liblcf
LSD_Reader::ChunkSavePartyLocation Struct Reference

#include <lsd_chunks.h>

+ Collaboration diagram for LSD_Reader::ChunkSavePartyLocation:

Public Types

enum  Index {
  active = 0x01 ,
  map_id = 0x0B ,
  position_x = 0x0C ,
  position_y = 0x0D ,
  direction = 0x15 ,
  sprite_direction = 0x16 ,
  anim_frame = 0x17 ,
  transparency = 0x18 ,
  remaining_step = 0x1F ,
  move_frequency = 0x20 ,
  layer = 0x21 ,
  overlap_forbidden = 0x22 ,
  animation_type = 0x23 ,
  lock_facing = 0x24 ,
  move_speed = 0x25 ,
  move_route = 0x29 ,
  move_route_overwrite = 0x2A ,
  move_route_index = 0x2B ,
  move_route_repeated = 0x2C ,
  sprite_transparent = 0x2E ,
  route_through = 0x2F ,
  anim_paused = 0x30 ,
  through = 0x33 ,
  stop_count = 0x34 ,
  anim_count = 0x35 ,
  max_stop_count = 0x36 ,
  jumping = 0x3D ,
  begin_jump_x = 0x3E ,
  begin_jump_y = 0x3F ,
  pause = 0x47 ,
  flying = 0x48 ,
  sprite_name = 0x49 ,
  sprite_id = 0x4A ,
  processed = 0x4B ,
  flash_red = 0x51 ,
  flash_green = 0x52 ,
  flash_blue = 0x53 ,
  flash_current_level = 0x54 ,
  flash_time_left = 0x55 ,
  boarding = 0x65 ,
  aboard = 0x66 ,
  vehicle = 0x67 ,
  unboarding = 0x68 ,
  preboard_move_speed = 0x69 ,
  menu_calling = 0x6C ,
  pan_state = 0x6F ,
  pan_current_x = 0x70 ,
  pan_current_y = 0x71 ,
  pan_finish_x = 0x72 ,
  pan_finish_y = 0x73 ,
  pan_speed = 0x79 ,
  encounter_steps = 0x7C ,
  encounter_calling = 0x7D ,
  map_save_count = 0x83 ,
  database_save_count = 0x84
}
 

Detailed Description

Definition at line 309 of file lsd_chunks.h.

Member Enumeration Documentation

◆ Index

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.


The documentation for this struct was generated from the following file: