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  1. <!DOCTYPE html><html><head><meta charset="utf-8"><title>Digimon Time Stealer Lua Scripts - Complete Reference Guide.md</title><style>@charset "UTF-8";@import 'https://cdnjs.cloudflare.com/ajax/libs/KaTeX/0.9.0-alpha2/katex.min.css';code{color:#c7254e;background-color:#f9f2f4;border-radius:4px}code,kbd{padding:2px 4px}kbd{color:#fff;background-color:#333;border-radius:3px;box-shadow:inset 0 -1px 0 rgba(0,0,0,.25)}kbd kbd{padding:0;font-size:100%;box-shadow:none}pre{display:block;margin:0 0 10px;word-break:break-all;word-wrap:break-word;color:#333;background-color:#f5f5f5;border:1px solid #ccc;border-radius:4px}pre code{padding:0;font-size:inherit;color:inherit;white-space:pre-wrap;background-color:transparent;border-radius:0}.pre-scrollable{max-height:340px;overflow-y:scroll}table{background-color:transparent}th{text-align:left}.table{width:100%;max-width:100%;margin-bottom:20px}.table>thead>tr>th{padding:8px;line-height:1.4285714;border-top:1px solid 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  2. <h1 class="code-line" data-line-start=0 data-line-end=1 ><a id="Digimon_Time_Stealer_Lua_Scripts__Complete_Reference_Guide_0"></a>Digimon Time Stealer Lua Scripts - Complete Reference Guide</h1>
  3. <p class="has-line-data" data-line-start="2" data-line-end="3">Welcome to the comprehensive documentation for Digimon Surviveโ€™s Lua scripting system. This guide covers all available functions, systems, and best practices for modding and understanding the gameโ€™s script architecture.</p>
  4. <blockquote>
  5. <p class="has-line-data" data-line-start="4" data-line-end="5"><strong>๐Ÿš€ Quick Start</strong>: Jump to <a href="#-common-functions">Common Functions</a> for basic operations, <a href="#quest-system">Quest System</a> for story scripting, or <a href="#event-system">Event System</a> for cutscenes.</p>
  6. </blockquote>
  7. <blockquote>
  8. <p class="has-line-data" data-line-start="6" data-line-end="7"><strong>๐Ÿ“– For Beginners</strong>: Start with <a href="#%EF%B8%8F-architecture-overview">Architecture Overview</a> to understand the system structure.</p>
  9. </blockquote>
  10. <blockquote>
  11. <p class="has-line-data" data-line-start="8" data-line-end="9"><strong>๐Ÿ”ง For Developers</strong>: Check <a href="#advanced-patterns">Advanced Patterns</a> for best practices and <a href="#debugging-guide">Debugging Guide</a> for troubleshooting.</p>
  12. </blockquote>
  13. <h2 class="code-line" data-line-start=10 data-line-end=11 ><a id="_Table_of_Contents_10"></a>๐Ÿ“‹ Table of Contents</h2>
  14. <h3 class="code-line" data-line-start=12 data-line-end=13 ><a id="_Core_Systems_12"></a>๐Ÿ—๏ธ <strong>Core Systems</strong></h3>
  15. <ol>
  16. <li class="has-line-data" data-line-start="13" data-line-end="14"><a href="#architecture-overview">Architecture Overview</a></li>
  17. <li class="has-line-data" data-line-start="14" data-line-end="15"><a href="#core-function-modules">Core Function Modules</a></li>
  18. <li class="has-line-data" data-line-start="15" data-line-end="17"><a href="#constants-and-definitions">Constants and Definitions</a></li>
  19. </ol>
  20. <h3 class="code-line" data-line-start=17 data-line-end=18 ><a id="_Game_Systems_17"></a>๐ŸŽฎ <strong>Game Systems</strong></h3>
  21. <ol start="4">
  22. <li class="has-line-data" data-line-start="18" data-line-end="19"><a href="#quest-system">Quest System</a></li>
  23. <li class="has-line-data" data-line-start="19" data-line-end="20"><a href="#event-system">Event System</a></li>
  24. <li class="has-line-data" data-line-start="20" data-line-end="21"><a href="#battle-system">Battle System</a></li>
