames, then ends. | Waits 12 frames, then ends. | ||
=== coro MOVE_PAUSE === | ===coro MOVE_PAUSE === | ||
Should be called in the targeted routine. Sets an actor's animation to Walk animation that only plays once, then makes an actor turn to Down direction. | Should be called in the targeted routine. Sets an actor's animation to Walk animation that only plays once, then makes an actor turn to Down direction. | ||
=== coro MOVE_STAY === | ===coro MOVE_STAY === | ||
Should be called in the targeted routine. Sets an actor's animation to Idle animation, then makes an actor turn to Down direction. | Should be called in the targeted routine. Sets an actor's animation to Idle animation, then makes an actor turn to Down direction. | ||
=== coro MOVE_SLEEP === | ===coro MOVE_SLEEP === | ||
Should be called in the targeted routine. Sets an actor's animation to Sleep animation. | Should be called in the targeted routine. Sets an actor's animation to Sleep animation. | ||
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Makes an actor go to random direction after a random amount of frames(minimum 24, maximum 48). | Makes an actor go to random direction after a random amount of frames(minimum 24, maximum 48). | ||
=== coro MOVE_TYPE2 === | ===coro MOVE_TYPE2 === | ||
Makes an actor go to random direction after a random amount of frames(minimum 16, maximum 24). | Makes an actor go to random direction after a random amount of frames(minimum 16, maximum 24). | ||
=== coro WAKEUP_FUNC === | ===coro WAKEUP_FUNC === | ||
Should be called in a targeted routine with CallCommon. Sets actor's animation to EventSleep, waits a second, sets animation to Wake, turns the actor to the Down direction. | Should be called in a targeted routine with CallCommon. Sets actor's animation to EventSleep, waits a second, sets animation to Wake, turns the actor to the Down direction. | ||
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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. | 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. | ||
=== coro LOOK_AROUND_FUNC_SERIES === | ===coro LOOK_AROUND_FUNC_SERIES === | ||
Should be called in <code>with</code> statement with ExecuteCommon. Turns the actor 90 degrees to the left, then 180 degrees, then 90 degrees to the left. | Should be called in <code>with</code> statement with ExecuteCommon. Turns the actor 90 degrees to the left, then 180 degrees, then 90 degrees to the left. | ||
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Should be called in <code>with</code> statement with ExecuteCommon, usually <code>se_Play(8975);</code> is used before calling. Makes an actor jump twice quickly. | Should be called in <code>with</code> statement with ExecuteCommon, usually <code>se_Play(8975);</code> is used before calling. Makes an actor jump twice quickly. | ||
=== coro LOOK_AROUND_FAST_FUNC === | ===coro LOOK_AROUND_FAST_FUNC === | ||
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. | 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. | ||
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Should be called in <code>with</code> statement with ExecuteCommon. Turns the actor 90 degrees to the right, then 180 degrees, then 180 degrees, then 90 degrees to the lest. | Should be called in <code>with</code> statement with ExecuteCommon. Turns the actor 90 degrees to the right, then 180 degrees, then 180 degrees, then 90 degrees to the lest. | ||
=== coro HEAD_SHAKE_FUNC === | ===coro HEAD_SHAKE_FUNC === | ||
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. | 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. | ||
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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). | 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). | ||
=== coro INIT_BASE_FUNC_SERIES === | ===coro INIT_BASE_FUNC_SERIES === | ||
Should be called in <code>with</code> 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) | Should be called in <code>with</code> 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) | ||
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If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 0. | If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 0. | ||
=== coro DEBUG_FLAG_SETTING_PUPURIN === | ===coro DEBUG_FLAG_SETTING_PUPURIN === | ||
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 1. | If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 1. | ||
