Unionall
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unionall.ssb is a script in the game, containing the game'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. You can call those coroutines with CallCommon, JumpCommon, ExecuteCommon and supervision_ExecuteCommon opcodes.
Coroutines
coro END_TALK
Ends an interaction with NPC or object and return controls to the player.
coro WAIT_START_FUNC
Waits until the screen fades in, then returns.
coro NORMAL_WAIT_END_TALK
Only contains hold;
coro LIVES_REPLY_NORMAL
Should be called in a with statement. Makes the actor stand still and turn to the actor it's talking to.
coro LIVES_REPLY
Should be called in a with statement. Makes the actor turn to the actor it's talking to.
coro OBJECT_REPLY_NORMAL
Only contains hold;
coro LIVES_ACTING_NORMAL
Should be called in a with statement. Makes the actor stand still and turn to the actor it's talking to.
coro ENTER_WAIT_FUNC
Only contains return;
coro TALK_UNIT
Called when talking to a team member in Crossroads or Spinda's Cafe. Displays one of the possible Wait dialogues for the team member's personality group.
coro TALK_ADVENTURE
Called when talking to a team member in a dungeon's checkpoint. Displays one of the possible Ground Wait dialogues for the team member's personality group.
coro TALK_ATTENDANT
Called when the player presses the R button in the overworld.
coro TALK_PARTNER_MESSAGE
Loads the Partner or Partner2 scripts, depending on $SCENARIO_SELECT and $GROUND_ENTER.
coro LIVES_MOVE_NORMAL
Should be called in the targeted routine. Sets an actor's animation to looped Idle animation.
coro LIVES_MOVE_CHANGE
Should be called in the targeted routine. Sets an actor's animation to Idle animation that only plays once.
coro LIVES_MOVE_PARTY
Should be called in the targeted routine. Sets an actor's animation to looped Idle animation.
coro OBJECT_MOVE_NORMAL
Should be called in the targeted routine. Sets an animation to looped animation with index 0 or 7.
coro OBJECT_MOVE_CHANGE
Should be called in the targeted routine. Sets an animation to looped animation with index 0.
coro PERFORMER_MOVE_NORMAL
Should be called in the targeted routine. Sets an animation to looped animation with index 0 or 7.
coro PERFORMER_MOVE_CHANGE
Should be called in the targeted routine. Sets an animation to looped animation with index 0.
coro MOVE_INIT
Waits 12 frames, then ends.
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.
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.
coro MOVE_SLEEP
Should be called in the targeted routine. Sets an actor's animation to Sleep animation.
coro MOVE_RANDOM
Makes an actor go to random direction every 48 frames.
coro MOVE_TYPE1
Makes an actor go to random direction after a random amount of frames(minimum 24, maximum 48).
coro MOVE_TYPE2
Makes an actor go to random direction after a random amount of frames(minimum 16, maximum 24).
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.
coro WAKEUP_FUNC_SERIES
Should be called in with
statement with ExecuteCommon. Sets actor's animation to EventSleep, waits a second, sets animation to Wake, turns the actor to the Down direction.
coro LOOK_AROUND_FUNC
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
Should be called in with
statement with ExecuteCommon. Turns the actor 90 degrees to the left, then 180 degrees, then 90 degrees to the left.
coro LOOK_AROUND_DOWN_FUNC
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.
coro LOOK_AROUND_DOWN_FUNC_SERIES
Should be called in with
statement with ExecuteCommon. Turns the actor 90 degrees to the right, then 90 degrees to the left, then 180 degrees.
coro LOOK_AROUND_RIGHT_FUNC
Should be called in a targeted routine with CallCommon. Turns the actor 90 degrees to the right, then 180 degrees, then 180 degrees.
coro LOOK_AROUND_RIGHT_FUNC_SERIES
Should be called in with
statement with ExecuteCommon. Turns the actor 90 degrees to the right, then 180 degrees, then 180 degrees.
coro LOOK_AROUND_LEFT_FUNC
Should be called in a targeted routine with CallCommon. Turns the actor 90 degrees to the left, then 180 degrees, then 180 degrees.
coro LOOK_AROUND_LEFT_FUNC_SERIES
Should be called in with
statement with ExecuteCommon. Turns the actor 90 degrees to the left, then 180 degrees, then 180 degrees.
coro JUMP_HAPPY_FUNC
Should be called in a targeted routine with CallCommon, usually se_Play(5138);
is used before calling. Makes an actor jump once.
coro JUMP_HAPPY_FUNC_SERIES
Should be called in with
statement with ExecuteCommon, usually se_Play(5138);
is used before calling. Makes an actor jump once.
coro JUMP_SURPRISE_FUNC
Should be called in a targeted routine with CallCommon, usually se_Play(8974);
is used before calling. Makes an actor jump once, using Hurt animation.
coro JUMP_SURPRISE_FUNC_SERIES
Should be called in with
statements with ExecuteCommon, usually se_Play(8974);
is used before calling. Makes an actor jump once, using Hurt animation.
coro JUMP_ANGRY_FUNC
Should be called in a targeted routine with CallCommon, usually se_Play(8975);
is used before calling. Makes an actor jump twice quickly.
coro JUMP_ANGRY_FUNC_SERIES
Should be called in with
statement with ExecuteCommon, usually se_Play(8975);
is used before calling. Makes an actor jump twice quickly.
