liblcf
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#include <lsd_chunks.h>
Definition at line 309 of file lsd_chunks.h.
Enumerator | |
---|---|
active | Flag |
map_id | ? |
position_x | ? |
position_y | ? |
direction | Facing direction |
sprite_direction | Sprite direction |
anim_frame | ? |
transparency | 0 or 3 - Transparency level of the current event page |
remaining_step | From 0 to 255 - Remaining distance of the current move |
move_frequency | ? |
layer | ? |
overlap_forbidden | Flag |
animation_type | |
lock_facing | facing locked |
move_speed | |
move_route | chunks: RPG::MoveRoute |
move_route_overwrite | Use custom move route |
move_route_index | Index of MoveEvent command route |
move_route_repeated | Boolean - Repeating move route has been completed at least once |
sprite_transparent | bool |
route_through | 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) |
anim_paused | ? |
through | Can go through anything |
stop_count | ? |
anim_count | ? |
max_stop_count | 2^move_frequency unless it's a random move route - Once stop_count reaches it; the next move command is executed |
jumping | ? |
begin_jump_x | ? |
begin_jump_y | ? |
pause | Indicates paused movement for an event; set while the player is talking to the event so that it won't run away |
flying | Flag |
sprite_name | ? |
sprite_id | ? |
processed | 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. |
flash_red | int |
flash_green | int |
flash_blue | int |
flash_current_level | double |
flash_time_left | int |
boarding | |
aboard | |
vehicle | Vehicle in use |
unboarding | |
preboard_move_speed | Move speed before the party boarded the vehicle |
menu_calling | 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. |
pan_state | 0: screen is fixed; 1: screen moves with player. |
pan_current_x | Number of 1/16 pixels to the left of player |
pan_current_y | Number of 1/16 pixels above the player |
pan_finish_x | Number of 1/16 pixels to the left of player when current scroll finishes |
pan_finish_y | Number of 1/16 pixels above the player when current scroll finishes. |
pan_speed | speed in the scrolls of the screen - shown in sixteenth pixels. |
encounter_steps | int: sum of terrain.encounter_rate for each step |
encounter_calling | Similar to 0x6C - is used to signal a different piece of code that an encounter is to be triggered; which may be cancelled by other conditions such as the player starting to interact with an event during the same frame. |
map_save_count | Mirrors save_count of current map. On mismatch events are not continued after load. |
database_save_count | ? |
Definition at line 310 of file lsd_chunks.h.