=== coro DEBUG_FLAG_SETTING_FUTURE === | ===coro DEBUG_FLAG_SETTING_FUTURE === | ||
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 4. | If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 4. | ||
=== coro DEBUG_FLAG_SETTING_CHARMS === | ===coro DEBUG_FLAG_SETTING_CHARMS === | ||
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 3. | If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 3. | ||
=== coro DEBUG_FLAG_SETTING_KIMAWARI === | ===coro DEBUG_FLAG_SETTING_KIMAWARI === | ||
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 2. | If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 2. | ||
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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... | 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... | ||
=== coro EVENT_M25_06 === | ===coro EVENT_M25_06 === | ||
Partner asks hero whether they're ready to go to Temporal Tower. | Partner asks hero whether they're ready to go to Temporal Tower. | ||
=== coro EVENT_M25_07 === | ===coro EVENT_M25_07 === | ||
Called if the player fainted in Temporal Tower. | Called if the player fainted in Temporal Tower. | ||
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Hero and partner arrives to the checkpoint. Another earthquake happened, this time much worse... | Hero and partner arrives to the checkpoint. Another earthquake happened, this time much worse... | ||
=== coro EVENT_M25_09 === | ===coro EVENT_M25_09 === | ||
"Would you like to go on?" message. | "Would you like to go on?" message. | ||
=== coro EVENT_M25_10 === | ===coro EVENT_M25_10 === | ||
Called if the player fainted on the Temporal Spire. | Called if the player fainted on the Temporal Spire. | ||
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Hero and partner encounters Froslass. | Hero and partner encounters Froslass. | ||
=== coro EVENT_S02_06 === | ===coro EVENT_S02_06 === | ||
Hero and partner encounters Froslass. Called if the player faints in this fight at least once. | Hero and partner encounters Froslass. Called if the player faints in this fight at least once. | ||
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Calls a cutscene that doesn't exist. | Calls a cutscene that doesn't exist. | ||
=== coro EVENT_S02_09 === | ===coro EVENT_S02_09 === | ||
Calls a cutscene that doesn't exist. | Calls a cutscene that doesn't exist. | ||
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Called when the player beats Rock Aegis Cave for the first time. Hero and partner finds a letter from Team Charm. | Called when the player beats Rock Aegis Cave for the first time. Hero and partner finds a letter from Team Charm. | ||
=== coro EVENT_S04_10 === | ===coro EVENT_S04_10 === | ||
A scene before a fight with Regirock. | A scene before a fight with Regirock. | ||
=== coro EVENT_S04_11 === | ===coro EVENT_S04_11 === | ||
Regirock gets turned into mysterious light that envelops hero and allows to go on. | Regirock gets turned into mysterious light that envelops hero and allows to go on. | ||
=== coro EVENT_S04_12 === | ===coro EVENT_S04_12 === | ||
Interaction with STEAL stone marker. | Interaction with STEAL stone marker. | ||
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Registeel gets turned into mysterious light that envelops hero and allows to go on. After that, Team Charm appears out of nowhere. Turns out, they were defeated by Registeel. As a reward for saving them, Team Charm allows hero and partner to back them up. | Registeel gets turned into mysterious light that envelops hero and allows to go on. After that, Team Charm appears out of nowhere. Turns out, they were defeated by Registeel. As a reward for saving them, Team Charm allows hero and partner to back them up. | ||
=== coro EVENT_S04_15 === | ===coro EVENT_S04_15 === | ||
Registeel gets turned into mysterious light that envelops hero and allows to go on. Called if the player beats Aegis Cave, visits it again and beats Registeel. | Registeel gets turned into mysterious light that envelops hero and allows to go on. Called if the player beats Aegis Cave, visits it again and beats Registeel. | ||
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A scene before a fight with Regigigas. | A scene before a fight with Regigigas. | ||
=== coro EVENT_S04_17 === | ===coro EVENT_S04_17 === | ||
A scene before a fight with Regigigas. Called if the player faints in this fight at least once. | A scene before a fight with Regigigas. Called if the player faints in this fight at least once. | ||
=== coro EVENT_S04_18 === | ===coro EVENT_S04_18 === | ||
A scene before a fight with Regigigas. Called if the player already beat Regigigas once. | A scene before a fight with Regigigas. Called if the player already beat Regigigas once. | ||
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Called when the player recruits Regigigas and clears Aegis Cave. | Called when the player recruits Regigigas and clears Aegis Cave. | ||
=== coro EVENT_S04_22 === | ===coro EVENT_S04_22 === | ||
Called when the player recruits Regice and goes to Regice Chamber again. | Called when the player recruits Regice and goes to Regice Chamber again. | ||
=== coro EVENT_S04_23 === | ===coro EVENT_S04_23 === | ||
Called when the player recruits Regirock and goes to Regirock Chamber again. | Called when the player recruits Regirock and goes to Regirock Chamber again. | ||
=== coro EVENT_S04_24 === | ===coro EVENT_S04_24 === | ||
Called when the player recruits Registeel and goes to Registeel Chamber again. | Called when the player recruits Registeel and goes to Registeel Chamber again. | ||
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Hero and partner receives Icy Flute. There is 50% chance that Articuno joins the team. | Hero and partner receives Icy Flute. There is 50% chance that Articuno joins the team. | ||
=== coro EVENT_S12_03 === | ===coro EVENT_S12_03 === | ||
Hero and partner receives Icy Flute. | Hero and partner receives Icy Flute. | ||
=== coro EVENT_S12_04 === | ===coro EVENT_S12_04 === | ||
Heatran challenges hero and partner. | Heatran challenges hero and partner. | ||
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Hero and partner receives Fiery Drum. There is 50% chance that Heatran joins the team. | Hero and partner receives Fiery Drum. There is 50% chance that Heatran joins the team. | ||
=== coro EVENT_S12_06 === | ===coro EVENT_S12_06 === | ||
Hero and partner receives Fiery Drum. | Hero and partner receives Fiery Drum. | ||
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Hero and partner receives Terra Cymbal. There is 50% chance that Groudon joins the team. | Hero and partner receives Terra Cymbal. There is 50% chance that Groudon joins the team. | ||
=== coro EVENT_S12_09 === | ===coro EVENT_S12_09 === | ||
Hero and partner receives Terra Cymbal. | Hero and partner receives Terra Cymbal. | ||
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Drowzee asks hero and partner if they're ready to go into the nightmare. | Drowzee asks hero and partner if they're ready to go into the nightmare. | ||
=== coro EVENT_S20_10 === | ===coro EVENT_S20_10 === | ||
Drowzee asks hero and partner if they're ready to go into the nightmare. Called if the player already was in the Nightmare before but haven't beaten it. | Drowzee asks hero and partner if they're ready to go into the nightmare. Called if the player already was in the Nightmare before but haven't beaten it. | ||
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"Return to Shaymin Village?" message. Called if the player goes back in the 9th Station Clearing. | "Return to Shaymin Village?" message. Called if the player goes back in the 9th Station Clearing. | ||
=== coro EVENT_S31_33 === | ===coro EVENT_S31_33 === | ||
Called if the player faints in 9th Station Pass. | Called if the player faints in 9th Station Pass. | ||
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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, | 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, | ||
=== coro GOTO_TRAINING_DUNGEON === | ===coro GOTO_TRAINING_DUNGEON === | ||
Called when the player chooses a dungeon in dojo. Fades the BGM out, then continues on with entering a dungeon. | Called when the player chooses a dungeon in dojo. Fades the BGM out, then continues on with entering a dungeon. | ||
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Fades the BGM out, then continues on with entering a dungeon. | Fades the BGM out, then continues on with entering a dungeon. | ||
=== coro GOTO_FREE_DUNGEON === | ===coro GOTO_FREE_DUNGEON === | ||
Fades the BGM out, then continues on with entering a dungeon. | Fades the BGM out, then continues on with entering a dungeon. | ||