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== What a fired row does (<code>Event_Dispatch @ 00497ae0</code>) == When a row's tick arrives it is not rendered as a free particle. <code>Event_Dispatch</code> looks up a target by id and runs a scripted action on it: * id <code>< 10000</code> β <code>GameWorld_GetObject</code> (a <code>World_Zone_Entry</code>); id <code>>= 10001</code> β <code>GameWorld_GetWorldNode(id - 10001)</code> (a <code>World_Node</code>); sentinel <code>11190</code> β <code>GameWorld_GetZone(...)</code>. * action type (col 13) switches between: change the target's state slots, load a sound (<code>SoundManager_Load_Single_SSF</code> / <code>TryLoad_SoundEffect</code>), or set lighting + trigger a scene transition (<code>Lighting_SetInstant</code> β <code>GameState_Transition(0xf)</code>). * it only acts if the player is in the target's area, gated by <code>target->Vtable[5](player_x, player_y, player_z, active_area)</code>. '''The <code>>= 10001</code> target is a map-area NODE, not a character NPC.''' <code>GameWorld_GetWorldNode</code> returns <code>g_pGameWorld->node_array[id - 10001]</code> β a <code>World_Node</code> carrying that area's interaction_type, sound_index, and per-node BGM/SE/effect arrays. The index maps 1:1 to <code>world.wlist</code> record order (1,471 area records, id range 10001β11471). Verified: node 0 (id 10001) = <code>field</code> (overworld), node 1307 (id 11308) = <code>1ta16</code>, node 1124 (id 11425) = <code>ir_b2p06</code>. So <code>event.txt</code> wires scheduled night-time ambiance (sounds/effects/BGM) to specific map areas, never to characters. The <code>/effect 1 0</code> console command (0xC062, channel 1) reaches this same machinery directly (<code>EffectManager_ScheduleKeyframesForObject</code>).
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