I've only done very basic SkyTemple stuff, so don't mind me if it doesn't work.
In any case, for the heck of it I tried reinstating the cut section and it doesn't seem to mess with the flow or break anything:
message_Mail({
english="[CN]Team [team:] obtained a Treasure Bag!",
});
WaitMe(4);
CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
Turn2Direction<actor ACTOR_ATTENDANT1>(4, 10, DIR_UP);
WaitExecuteLives(ACTOR_ATTENDANT1);
Turn2Direction<actor ACTOR_PLAYER>(4, 10, DIR_UP);
WaitExecuteLives(ACTOR_PLAYER);
ExecuteCommon<actor ACTOR_ATTENDANT1>(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
message_SetFace(ACTOR_ATTENDANT1, FACE_INSPIRED, FACE_POS_STANDARD);
message_SwitchTalk ($PARTNER_TALK_KIND) {
case 1:
{
english=" Th-thank you![K] We'll do our best!",
}
case 2:
{
english=" Th-thank you![K] We'll do our best!",
}
default:
{
english=" Th-thank you![K] We'll do our best!",
}
}
WaitExecuteLives(ACTOR_ATTENDANT1);
CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
message_SetFace(ACTOR_NPC_PUKURIN, FACE_NORMAL, FACE_POS_TOP_L_CENTER);
message_Talk({
english="""
Yup.[K] But you're only apprenticing
right now. So do your best...to train!
""",
});
CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
ExecuteCommon<actor ACTOR_ATTENDANT1>(CORO_JUMP_HAPPY_FUNC_SERIES, 0);
message_SetFace(ACTOR_ATTENDANT1, FACE_INSPIRED, FACE_POS_STANDARD);
message_SwitchTalk ($PARTNER_TALK_KIND) {
case 1:
{
english=" We will!",
}
case 2:
{
english=" We will!",
}
default:
{
english=" We will!",
}
}
WaitExecuteLives(ACTOR_ATTENDANT1);
CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
Turn2DirectionLives<actor ACTOR_ATTENDANT1>(4, 10, ACTOR_PLAYER);
WaitExecuteLives(ACTOR_ATTENDANT1);
Turn2DirectionLives<actor ACTOR_PLAYER>(4, 10, ACTOR_ATTENDANT1);
message_SetFace(ACTOR_ATTENDANT1, FACE_HAPPY, FACE_POS_STANDARD);
message_SwitchTalk ($PARTNER_TALK_KIND) {
case 1:
{
english=" Let's do this right, [hero]!",
}
case 2:
{
english="""
Let's always do our best,
[hero]!
""",
}
default:
{
english="""
Let's always do our best,
[hero]!
""",
}
}
CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
SetAnimation<actor ACTOR_PLAYER>(71);
WaitAnimation<actor ACTOR_PLAYER>();
WaitExecuteLives(ACTOR_PLAYER);
SetAnimation<actor ACTOR_PLAYER>(71);
WaitAnimation<actor ACTOR_PLAYER>();
WaitExecuteLives(ACTOR_PLAYER);
SetAnimation<actor ACTOR_PLAYER>(2);
Wait(45);
Turn2Direction<actor ACTOR_PLAYER>(4, 10, DIR_DOWN);
Turn2Direction<actor ACTOR_ATTENDANT1>(4, 10, DIR_DOWN);
WaitExecuteLives(ACTOR_PLAYER);
WaitExecuteLives(ACTOR_ATTENDANT1);
Wait(20);
SetAnimation<actor ACTOR_PLAYER>(66);
SetAnimation<actor ACTOR_ATTENDANT1>(66);
WaitAnimation<actor ACTOR_PLAYER>();
WaitAnimation<actor ACTOR_ATTENDANT1>();
Wait(80);
bgm_FadeOut(120);
screen_FadeOut(1, 90);
Wait(60);
message_Mail({
english="""
[CS:G]In Explorers of Alpha you can play challenge
modes. The said challenges follow the rules
explained when selected from the menu.[CR]
""",
});