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.
coro LOOK_AROUND_FAST_SERIES
Should be called in with
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
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.
coro HEAD_SHAKE_FUNC_SERIES
Should be called in with
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.
coro EXPLANATION_FUNC
Should be called in a targeted routine with CallCommon. Starts Walk animation, waits 45 frames, stops walking animation and returns.
coro EXPLANATION_FUNC_SERIES
Should be called in with
statement with ExecuteCommon. Starts Walk animation, waits 45 frames, stops walking animation and returns.
coro INIT_SLEEP_FUNC
Should be called in a targeted routine with CallCommon. Turns actor to the right and starts EventSleep animation.
coro INIT_SLEEP_FUNC_SERIES
Should be called in with
statement with ExecuteCommon. Turns actor to the right and starts EventSleep animation.
coro INIT_BASE_FUNC
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
Should be called in with
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)
coro HANYOU_SAVE_FUNC
Calls the "Would you like to save your adventure?" message. It displays a different menu depending on whether the save is called in a cutscene or in the overworld.
coro NORMAL_MESSAGE
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.
coro NORMAL_EVENT
See coro NORMAL_MESSAGE.
coro NORMAL_CAMERA
See coro NORMAL_MESSAGE.
coro EVENT_FORMATION
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)
coro EVENT_EVOLUTION
Only contains end;
coro EFFECT_MOVE_DIVE
Must be called in with
statement or a targeted routine. Sets a water splash effect, wait until it ends, then destroys the actor/object/performer.
coro EFFECT_MOVE_WAVE
Must be called in with
statement or a targeted routine. Sets a spinning circles effect, wait until it ends, then destroys the actor/object/performer.
coro EVENT_DIVIDE
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.
coro EVENT_DIVIDE_NEXT
Calls EVENT_DIVIDE_NEXT_DAY_FUNC.
coro EVENT_DIVIDE_INIT_FUNC
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.
coro EVENT_DIVIDE_NEXT_DAY_FUNC
Only contains return;
coro EVENT_DIVIDE_NEXT_DAY2_FUNC
Only contains return;
coro EVENT_DIVIDE_FIRST
Jumps to coroutines EVENT_MXX_XX depending on $SCENARIO_MAIN. It called only if $SCENARIO_MAIN[0] is 14 or less.
coro EVENT_DIVIDE_SECOND
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
coro EVENT_DIVIDE_AFTER
Jumps to coroutines EVENT_SXX_XX depending on $SCENARIO_MAIN. It called only if $SCENARIO_MAIN[0] is 28 or greater.
coro EVENT_DIVIDE_RESUME
This coroutine is called after loading a save file. This script defines what cutscene to show or what Enter script should be loaded.
coro EVENT_DIVIDE_SPECIAL_EPISODE
Jumps to coroutines EVENT_NXX_XX depending on $EXECUTE_SPECIAL_EPISODE_TYPE and $DUNGEON_ENTER.
coro DEBUG_SCRIPT
Shows a menu with some of the coroutines. Choosing one makes the game call the chosen coroutine.
coro DEBUG_SCENE
Shows a menu with the Acting scenes of the original game. Choosing one makes the game load the chosen script..
coro DEMO_CANCEL
Only contains hold;
coro DEBUG_FLAG_SETTING_BIPPA
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 0.
coro DEBUG_FLAG_SETTING_PUPURIN
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 1.
coro DEBUG_FLAG_SETTING_FUTURE
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 4.
coro DEBUG_FLAG_SETTING_CHARMS
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 3.
coro DEBUG_FLAG_SETTING_KIMAWARI
If called during a Special Episode, sets $EXECUTE_SPECIAL_EPISODE_TYPE to 2.
coro DEMO_01
Chunsoft logo, copyright information.
coro DEMO_02
The intro cutscene.
coro DEMO_03
The title screen.
coro DEMO_04
The title screen if the intro cutscene was skipped.
coro DEMO_05
Demo title screen with seizure warning.
coro DEMO_06
Demo title screen with the backround with inactive Rainbow Stoneship. After that, the game shows seizure warning, ESRB rating, then jumps to title screen.
coro EVENT_M00A_01
Personality Quiz, debug menu
coro EVENT_HA_YU_KI
Shows the dining scene and Loudred's alarm scene. Only works if $SCENARIO_MAIN is greater than [4, 7].
coro EVENT_HA_YU_KI_DO
Shows the dining scene with Team Skull and Loudred's alarm scene.
coro EVENT_HA_YU_SHU
Chimecho calls everyone to eat dinner. After dinner, hero and partner are going to sleep.
coro EVENT_HA_YU_SHU_DO
Shows the dining scene with Team Skull.
coro EVENT_HA_CHO
Morning cheers. After that, Chatot gives an assignment for the day.
coro EVENT_HA_CHO_DO
Morning cheers with Team Skull. After that, Chatot gives an assignment for the day.
coro EVENT_HA_KI
Shows the scene with Loudred's alarm.
coro EVENT_HA_YU_KIX
Partner says to hero that they didn't do well and it's time to return to the guild. After that, the game jumps to EVENT_HA_YU_KI.
coro EVENT_HA_YU_KI_DOX
Partner says to hero that they didn't do well and it's time to return to the guild. After that, the game shows the dining scene with Team Skull and Loudred's alarm scene.
coro EVENT_HA_YU_SHUX
Partner says to hero that they didn't do well and it's time to return to the guild. After that, the game shows the dining scene. After dinner, hero and partner are going to sleep.
coro EVENT_HA_YU_SHU_DOX
Partner says to hero that they didn't do well and it'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.
coro EVENT_HA_SAME
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.
coro HA_MIHARIBAN
Sentry duty.
coro EVENT_HA_SAMEX
Partner says to hero that they didn't do well and it's time to return to the guild. After that, the game jumps to EVENT_HA_SAME.
coro EVENT_M00_01
Cutscene where Chimecho Assembly is unlocked.
coro EVENT_M00_02
Cutscene where Croagunk's Swap Shop opens.
coro EVENT_M00_03
Cutscene where Chimecho announces that the team can switch leaders.
coro EVENT_M00_04
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).
coro EVENT_M00_05
Cutscene from the first visit to Marowak Dojo.
coro EVENT_M00_06
Cutscene where Dojo Final Maze opens.
coro EVENT_M00_07
Cutscene when going to Mystifying Forest if outside team members are in the party.
coro EVENT_M00_08
Cutscene when not meeting team conditions for Mt. Travail story dungeon scenario.
coro EVENT_M00_09
Marowak Dojo completion/failure scripts.
coro EVENT_M00_12
Cutscene where Krabby tells of messages in a bottle washing up on the beach.
coro EVENT_M00_13
Cutscene where Chimecho announces that team members will wait at Spinda’s Café.
coro EVENT_M00_14
Treasure town cutscene where the Ursarings tell Hero and Partner that they can evolve.
coro EVENT_M01_01_02
Cutscene where partner fails to go into the Wigglytuff's guild, goes to the beach and meets hero. The cutscene ends when partner and hero goes to Beach Cave.
coro EVENT_M01_03
Cutscene after fainting in Beach Cave.
coro EVENT_M01_04
First encounter with Team Skull in Beach Cave.
coro EVENT_M01_05
Encounter with Team Skull in Beach Cave if the player fainted on the first encounter.
coro EVENT_M01_06
Beach Cave Pit when player revisits Beach Cave.
coro EVENT_M01_07_08
Cutscene after defeating Team Skull.
coro EVENT_M02_01_02
Cutscene where hero and partner goes to Wigglytuff's guild and form an exploration team. Cutscene ends after the first morning address.
coro EVENT_M02_03_04
Cutscene where Chatot sends hero and partner to Drenched Bluff.
coro EVENT_M02_05_07A
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.
coro EVENT_M02_07B
Cutscene where hero and partner returns to Drenched Bluff after the morning address.
coro EVENT_M02_09_10
Cutscene where hero and partner successfully retrieves the Spoink's pearl.
coro EVENT_M03_01B
Cutscene where Chatot shows an Outlaw Notice board and tells Bidoof to show them around the town.
coro EVENT_M03_02
A cutscene that plays if the player tries to go to the Crossroads without visiting the Kecleon Market.
coro EVENT_M03_03
Marill and Azurill buys an Apple, first Dimensional Scream.
coro EVENT_M03_04
Drowzee offers help to Marill and Azurill, second Dimensional Scream.
coro EVENT_M03_05_06
Bidoof tries to help to pick an outlaw. Drowzee's portrait appears on the board.
coro EVENT_M03_07A
Cutscene that plays if the player gets defeated in Mt. Bristle.
coro EVENT_M03_07B
Morning cheers. There are no other dialogues after that.
coro EVENT_M03_08
Cutscene before the first fight with Drowzee
coro EVENT_M03_10_13
Drowzee's arrest, introduction of the Time Gears, followed by the scene where Grovyle steals one of them.
coro EVENT_M04_01
Loudred tells the hero and partner about Sentry Duty
coro EVENT_M04_02_03
Sentry Duty results.
coro EVENT_M05_01_02
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.
coro EVENT_M05_03
First visit to waterfall, where hero and partner find the cave behind the waterfall with the help of Dimensional Scream.
coro EVENT_M05_04
Called if the player faints in Waterfall Cave.
coro EVENT_M05_05
Called when the player visits Waterfall Cave after fainting in it.
coro EVENT_M05_06_09
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.
coro EVENT_M06_01
Chatot tells everyone about the expedition to Fogbound Lake.
coro EVENT_M06_02
Hero and partner meets Team Skull.
coro EVENT_M06_03
Morning cheers. After that, Chatot asks hero and partner to take jobs from the boards.
coro EVENT_M06_04
Morning cheers. After that, Loudred calls hero and partner to do sentry duty.
coro EVENT_M06_05
Chatot introduces Team Skull to the guild
coro EVENT_M07_01_02
Dinner scene. After that, hero and partner went to sleep, and Team Skull decided to find guild's food stock.
coro EVENT_M07_03
Morning cheers. After that, Chatot sends hero and partner to Apple Woods.
coro EVENT_M07_04
Hero and partner entering Apple Woods for the first time.
coro EVENT_M07_05
Called if the player fainted in Apple Woods.
coro EVENT_M07_06
Hero and partner entering Apple Woods again. Called if the player failed to finish Apple Woods at least once.
coro EVENT_M07_07_12
Team Skull prevents hero and partner from getting Perfect Apples. Chatot telling hero and partner that they won't get dinner. After dinner, Chatot told to Wigglytuff that they don't have any Perfect Apples.
coro EVENT_M07_13
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.
coro EVENT_M07_14
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.
