diff --git a/generator/csv/fields.csv b/generator/csv/fields.csv index bd03a325b..d227ac7a8 100644 --- a/generator/csv/fields.csv +++ b/generator/csv/fields.csv @@ -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,? @@ -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 @@ -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 @@ -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,? @@ -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 diff --git a/src/generated/lsd_chunks.h b/src/generated/lsd_chunks.h index 70bf94307..d68639228 100644 --- a/src/generated/lsd_chunks.h +++ b/src/generated/lsd_chunks.h @@ -82,7 +82,7 @@ namespace LSD_Reader { face_flip = 0x36, /** */ transparent = 0x37, - /** Music is being faded out or had been stopped ("Play music" with the same music as currently playing will restart the music when this flag is set) */ + /** Music is being faded out or had been stopped (Play music with the same music as currently playing will restart the music when this flag is set) */ music_stopping = 0x3D, /** */ title_music = 0x47, @@ -348,7 +348,7 @@ namespace LSD_Reader { move_route_repeated = 0x2C, /** bool */ sprite_transparent = 0x2E, - /** 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) */ + /** 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) */ route_through = 0x2F, /** ? */ anim_paused = 0x30, @@ -366,7 +366,7 @@ namespace LSD_Reader { begin_jump_x = 0x3E, /** ? */ begin_jump_y = 0x3F, - /** 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) */ + /** 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) */ pause = 0x47, /** Flag */ flying = 0x48, @@ -374,7 +374,7 @@ namespace LSD_Reader { sprite_name = 0x49, /** ? */ sprite_id = 0x4A, - /** 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. */ + /** 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. */ processed = 0x4B, /** int */ flash_red = 0x51, @@ -396,7 +396,7 @@ namespace LSD_Reader { unboarding = 0x68, /** Move speed before the party boarded the vehicle */ preboard_move_speed = 0x69, - /** Flag which briefly is true if the player presses ESC. At the right place in handling each frame's activities for the player, the code checks whether this flag is set and calls the menu, however there are several conditions which would cancel this flag and instead process another "higher-priority" action, such as when an encounter takes place during the same frame. */ + /** Flag which briefly is true if the player presses ESC. At the right place in handling each frame's activities for the player, the code checks whether this flag is set and calls the menu, however there are several conditions which would cancel this flag and instead process another higher-priority action, such as when an encounter takes place during the same frame. */ menu_calling = 0x6C, /** */ pan_state = 0x6F, @@ -476,7 +476,7 @@ namespace LSD_Reader { begin_jump_x = 0x3E, /** ? */ begin_jump_y = 0x3F, - /** 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) */ + /** 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) */ pause = 0x47, /** Flag */ flying = 0x48, @@ -484,7 +484,7 @@ namespace LSD_Reader { sprite_name = 0x49, /** ? */ sprite_id = 0x4A, - /** 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. */ + /** 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. */ processed = 0x4B, /** int */ flash_red = 0x51, @@ -650,7 +650,7 @@ namespace LSD_Reader { actioned = 0x0D, /** size of the 0x16 vector - indention level */ subcommand_path_size = 0x15, - /** byte For each indention level in the script, an ID is stored there which corresponds to the branch to take in case a command allows multiple branches. For example, the "Show Choice" command would write the result of the choice (for example "2" for the third item) into the current indention level's entry in this array, and the script processor would later look for the "Case" subcommand with the corresponding ID, if any, and jump to that one (if none found, it would jump to the "End Case" subcommand). Once the jump is executed, the ID is set to 255 (probably a protection mechanism even though there should normally not be multiple subcommands with the same ID). */ + /** byte For each indention level in the script, an ID is stored there which corresponds to the branch to take in case a command allows multiple branches. For example, the Show Choice command would write the result of the choice (for example 2 for the third item) into the current indention level's entry in this array, and the script processor would later look for the Case subcommand with the corresponding ID, if any, and jump to that one (if none found, it would jump to the End Case subcommand). Once the jump is executed, the ID is set to 255 (probably a protection mechanism even though there should normally not be multiple subcommands with the same ID). */ subcommand_path = 0x16 }; }; @@ -742,7 +742,7 @@ namespace LSD_Reader { move_route_index = 0x2B, /** Boolean - Repeating move route has been completed at least once */ move_route_repeated = 0x2C, - /** 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) */ + /** 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) */ route_through = 0x2F, /** ? */ anim_paused = 0x30, @@ -760,7 +760,7 @@ namespace LSD_Reader { begin_jump_x = 0x3E, /** ? */ begin_jump_y = 0x3F, - /** Indicates paused movement for an event, set while the player is "talking" to the event so that it won't run away */ + /** Indicates paused movement for an event; set while the player is talking to the event so that it won't run away */ pause = 0x47, /** Flag */ flying = 0x48, @@ -768,7 +768,7 @@ namespace LSD_Reader { sprite_name = 0x49, /** ? */ sprite_id = 0x4A, - /** 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. */ + /** 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. */ processed = 0x4B, /** int */ flash_red = 0x51,