  25. <li class="has-line-data" data-line-start="21" data-line-end="22"><a href="#field-system">Field System</a></li>
  26. <li class="has-line-data" data-line-start="22" data-line-end="24"><a href="#sound-system">Sound System</a></li>
  27. </ol>
  28. <h3 class="code-line" data-line-start=24 data-line-end=25 ><a id="_Visual__Animation_24"></a>๐ŸŽจ <strong>Visual &amp; Animation</strong></h3>
  29. <ol start="9">
  30. <li class="has-line-data" data-line-start="25" data-line-end="26"><a href="#animation--motion-system">Animation &amp; Motion System</a></li>
  31. <li class="has-line-data" data-line-start="26" data-line-end="27"><a href="#camera-system">Camera System</a></li>
  32. <li class="has-line-data" data-line-start="27" data-line-end="29"><a href="#costume-system">Costume System</a></li>
  33. </ol>
  34. <h3 class="code-line" data-line-start=29 data-line-end=30 ><a id="_Movement__Physics_29"></a>๐Ÿš€ <strong>Movement &amp; Physics</strong></h3>
  35. <ol start="12">
  36. <li class="has-line-data" data-line-start="30" data-line-end="31"><a href="#movement-system">Movement System</a></li>
  37. <li class="has-line-data" data-line-start="31" data-line-end="32"><a href="#rail-movement-system">Rail Movement System</a></li>
  38. <li class="has-line-data" data-line-start="32" data-line-end="34"><a href="#physics--collision-system">Physics &amp; Collision System</a></li>
  39. </ol>
  40. <h3 class="code-line" data-line-start=34 data-line-end=35 ><a id="_Interaction_Systems_34"></a>๐Ÿ›’ <strong>Interaction Systems</strong></h3>
  41. <ol start="15">
  42. <li class="has-line-data" data-line-start="35" data-line-end="36"><a href="#shop-system">Shop System</a></li>
  43. <li class="has-line-data" data-line-start="36" data-line-end="37"><a href="#arena-system">Arena System</a></li>
  44. <li class="has-line-data" data-line-start="37" data-line-end="39"><a href="#hazama-system">Hazama System</a></li>
  45. </ol>
  46. <h3 class="code-line" data-line-start=39 data-line-end=40 ><a id="_Utilities__Management_39"></a>๐Ÿ”ง <strong>Utilities &amp; Management</strong></h3>
  47. <ol start="18">
  48. <li class="has-line-data" data-line-start="40" data-line-end="41"><a href="#control-functions">Control Functions</a></li>
  49. <li class="has-line-data" data-line-start="41" data-line-end="42"><a href="#save-system">Save System</a></li>
  50. <li class="has-line-data" data-line-start="42" data-line-end="44"><a href="#utility-functions">Utility Functions</a></li>
  51. </ol>
  52. <h3 class="code-line" data-line-start=44 data-line-end=45 ><a id="_Reference__Best_Practices_44"></a>๐Ÿ“š <strong>Reference &amp; Best Practices</strong></h3>
  53. <ol start="21">
  54. <li class="has-line-data" data-line-start="45" data-line-end="46"><a href="#advanced-patterns">Advanced Patterns</a></li>
  55. <li class="has-line-data" data-line-start="46" data-line-end="48"><a href="#debugging-guide">Debugging Guide</a></li>
  56. </ol>
  57. <hr>
  58. <h2 class="code-line" data-line-start=50 data-line-end=51 ><a id="_Quick_Reference_50"></a>๐ŸŽฏ Quick Reference</h2>
  59. <h3 class="code-line" data-line-start=52 data-line-end=53 ><a id="_Core_Systems_52"></a>๐Ÿ—๏ธ <strong>Core Systems</strong></h3>
  60. <table class="table table-striped table-bordered">
  61. <thead>
  62. <tr>
  63. <th><strong>Need toโ€ฆ</strong></th>
  64. <th><strong>Go to Section</strong></th>
  65. <th><strong>Key Functions</strong></th>
  66. </tr>
  67. </thead>
  68. <tbody>
  69. <tr>
  70. <td><strong>Understand architecture</strong></td>
  71. <td><a href="#architecture-overview">Architecture Overview</a></td>
  72. <td>System tables, data flow</td>
  73. </tr>
  74. <tr>
  75. <td><strong>Find core modules</strong></td>
  76. <td><a href="#core-function-modules">Core Function Modules</a></td>
  77. <td>Essential files table</td>
  78. </tr>
  79. <tr>
  80. <td><strong>Use constants</strong></td>
  81. <td><a href="#constants-and-definitions">Constants and Definitions</a></td>
  82. <td>Object types, time, personalities</td>
  83. </tr>
  84. </tbody>
  85. </table>
  86. <h3 class="code-line" data-line-start=59 data-line-end=60 ><a id="_Game_Systems_59"></a>๐ŸŽฎ <strong>Game Systems</strong></h3>
  87. <table class="table table-striped table-bordered">
  88. <thead>
  89. <tr>
  90. <th><strong>Need toโ€ฆ</strong></th>
  91. <th><strong>Go to Section</strong></th>
  92. <th><strong>Key Functions</strong></th>
  93. </tr>
  94. </thead>
  95. <tbody>
  96. <tr>
  97. <td><strong>Start/end quests</strong></td>
  98. <td><a href="#quest-system">Quest System</a></td>
  99. <td><code>Qst.Main:Start()</code>, <code>Qst.Sub:Start()</code>, <code>Qst.Main:End()</code></td>
  100. </tr>
  101. <tr>
  102. <td><strong>Create cutscenes</strong></td>
  103. <td><a href="#event-system">Event System</a></td>
  104. <td><code>EVENT_BEGIN()</code>, <code>EVENT_START()</code>, <code>EVENT_END()</code></td>
  105. </tr>
  106. <tr>
  107. <td><strong>Handle battles</strong></td>
  108. <td><a href="#battle-system">Battle System</a></td>
  109. <td><code>Battle_Start()</code>, <code>Battle_Win()</code>, <code>Battle_Lose()</code></td>
  110. </tr>
  111. <tr>
  112. <td><strong>Control field</strong></td>
  113. <td><a href="#field-system">Field System</a></td>
  114. <td>Visibility functions, talk system</td>
  115. </tr>
  116. <tr>
  117. <td><strong>Play audio</strong></td>
  118. <td><a href="#sound-system">Sound System</a></td>
  119. <td><code>Field_PlayBGM()</code>, <code>PlaySE()</code>, <code>PlayAmbientSE()</code></td>
  120. </tr>
  121. </tbody>
  122. </table>
  123. <h3 class="code-line" data-line-start=68 data-line-end=69 ><a id="_Visual__Animation_68"></a>๐ŸŽจ <strong>Visual &amp; Animation</strong></h3>
  124. <table class="table table-striped table-bordered">
  125. <thead>
  126. <tr>
  127. <th><strong>Need toโ€ฆ</strong></th>
  128. <th><strong>Go to Section</strong></th>
  129. <th><strong>Key Functions</strong></th>
  130. </tr>
  131. </thead>
  132. <tbody>
  133. <tr>
  134. <td><strong>Control animations</strong></td>
  135. <td><a href="#animation--motion-system">Animation &amp; Motion System</a></td>
  136. <td><code>Motion.Object:Play()</code>, <code>PlayMotion()</code></td>
  137. </tr>
  138. <tr>
  139. <td><strong>Control camera</strong></td>
  140. <td><a href="#camera-system">Camera System</a></td>
  141. <td><code>Cam.Inst:Set()</code>, <code>FocusCamera()</code></td>
  142. </tr>
  143. <tr>
  144. <td><strong>Change costumes</strong></td>
  145. <td><a href="#costume-system">Costume System</a></td>
  146. <td><code>PlayerModelChange()</code>, <code>IsCostumeChange()</code></td>
  147. </tr>
  148. </tbody>
  149. </table>
  150. <h3 class="code-line" data-line-start=75 data-line-end=76 ><a id="_Movement__Physics_75"></a>๐Ÿš€ <strong>Movement &amp; Physics</strong></h3>
  151. <table class="table table-striped table-bordered">
  152. <thead>
  153. <tr>
  154. <th><strong>Need toโ€ฆ</strong></th>
  155. <th><strong>Go to Section</strong></th>
  156. <th><strong>Key Functions</strong></th>
  157. </tr>
  158. </thead>
  159. <tbody>
  160. <tr>
  161. <td><strong>Move objects</strong></td>
  162. <td><a href="#movement-system">Movement System</a></td>
  163. <td><code>PlayerMoveToPosition()</code>, <code>ObjectMoveToPosition()</code></td>
  164. </tr>
  165. <tr>
  166. <td><strong>Use rail movement</strong></td>
  167. <td><a href="#rail-movement-system">Rail Movement System</a></td>