coro EVENT_M08_01_02
Chatot tells everyone that the expedition members tomorrow. Grovyle steals the second Time Gear.
coro EVENT_M08_03
Chatot announces expedition members.
coro EVENT_M08_04
Chatot asks whether hero and partner are ready for the expedition.
coro EVENT_M08_05_06
Chatot tells the objective of the expedition and divides everyone into groups. Hero, partner and Bidoof arrives to Craggy Coast.
coro EVENT_M08_07
Called if the player finished Side Path.
coro EVENT_M08_08
Called if the player fainted in Craggy Coast.
coro EVENT_M08_09
Partner asks hero whether they should go to Craggy Coast or Side Path
coro EVENT_M08_10
Hero, partner and Bidoof arrives to Mt. Horn.
coro EVENT_M08_11
Called if the player finished Rock Path.
coro EVENT_M08_12
Called if the player fainted in Mt. Horn.
coro EVENT_M08_13
Partner asks hero whether they should go to Mt. Horn. or Rock Path.
coro EVENT_M09_01
Hero, partner and Bidoof arrives to base camp.
coro EVENT_M09_02
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.
coro EVENT_M09_03
Called if the player finished Forest Path.
coro EVENT_M09_04
Called if the player fainted in Foggy Forest.
coro EVENT_M09_05
Partner asks hero whether they should go to Foggy Forest or Forest Path. Called if the player fainted in Foggy Forest at least once.
coro EVENT_M09_06_07
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.
coro EVENT_M10_01
Hero and partner arrives to Steam Cave.
coro EVENT_M10_02
Partner asks hero whether they are ready to go into Steam Cave.
coro EVENT_M10_03
Team Skull attacks Wigglytuff.
coro EVENT_M10_04
Called if the player fainted in Steam Cave.
coro EVENT_M10_05
Hero and partner arrives to Upper Steam Cave.
coro EVENT_M10_06
"Would you like to go on?" message.
coro EVENT_M10_07
Hero and partner hears a roar. After that, hero tells partner that this place seems familiar.
coro EVENT_M10_08
Called if the player faints in Upper Steam Cave.
coro EVENT_M10_09
Hero and partner meets Groudon. Meanwhile, guild members arrives to Steam Cave entrance and Chatot tells everyone about the Groudon.
coro EVENT_M10_10
Hero and partner encounters Groudon. Called if the player fainted in the fight against Groudon at least once.
coro EVENT_M10_11_12
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's memories.
coro EVENT_M11_01
Loudred wakes hero and partner up for the first time after the end of expedition.
coro EVENT_M11_02
Dusknoir arrives to the guild.
coro EVENT_M11_03
Team Skull arrives to the guild at night, planning to take revenge on hero and partner.
coro EVENT_M11_04
Chatot sends hero and partner to Kecleon Market to ask whether they're planning to stock Perfect Apples.
coro EVENT_M11_05
Hero and partner meets Dusknoir around the Kecleon Market. After that, they report to Chatot that Kecleons aren't planning to stock Perfect Apples.
coro EVENT_M11_06_07
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's Time Gear.
coro EVENT_M12_01
Someone visits hero and partner after morning cheers. Turns out that it's Azurill and Marill, who've got a ransom letter.
coro EVENT_M12_02
Hero and partner enters Amp Plains for the first time.
coro EVENT_M12_03A
Called if the player fainted in Amp Plains.
coro EVENT_M12_03B
Morning cheers. After it, partner tells hero that they should return to Amp Plains.
coro EVENT_M12_04
Hero and partner visits Amp Plains. Called if the player faints in Amp Plains at least once.
coro EVENT_M12_05
"Would you like to go on?" message.
coro EVENT_M12_06
Hero and partner enters Far Amp Plains. Meanwhile, Dusknoir discovers the fact that hero and partner went to Amp Plains and runs there.
coro EVENT_M12_07
Called if the player fainted in Far Amp Plains.
coro EVENT_M12_08
Hero and partner encounters Manectric for the first time.
coro EVENT_M12_09
Hero and partner encounters Manectric. Called if the player fainted in that fight at least once.
coro EVENT_M12_10_12
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.
coro EVENT_M13_01
Chatot tells everyone that the Fogbound Lake'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.
coro EVENT_M13_02
Loads the acting scene that only contains end;
coro EVENT_M13_03
Chatot divides everyone into groups and sends hero and partner to Northern Desert.
coro EVENT_M13_04
Hero and partner visits Northern Desert for the first time.
coro EVENT_M13_05A
Called if the player fainted in Northern Desert.
coro EVENT_M13_05B
Morning cheers. After it, partner tells hero that they need to return to Northern Desert.
coro EVENT_M13_06
Hero and partner visits Northern Desert. Called if the player fainted in Northern Desert at least once.
coro EVENT_M13_07
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.
coro EVENT_M13_08
Does nothing.
coro EVENT_M13_09
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.
coro EVENT_M14_01
Hero and partner returned to the end of the Northern Desert. Hero convinces partner to jump into the quicksand pit.
coro EVENT_M14_02A
Called if the player fainted in Quicksand Cave.
coro EVENT_M14_02B
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.
coro EVENT_M14_03
Hero and partner jump into the quicksand. Called if the player fainted in Quicksand Cave at least once.
coro EVENT_M14_04
Called if the player fainted in Quicksand Pit.
coro EVENT_M14_05
"Would you like to go on?" message.
coro EVENT_M14_06
Hero and partner finds Underground Lake and its Time Gear. Suddenly, Mesprit appears and attacks them.
coro EVENT_M14_07
Hero and partner fights Mesprit. Called if the player got defeated in this fight at least once.
coro EVENT_M14_08_09
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.
coro EVENT_M15_01
Hero and partner arrive to Crystal Cave.
coro EVENT_M15_02
Called if the player fainted in Crystal Cave.
coro EVENT_M15_03
Hero and partner arrive to Crystal Cave. Called if the player fainted in the dungeon at least once.
coro EVENT_M15_04
Hero and partner arrives to a puzzle with three crystals.
coro EVENT_M15_05
Partner asks hero to solve the puzzle.
coro EVENT_M15_06
Called when the player finishes the puzzle.
coro EVENT_M15_07
Called if the player fainted in Crystal Crossing.
coro EVENT_M15_08
Hero and partner enters Crystal Crossing. Called if the player fainted in the dungeon at least once.
coro EVENT_M15_09
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.
coro EVENT_M15_10_12
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.
coro EVENT_M16_01
Everyone gather at the main square. Dusknoir tells them that he's from the future, where a planet's paralysis occured. Also, he tells about the trap in the Crystal Lake.
coro EVENT_M16_02
Hero and partner arrives to Crystal Cave, then go back to not ruin the plan.
coro EVENT_M16_03
Before falling asleep, partner discusses with hero everything that Dusknoir told.
coro EVENT_M16_04
Chatot says that there's no information about Grovyle's capture.
coro EVENT_M16_05
Partner wonders what Azelf is doing and how can a Pokemon arrive from the future.
coro EVENT_M16_06_07
Chatot says that there's no information about Grovyle'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.
coro EVENT_M17_01
Dusknoir report to Dialga about the successful capture. Hero and partner wake up in the jail cell.
coro EVENT_M17_02
Hero tries to open the door, but they are locked.
coro EVENT_M17_03_05
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't believe Grovyle and refuses to go with him, so, after explaining what happenend with the planet, Grovyle enters the dungeon alone.
coro EVENT_M17_06
Partner asks hero whether they're ready to go to Chasm Cave.
coro EVENT_M17_07
Called if the player faints in the Chasm Cave.
coro EVENT_M18_01
coro EVENT_M18_02
coro EVENT_M18_03
coro EVENT_M18_04_05
coro EVENT_M18_06
coro EVENT_M18_07
coro EVENT_M18_08
coro EVENT_M18_09
coro EVENT_M18_10
coro EVENT_M18_11
coro EVENT_M18_12
coro EVENT_M18_13_14
coro EVENT_M19_01_02
coro EVENT_M19_03
coro EVENT_M19_04
coro EVENT_M19_05
coro EVENT_M19_06_07
coro EVENT_M19_08
coro EVENT_M19_09
coro EVENT_M19_10
coro EVENT_M20_01_04
coro EVENT_M20_05
coro EVENT_M20_06
coro EVENT_M20_07_09
coro EVENT_M21_01_03
coro EVENT_M21_04
coro EVENT_M21_05
coro EVENT_M21_06
coro EVENT_M22_01_02
coro EVENT_M22_03
coro EVENT_M22_04
coro EVENT_M22_05
coro EVENT_M22_06
coro EVENT_M22_07
coro EVENT_M22_08
coro EVENT_M22_09_10
coro EVENT_M22_11
coro EVENT_M23_01_02
coro EVENT_M23_03
coro EVENT_M23_04A
coro EVENT_M23_04B
coro EVENT_M23_05
coro EVENT_M23_06
coro EVENT_M23_07
coro EVENT_M23_08
coro EVENT_M23_09_10
coro EVENT_M24_01_03
coro EVENT_M24_04
coro EVENT_M24_05
coro EVENT_M24_06
coro EVENT_M24_07
coro EVENT_M24_08
coro EVENT_M24_09
coro EVENT_M24_10
coro EVENT_M24_11
coro EVENT_M25_01_05
coro EVENT_M25_06
coro EVENT_M25_07
coro EVENT_M25_08
coro EVENT_M25_09
coro EVENT_M25_10
coro EVENT_M25_11
coro EVENT_M25_12
coro EVENT_M26_01_08
coro EVENT_S01_01
coro EVENT_S01_02
coro EVENT_S01_03
coro EVENT_S01_04
coro EVENT_S01_05
coro EVENT_S01_06
coro EVENT_S01_07
coro EVENT_S01_08
coro EVENT_S01_09_10
coro EVENT_S01_12
coro EVENT_S02_01
coro EVENT_S02_02
coro EVENT_S02_03
coro EVENT_S02_04
coro EVENT_S02_05
coro EVENT_S02_06
coro EVENT_S02_07
coro EVENT_S02_08
coro EVENT_S02_09
coro EVENT_S02_10
coro EVENT_S03_01
coro EVENT_S03_02
coro EVENT_S03_03
