Scenario Main Values

Revision as of 19:32, 26 July 2025 by GinnieH20 (talk | contribs) (Updated through chapter 4)

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]; Immediately BEFORE the personality quiz Found in unionall.ssb under

EVENT_DIVIDE_OPENING

~ line 900

Contained within the larger EVENT_DIVIDE
$SCENARIO_MAIN = scn[2, 0]; Immediately AFTER the personality quiz Found in unionall.ssb under

EVENT_M00A_01

~ line 2261

$SCENARIO_MAIN = scn[2, 1]; Found in unionall.ssb under

EVENT_DIVIDE_FIRST

~ 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];)

$SCENARIO_MAIN = scn[2, 2]; Chapter 1 Partner’s Relic Fragment was just stolen on the beach D01P11B

m01a0208.ssb

$SCENARIO_MAIN = scn[2, 3]; Ch. 1 Pre-fight in Beach Cave D01P41A

m01a0401.ssb

$SCENARIO_MAIN = scn[3, 0]; Visual of the Rainbow Stoneship along with “The Pokémon Company and CHUNSOFT presents” before the game title appears S11P02C

t01p0801.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2150

Main 1
$SCENARIO_MAIN = scn[3, 1]; Chapter 2 About to enter Wigglytuff’s Guild for the first time with the partner G01P01B

m02a0101.ssb

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)

m00a01a.ssb

~ line 1599

&

~ line 393


Found in unionall.ssb

EVENT_DIVIDE

~ line 750


Found in unionall.ssb

EVENT_DIVIDE_FIRST

~ line 983

(under “Others”)

M2 The First Job


(under “Dialogue Check”)

TALK-M02-01

$SCENARIO_MAIN = scn[3, 2]; Ch. 2 Chatot has you follow him since it’s your first day (about to learn about the Job Bulletin Board) G01P04A

m02a0301.ssb

$SCENARIO_MAIN = scn[3, 3]; Ch. 2 Entering Drenched Bluff for Spoink’s mission D02P11A

m02a0401.ssb

$SCENARIO_MAIN = scn[3, 4]; Ch. 2 Enter Drenched Bluff for Spoink’s mission (if you failed previously) D02P11A

m02a0701.ssb

This one is found in a case menu
$SCENARIO_MAIN = scn[3, 5]; Ch. 2 Enter Drenched Bluff for Spoink’s mission (if you failed previously) D02P11A

m02a0701.ssb

This one is in a case menu, same scene as above
$SCENARIO_MAIN = scn[3, 6]; Ch. 2 You find Spoink’s missing pearl at the end of Drenched Bluff D02P31A

m02a0801.ssb

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

m02a0801.ssb

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

m02a1003.ssb

S02P01A (debug)

m00a01a.ssb

~ 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]; Chapter 3 Chatot notices you wandering the day after your first mission (about to learn about the Outlaw Notice Board) G01P04A

m03a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1615

&

~ line 406

(under “Others”)

Not That Way


(under “Dialogue Check”)

TALK-M03-02

$SCENARIO_MAIN = scn[4, 2]; Ch. 3 Meeting Marill and Azurill for the first time at Kecleon Market T01P02A

m03a0301.ssb

S02P01A (debug)

m00a01a.ssb

~ 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

m03a0401.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1631

&

~ line 416

(under “Others”)

M3 Truth


(under “Dialogue Check”)

TALK-M03-04

$SCENARIO_MAIN = scn[4, 4]; Ch. 3 Bidoof is about to help you pick your first outlaw job G01P03A

m03a0502.ssb

D01P11A

dus08.ssb

$SCENARIO_MAIN = scn[4, 5]; Ch. 3 About to enter Mt. Bristle to save Azurill from Drowzee D03P11A

m03a0601.ssb

S02P01A (debug)

m00a01a.ssb

~ line 421

(under “Dialogue Check”)

TALK-M03-06

$SCENARIO_MAIN = scn[4, 6]; Ch. 3 Drowzee reveals that it was all a trick to Azurill (pre-boss fight) D03P41A

m03a0801.ssb

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]; Ch. 3 Drowzee is defeated and you rescue Azurill D03P41A

m03a1001.ssb

S02P01A (debug)

m00a01a.ssb

~ line 426

(under “Dialogue Check”)

TALK-M03-08

$SCENARIO_MAIN = scn[5, 0]; Requires you to do 3+ missions and scn[4, 7]; Found in unionall under

EVENT_HA_YU_KI

~ line 2283

S02P01A (debug)

m00a01a.ssb

~ line 2160

Main 4