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fmatthew5876 committed Oct 17, 2018
1 parent 5a82757 commit ed8a438
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Showing 2 changed files with 19 additions and 19 deletions.
16 changes: 8 additions & 8 deletions generator/csv/fields.csv
Expand Up @@ -850,7 +850,7 @@ SavePartyLocation,move_route_overwrite,f,Boolean,0x2A,False,0,0,Use custom move
SavePartyLocation,move_route_index,f,Int32,0x2B,0,0,0,Index of MoveEvent command route
SavePartyLocation,move_route_repeated,f,Boolean,0x2C,False,0,0,Boolean - Repeating move route has been completed at least once
SavePartyLocation,sprite_transparent,f,Boolean,0x2E,False,0,0,bool
SavePartyLocation,route_through,f,Boolean,0x2F,False,0,0,Whether the move route (MoveEvent or defined route) activated through mode. Almost the same as 0x33 (through). 0x2F represents that by MoveEvent the through mode has been activated, but 0x33 is what's actually checked for collisions. In several cases, 0x33 will be changed to indicate a condition in which an event or the hero is in through mode through other means than a MoveEvent, which can be: an event with an empty page being activated; player pressing Ctrl in test play; hero entering or exiting a vehicle (only very briefly)
SavePartyLocation,route_through,f,Boolean,0x2F,False,0,0,Whether the move route (MoveEvent or defined route) activated through mode. Almost the same as 0x33 (through). 0x2F represents that by MoveEvent the through mode has been activated; but 0x33 is what's actually checked for collisions. In several cases; 0x33 will be changed to indicate a condition in which an event or the hero is in through mode through other means than a MoveEvent; which can be: an event with an empty page being activated; player pressing Ctrl in test play; hero entering or exiting a vehicle (only very briefly)
SavePartyLocation,anim_paused,f,Int32,0x30,0,0,0,?
SavePartyLocation,through,f,Boolean,0x33,False,0,0,Can go through anything
SavePartyLocation,stop_count,f,Int32,0x34,0,0,0,?
Expand All @@ -859,11 +859,11 @@ SavePartyLocation,max_stop_count,f,Int32,0x36,0,0,0,2^move_frequency - Once stop
SavePartyLocation,jumping,f,Boolean,0x3D,False,0,0,?
SavePartyLocation,begin_jump_x,f,Int32,0x3E,0,0,0,?
SavePartyLocation,begin_jump_y,f,Int32,0x3F,0,0,0,?
SavePartyLocation,pause,f,Boolean,0x47,False,0,0,Indicates paused movement for an event, set while the player is talking to the event so that it won't run away (not relevant for hero themselves)
SavePartyLocation,pause,f,Boolean,0x47,False,0,0,Indicates paused movement for an event; set while the player is talking to the event so that it won't run away (not relevant for hero themselves)
SavePartyLocation,flying,f,Boolean,0x48,False,0,0,Flag
SavePartyLocation,sprite_name,f,String,0x49,'',0,0,?
SavePartyLocation,sprite_id,f,Int32,0x4A,0,0,0,?
SavePartyLocation,processed,f,Boolean,0x4B,False,0,0,Flag whether an event (the hero is also an event) in the current frame processed their movement actions (may also be none). This is required because events are asked every frame to initiate their next movement step if required, but not necessarily in order, because checking passability for an event trying to move onto another tile will trigger any event's movement initiation which is on the target tile (because this way the target event may move away, allowing the other event to move to that tile). This flag ensures that every event processes their possible movements only once per frame even if it was already asked to do so out of order as part of another event's movement initiation.
SavePartyLocation,processed,f,Boolean,0x4B,False,0,0,Flag whether an event (the hero is also an event) in the current frame processed their movement actions (may also be none). This is required because events are asked every frame to initiate their next movement step if required; but not necessarily in order; because checking passability for an event trying to move onto another tile will trigger any event's movement initiation which is on the target tile (because this way the target event may move away; allowing the other event to move to that tile). This flag ensures that every event processes their possible movements only once per frame even if it was already asked to do so out of order as part of another event's movement initiation.
SavePartyLocation,flash_red,f,Int32,0x51,100,0,0,int
SavePartyLocation,flash_green,f,Int32,0x52,100,0,0,int
SavePartyLocation,flash_blue,f,Int32,0x53,100,0,0,int
Expand Down Expand Up @@ -912,11 +912,11 @@ SaveVehicleLocation,max_stop_count,f,Int32,0x36,0,0,0,2^move_frequency - Once st
SaveVehicleLocation,jumping,f,Boolean,0x3D,False,0,0,?
SaveVehicleLocation,begin_jump_x,f,Int32,0x3E,0,0,0,?
SaveVehicleLocation,begin_jump_y,f,Int32,0x3F,0,0,0,?
SaveVehicleLocation,pause,f,Boolean,0x47,False,0,0,Indicates paused movement for an event, set while the player is talking to the event so that it won't run away (not relevant for vehicles themselves)
SaveVehicleLocation,pause,f,Boolean,0x47,False,0,0,Indicates paused movement for an event; set while the player is talking to the event so that it won't run away (not relevant for vehicles themselves)
SaveVehicleLocation,flying,f,Boolean,0x48,False,0,0,Flag
SaveVehicleLocation,sprite_name,f,String,0x49,'',0,0,?
SaveVehicleLocation,sprite_id,f,Int32,0x4A,0,0,0,?