coro EVENT_S03_04
coro EVENT_S03_05
coro EVENT_S03_06
coro EVENT_S03_07
coro EVENT_S03_08
coro EVENT_S03_09
coro EVENT_S03_10
coro EVENT_S03_11
coro EVENT_S03_12
coro EVENT_S03_13
coro EVENT_S03_14
coro EVENT_S03_15
coro EVENT_S03_16
coro EVENT_S03_17_20
coro EVENT_S03_18
coro EVENT_S03_19
coro EVENT_S04_01
coro EVENT_S04_02
coro EVENT_S04_03
coro EVENT_S04_04
coro EVENT_S04_05
coro EVENT_S04_06_07
coro EVENT_S04_08
coro EVENT_S04_09
coro EVENT_S04_10
coro EVENT_S04_11
coro EVENT_S04_12
coro EVENT_S04_13
coro EVENT_S04_14
coro EVENT_S04_15
coro EVENT_S04_16
coro EVENT_S04_17
coro EVENT_S04_18
coro EVENT_S04_19
coro EVENT_S04_20
coro EVENT_S04_21
coro EVENT_S04_22
coro EVENT_S04_23
coro EVENT_S04_24
coro EVENT_S11_01
coro EVENT_S12_01
coro EVENT_S12_02
coro EVENT_S12_03
coro EVENT_S12_04
coro EVENT_S12_05
coro EVENT_S12_06
coro EVENT_S12_07
coro EVENT_S12_08
coro EVENT_S12_09
coro EVENT_S12_10
coro EVENT_S12_11
coro EVENT_S12_12
coro EVENT_S12_13
coro EVENT_S12_14
coro EVENT_S12_15
coro EVENT_S12_16
coro EVENT_S12_17
coro EVENT_S12_18
coro EVENT_S12_19
coro EVENT_S12_20
coro EVENT_S12_21
coro EVENT_S20_01
coro EVENT_S20_02
coro EVENT_S20_03
coro EVENT_S20_04_05
coro EVENT_S20_06
coro EVENT_S20_08
coro EVENT_S20_09
coro EVENT_S20_10
coro EVENT_S20_11
coro EVENT_S21_01
coro EVENT_S21_02
coro EVENT_S21_03
coro EVENT_S21_04_06
coro EVENT_S21_07
coro EVENT_S21_08
coro EVENT_S21_09
coro EVENT_S21_10
coro EVENT_S21_11
coro EVENT_S21_12
coro EVENT_S21_13
coro EVENT_S22_01_04
coro EVENT_S22_05
coro EVENT_S22_06
coro EVENT_S22_07
coro EVENT_S22_08
coro EVENT_S22_09
coro EVENT_S22_10
coro EVENT_S22_11
coro EVENT_S22_12
coro EVENT_S22_13
coro EVENT_S22_14_15
coro EVENT_S23_01
coro EVENT_S30_01
coro EVENT_S30_02
coro EVENT_S30_03
Introduces Project P to the player for the first time. Begins when the player enters the crossroads under a certain $SCENARIO_MAIN value.
coro EVENT_S30_04
Plays when speaking to Wynaut in the recycle shop if $SUB30_TREASURE_DISCOVER is enabled.
Will initiate S30A0401, which tells the player Project P discovered new treasure.
coro EVENT_S30_05
Plays when speaking to Wobbuffet in the recycle shop, initiating S30A0501.
coro EVENT_S30_06
Plays when speaking to Wynaut in the recycle shop to run the normal recycle menu, initiating S30A0601.
coro EVENT_S30_07
Plays when speaking to Spinda in the recycle shop, initiating S30A0701.
coro EVENT_S31_01
coro EVENT_S31_02
coro EVENT_S31_03
coro EVENT_S31_04
coro EVENT_S31_05
coro EVENT_S31_06
coro EVENT_S31_07
coro EVENT_S31_08
coro EVENT_S31_09
coro EVENT_S31_10
coro EVENT_S31_11
coro EVENT_S31_12
coro EVENT_S31_13
coro EVENT_S31_14
coro EVENT_S31_15
coro EVENT_S31_16
coro EVENT_S31_17
coro EVENT_S31_18
coro EVENT_S31_19
coro EVENT_S31_20
coro EVENT_S31_21
coro EVENT_S31_22
coro EVENT_S31_23
coro EVENT_S31_24
coro EVENT_S31_25
coro EVENT_S31_26
coro EVENT_S31_27
coro EVENT_S31_28
coro EVENT_S31_29
coro EVENT_S31_30
coro EVENT_S31_31
coro EVENT_S31_32
coro EVENT_S31_33
coro EVENT_S31_34
coro EVENT_S31_35
coro EVENT_S31_36
coro EVENT_S31_37
coro EVENT_S31_38
coro EVENT_S31_39
coro EVENT_S31_40
coro EVENT_S32_01
coro EVENT_S32_02
coro EVENT_S32_03
coro EVENT_S32_04
coro EVENT_N00_01
Called if the player goes to Guildmaster's Chamber after unlocking Star Cave Depths
coro EVENT_N01_01
Bidoof introduces yourself to the player
coro EVENT_N01_02
Called if the player tries to interact with Job Bulletin Board in Special Episode 1.
coro EVENT_N01_03
Called if the player tries to interact with Outlaw Notice Board in Special Episode 1.
coro EVENT_N01_04
coro EVENT_N01_05_07
coro EVENT_N01_08
coro EVENT_N01_09
coro EVENT_N01_10YARARETA
coro EVENT_N01_10CHOUREI
coro EVENT_N01_14
coro EVENT_N01_15
coro EVENT_N01_16
coro EVENT_N01_17
coro EVENT_N01_18
coro EVENT_N01_19
coro EVENT_N01_19_2
coro EVENT_N01_20
coro EVENT_N01_21
coro EVENT_N01_22
coro EVENT_N01_23
coro EVENT_N01_24
coro EVENT_N01_25
See coro EVENT_N01_24.
coro EVENT_N01_27
coro EVENT_N01_28
coro EVENT_N01_30
coro EVENT_N01_31
coro EVENT_N02_01
coro EVENT_N02_02
coro EVENT_N02_03
coro EVENT_N02_04
coro EVENT_N02_05
coro EVENT_N02_06_07
coro EVENT_N02_08
coro EVENT_N02_09_10
coro EVENT_N03_01
coro EVENT_N03_02
coro EVENT_N03_03
coro EVENT_N03_04
coro EVENT_N03_05
coro EVENT_N03_06_07
coro EVENT_N03_08
coro EVENT_N03_09
coro EVENT_N03_10
coro EVENT_N03_11
coro EVENT_N03_12
coro EVENT_N03_13
coro EVENT_N03_14
coro EVENT_N03_15_16
coro EVENT_N03_17
coro EVENT_N03_18
coro EVENT_N03_19
coro EVENT_N04_01
coro EVENT_N04_02
coro EVENT_N04_03
coro EVENT_N04_04
coro EVENT_N04_05
coro EVENT_N04_06
coro EVENT_N04_07
coro EVENT_N04_08
coro EVENT_N04_09
coro EVENT_N04_10
coro EVENT_N04_11
coro EVENT_N04_12
coro EVENT_N04_13
coro EVENT_N04_14
coro EVENT_N04_15
coro EVENT_N04_16
coro EVENT_N04_17
coro EVENT_N04_18
coro EVENT_N04_19
coro EVENT_N04_20
coro EVENT_N04_21
coro EVENT_N04_22
coro EVENT_N04_23
coro EVENT_N04_24
coro EVENT_N04_25
coro EVENT_N04_26
coro EVENT_N06_01_02
coro EVENT_N06_03
coro EVENT_N06_04
coro EVENT_N06_05_07
coro EVENT_N06_08
coro EVENT_N06_09
coro EVENT_N06_10
coro EVENT_N06_11
coro EVENT_N06_12
coro EVENT_N06_13
coro EVENT_N06_14
coro EVENT_N06_15
coro EVENT_N06_16
coro EVENT_N06_17
coro EVENT_N06_18_19
coro EVENT_N06_20
coro EVENT_N06_21
coro EVENT_N06_22
coro EVENT_N06_23
coro EVENT_N06_24
coro EVENT_N06_25
coro EVENT_N06_26
coro EVENT_N06_27
coro EVENT_N06_28
coro EVENT_N06_29
coro EVENT_N06_30
coro EVENT_N06_31
coro EVENT_N06_32
coro EVENT_N06_33
coro EVENT_N06_34
coro EVENT_N06_35
coro EVENT_N06_36
coro EVENT_N06_37
coro EVENT_N06_38
coro EVENT_N06_39
coro EVENT_N08_01_02
coro EVENT_N08_03
coro EVENT_N08_04
coro EVENT_N08_05
coro EVENT_N08_06
coro EVENT_N08_07
coro EVENT_N08_08
coro EVENT_N08_09
coro EVENT_N08_10
coro EVENT_N08_11
coro EVENT_N08_12
coro EVENT_N08_13
coro EVENT_N08_14
coro EVENT_N08_15
coro EVENT_N08_16
coro EVENT_N08_17
coro EVENT_N08_18
coro EVENT_N08_19
coro EVENT_N08_20
coro EVENT_N08_21
coro EVENT_N08_22
coro EVENT_N08_23
coro EVENT_N08_24
coro EVENT_N08_25
coro EVENT_N08_26
coro EVENT_N08_27
coro EVENT_N08_28
coro EVENT_N08_29
coro EVENT_N08_30
coro EVENT_N09_01
coro EVENT_N09_02
coro EVENT_N09_03
coro EVENT_N09_04
coro EVENT_N09_05
coro EVENT_N09_06
coro EVENT_N09_07
coro EVENT_N09_08
coro EVENT_N09_09
coro EVENT_N09_10
coro EVENT_N09_11
coro EVENT_N09_12
coro EVENT_N09_13
coro EVENT_N09_14
coro EVENT_N09_15
coro EVENT_N09_16
coro EVENT_N09_17
coro EVENT_N09_18
coro EVENT_N09_19
coro EVENT_N09_20
coro EVENT_N09_21
coro EVENT_N09_22
coro EVENT_TG01
Unlocking Mt. Avalanche.
coro EVENT_TG02
Unlocking Giant Volcano.
coro EVENT_TG03
Unlocking Shimmer Desert.
coro EVENT_TG04
Unlocking Bottomless Sea.
coro EVENT_TG05
Unlocking World Abyss.
coro EVENT_TG06
Unlocking Mystery Jungle.
coro EVENT_TG07
Unlocking Sky Stairway.
coro EVENT_TG08
Unlocking Serenity River.
coro EVENT_TG09
Unlocking Landslide Cave.
coro EVENT_TG10
Unlocking Lush Prairie.
coro EVENT_TG11
Unlocking Tiny Meadow.
coro EVENT_TG12
Unlocking Labyrinth Cave.
coro EVENT_TG13
Unlocking Oran Forest.
coro EVENT_TG14
Unlocking Lake Afar.
coro EVENT_TG15
Unlocking Happy Outlook.
coro EVENT_TG16
Unlocking Mt. Mistral.