SaveVehicleLocation,processed,f,Boolean,0x4B,False,0,0,Flag whether an event (the hero is also an event) in the current frame processed their movement actions (may also be none). This is required because events are asked every frame to initiate their next movement step if required, but not necessarily in order, because checking passability for an event trying to move onto another tile will trigger any event's movement initiation which is on the target tile (because this way the target event may move away, allowing the other event to move to that tile). This flag ensures that every event processes their possible movements only once per frame even if it was already asked to do so out of order as part of another event's movement initiation.
SaveVehicleLocation,processed,f,Boolean,0x4B,False,0,0,Flag whether an event (the hero is also an event) in the current frame processed their movement actions (may also be none). This is required because events are asked every frame to initiate their next movement step if required; but not necessarily in order; because checking passability for an event trying to move onto another tile will trigger any event's movement initiation which is on the target tile (because this way the target event may move away; allowing the other event to move to that tile). This flag ensures that every event processes their possible movements only once per frame even if it was already asked to do so out of order as part of another event's movement initiation.
SaveVehicleLocation,flash_red,f,Int32,0x51,100,0,0,int
SaveVehicleLocation,flash_green,f,Int32,0x52,100,0,0,int
SaveVehicleLocation,flash_blue,f,Int32,0x53,100,0,0,int
Expand Down Expand Up @@ -1033,7 +1033,7 @@ SaveMapEvent,move_route,f,MoveRoute,0x29,,0,0,chunks: RPG::MoveRoute
SaveMapEvent,move_route_overwrite,f,Boolean,0x2A,False,0,0,Use custom move route
SaveMapEvent,move_route_index,f,Int32,0x2B,0,0,0,Index of MoveEvent command route
SaveMapEvent,move_route_repeated,f,Boolean,0x2C,False,0,0,Boolean - Repeating move route has been completed at least once
SaveMapEvent,route_through,f,Boolean,0x2F,False,0,0,Whether the move route (MoveEvent or defined route) activated through mode. Almost the same as 0x33 (through). 0x2F represents that by MoveEvent the through mode has been activated, but 0x33 is what's actually checked for collisions. In several cases, 0x33 will be changed to indicate a condition in which an event or the hero is in through mode through other means than a MoveEvent, which can be: an event with an empty page being activated; player pressing Ctrl in test play; hero entering or exiting a vehicle (only very briefly)
SaveMapEvent,route_through,f,Boolean,0x2F,False,0,0,Whether the move route (MoveEvent or defined route) activated through mode. Almost the same as 0x33 (through). 0x2F represents that by MoveEvent the through mode has been activated; but 0x33 is what's actually checked for collisions. In several cases; 0x33 will be changed to indicate a condition in which an event or the hero is in through mode through other means than a MoveEvent; which can be: an event with an empty page being activated; player pressing Ctrl in test play; hero entering or exiting a vehicle (only very briefly)
SaveMapEvent,anim_paused,f,Int32,0x30,0,0,0,?
SaveMapEvent,through,f,Boolean,0x33,False,0,0,Can go through anything
SaveMapEvent,stop_count,f,Int32,0x34,0,0,0,?
Expand All @@ -1042,11 +1042,11 @@ SaveMapEvent,max_stop_count,f,Int32,0x36,0,0,0,2^move_frequency unless it's a ra
SaveMapEvent,jumping,f,Boolean,0x3D,False,0,0,?
SaveMapEvent,begin_jump_x,f,Int32,0x3E,0,0,0,?
SaveMapEvent,begin_jump_y,f,Int32,0x3F,0,0,0,?
SaveMapEvent,pause,f,Boolean,0x47,False,0,0,Indicates paused movement for an event, set while the player is talking to the event so that it won't run away
SaveMapEvent,pause,f,Boolean,0x47,False,0,0,Indicates paused movement for an event; set while the player is talking to the event so that it won't run away
SaveMapEvent,flying,f,Boolean,0x48,False,0,0,Flag
SaveMapEvent,sprite_name,f,String,0x49,'',0,0,?
SaveMapEvent,sprite_id,f,Int32,0x4A,-1,0,0,?
SaveMapEvent,processed,f,Boolean,0x4B,False,0,0,Flag whether an event (the hero is also an event) in the current frame processed their movement actions (may also be none). This is required because events are asked every frame to initiate their next movement step if required, but not necessarily in order, because checking passability for an event trying to move onto another tile will trigger any event's movement initiation which is on the target tile (because this way the target event may move away, allowing the other event to move to that tile). This flag ensures that every event processes their possible movements only once per frame even if it was already asked to do so out of order as part of another event's movement initiation.
SaveMapEvent,processed,f,Boolean,0x4B,False,0,0,Flag whether an event (the hero is also an event) in the current frame processed their movement actions (may also be none). This is required because events are asked every frame to initiate their next movement step if required; but not necessarily in order; because checking passability for an event trying to move onto another tile will trigger any event's movement initiation which is on the target tile (because this way the target event may move away; allowing the other event to move to that tile). This flag ensures that every event processes their possible movements only once per frame even if it was already asked to do so out of order as part of another event's movement initiation.
SaveMapEvent,flash_red,f,Int32,0x51,100,0,0,int
SaveMapEvent,flash_green,f,Int32,0x52,100,0,0,int
SaveMapEvent,flash_blue,f,Int32,0x53,100,0,0,int
Expand Down

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