coro EVENT_TG17
Unlocking Shimmer Hill.
coro EVENT_TG18
Unlocking Lost Wilderness.
coro EVENT_TG19
Unlocking Midnight Forest.
coro EVENT_TG20
Unlocking Star Cave.
coro EVENT_TG21
Only contains return;
coro EVENT_TG22
Only contains return;
coro EVENT_TG23
Only contains return;
coro EVENT_TG24
Only contains return;
coro EVENT_MEND_01
Calls EVENT_DIVIDE_INIT_FUNC.
coro EVENT_MEND_02
Calls EVENT_DIVIDE_INIT_FUNC.
coro COMMON_ENTER
Fades the screen in.
coro DEBUG_ENTER
Fades the screen in. Doesn't have screen_FadeInAll
coro GETOUT_NORMAL
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.
coro GOTO_SCENARIO_DUNGEON
See coro GETOUT_NORMAL.
coro GOTO_REQUEST_DUNGEON
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
Called when the player chooses a dungeon in dojo. Fades the BGM out, then continues on with entering a dungeon.
coro GOTO_RESCUE_DUNGEON
Fades the BGM out, then continues on with entering a dungeon.
coro GOTO_FREE_DUNGEON
Fades the BGM out, then continues on with entering a dungeon.
coro GOTO_DEBUG_DUNGEON
Fades the BGM out, then continues on with entering a dungeon.
coro ENTER_SCENARIO_DUNGEON
Called when the player go to the dungeon with dungeon_mode set to DMODE_CLOSE or DMODE_OPEN after the Wonder Map cutscene.
coro ENTER_REQUEST_DUNGEON
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.
coro ENTER_TRAINING_DUNGEON
Fades the BGM out, then enters the dungeon.
coro ENTER_RESCUE_DUNGEON
Jumps to EVENT_DIVIDE.
coro ENTER_FREE_DUNGEON
Fades the BGM out, then enters the dungeon.
coro ENTER_DEBUG_DUNGEON
Fades the BGM out, then enters the dungeon.
coro GETOUT_SCENARIO_DUNGEON
Called after finishing(or fainting in) the dungeon with dungeon_mode set to DMODE_OPEN or DMODE_CLOSED.
coro GETOUT_REQUEST_DUNGEON
Called after finishing(or fainting in) the dungeon with dungeon_mode set to DMODE_OPEN_AND_REQUEST or DMODE_REQUEST.
coro GETOUT_REQUEST_RETURN
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.
coro GETOUT_REQUEST_CONQUEST
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.
coro GETOUT_TRAINING_DUNGEON
Called after the dojo dungeons. Shows The Last Outing screen and jumps to coro EVENT_M00_09.
coro GETOUT_DEBUG_DUNGEON
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. If the player fainted, it shows an exploration results screen and jumps to EVENT_DIVIDE.
coro MOVE_WORLD_MAP
Called after choosing a dungeon in Crossroads. Shows a Wonder Map and a character that's going from Treasure Town to the chosen dungeon.
coro EVENT_CONTROL
Do nothing.
coro EVENT_WAKEUP
See coro EVENT_CONTROL.
coro EVENT_STATION
See coro EVENT_CONTROL.
coro STATION_CONTROL
See coro EVENT_CONTROL.
coro ENTER_CONTROL
See coro EVENT_CONTROL.
coro SETUP_DEBUG_CAMERA
See coro EVENT_CONTROL.
coro MOVE_DEBUG_CAMERA
Does nothing.
coro MESSAGE_CLOSE_WAIT_FUNC
Closes the textbox, waits 10 frames, then returns. Should be called with CallCommon
coro EVENT_END_MAPIN
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's actor. This coroutine is used for Cutscene -> Overworld transitions.
coro EVENT_END_FREE
Moves the camera to the player's actor, but doesn't load any Enter scene's sectors. This coroutine is used for Cutscene -> Overworld transitions.
coro EVENT_END_MAPIN_AE
Loads sector 1 of the Enter script and moves the camera to the player's actor. This coroutine is used for Cutscene -> Overworld transitions. Uses ACTOR_PLAYER_APPOINT instead of ACTOR_PLAYER.
coro EVENT_END_FREE_AE
Moves the camera to the player's actor, but doesn't load any Enter scene's sectors. This coroutine is used for Cutscene -> Overworld transitions. Uses ACTOR_PLAYER_APPOINT instead of ACTOR_PLAYER.
coro BOSS_WIPE_FUNC
Called right before entering a dungeon with the boss fight
coro FADE_OUT_ALL_BEFORE
Fades the bottom screen out. To fade it in, use screen_FadeInAll
.
coro FADE_OUT_ALL_AFTER
Fades the bottom screen out. To fade it in, use screen_FadeIn
.
coro SUBSCREEN_INIT
Fades out the Top Screen, changes it's mode to 0(no mode, clears the top screen), then returns.
coro RESCUE_SET
Defines whether you'll get a client in cafe and/or a bottle in a beach.
coro RESQUE_DEBUG
Called if the debug mode is on. Asks player whether they want to force a bottle and a client to appear.
coro SORANOITADAKI_FLAGSET
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.
coro TITLE_TEST
Test of the intro cutscene.
coro BUBBLE_TEST
Plays a cutscene where Krabby starts to blow bubbles.
Is unused outside of debug mode!
coro MAP_TEST
Plays every cutscene where the clouds lifts over every part of the Wonder Map.