  168. <td><code>StartSeamlessJumpRide()</code>, <code>Player().LinkToRailMove()</code></td>
  169. </tr>
  170. <tr>
  171. <td><strong>Control physics</strong></td>
  172. <td><a href="#physics--collision-system">Physics &amp; Collision System</a></td>
  173. <td><code>Player().Physics_SetGravity()</code>, <code>DisableLinkCollisionInNowFrame()</code></td>
  174. </tr>
  175. </tbody>
  176. </table>
  177. <h3 class="code-line" data-line-start=82 data-line-end=83 ><a id="_Interaction_Systems_82"></a>๐Ÿ›’ <strong>Interaction Systems</strong></h3>
  178. <table class="table table-striped table-bordered">
  179. <thead>
  180. <tr>
  181. <th><strong>Need toโ€ฆ</strong></th>
  182. <th><strong>Go to Section</strong></th>
  183. <th><strong>Key Functions</strong></th>
  184. </tr>
  185. </thead>
  186. <tbody>
  187. <tr>
  188. <td><strong>Handle shops</strong></td>
  189. <td><a href="#shop-system">Shop System</a></td>
  190. <td><code>CommonShopStart()</code>, <code>ShopkeeperCam()</code>, <code>StartShop()</code></td>
  191. </tr>
  192. <tr>
  193. <td><strong>Manage arena</strong></td>
  194. <td><a href="#arena-system">Arena System</a></td>
  195. <td><code>OpenArena()</code>, <code>GetArenaReward()</code>, <code>SetArenaBattle()</code></td>
  196. </tr>
  197. <tr>
  198. <td><strong>Use Hazama</strong></td>
  199. <td><a href="#hazama-system">Hazama System</a></td>
  200. <td><code>HazamaWayout()</code>, <code>HazamaQuestStart()</code></td>
  201. </tr>
  202. </tbody>
  203. </table>
  204. <h3 class="code-line" data-line-start=89 data-line-end=90 ><a id="_Utilities__Management_89"></a>๐Ÿ”ง <strong>Utilities &amp; Management</strong></h3>
  205. <table class="table table-striped table-bordered">
  206. <thead>
  207. <tr>
  208. <th><strong>Need toโ€ฆ</strong></th>
  209. <th><strong>Go to Section</strong></th>
  210. <th><strong>Key Functions</strong></th>
  211. </tr>
  212. </thead>
  213. <tbody>
  214. <tr>
  215. <td><strong>Control objects</strong></td>
  216. <td><a href="#control-functions">Control Functions</a></td>
  217. <td><code>GetIndex()</code>, <code>GetPositionAnyObject()</code></td>
  218. </tr>
  219. <tr>
  220. <td><strong>Manage saves</strong></td>
  221. <td><a href="#save-system">Save System</a></td>
  222. <td><code>Field.StartAutoSave()</code>, <code>Common.CancelProhibitSave()</code></td>
  223. </tr>
  224. <tr>
  225. <td><strong>Use utilities</strong></td>
  226. <td><a href="#utility-functions">Utility Functions</a></td>
  227. <td><code>StringSplit()</code>, <code>printTable()</code>, <code>BitFlag:new()</code></td>
  228. </tr>
  229. </tbody>
  230. </table>
  231. <h3 class="code-line" data-line-start=96 data-line-end=97 ><a id="_Reference__Best_Practices_96"></a>๐Ÿ“š <strong>Reference &amp; Best Practices</strong></h3>
  232. <table class="table table-striped table-bordered">
  233. <thead>
  234. <tr>
  235. <th><strong>Need toโ€ฆ</strong></th>
  236. <th><strong>Go to Section</strong></th>
  237. <th><strong>Key Functions</strong></th>
  238. </tr>
  239. </thead>
  240. <tbody>
  241. <tr>
  242. <td><strong>Learn patterns</strong></td>
  243. <td><a href="#advanced-patterns">Advanced Patterns</a></td>
  244. <td>Code examples, integration patterns</td>
  245. </tr>
  246. <tr>
  247. <td><strong>Debug issues</strong></td>
  248. <td><a href="#debugging-guide">Debugging Guide</a></td>
  249. <td>Common problems, solutions</td>
  250. </tr>
  251. </tbody>
  252. </table>
  253. <h3 class="code-line" data-line-start=102 data-line-end=103 ><a id="_Common_Tasks_102"></a>๐ŸŽฎ <strong>Common Tasks</strong></h3>
  254. <table class="table table-striped table-bordered">
  255. <thead>
  256. <tr>
  257. <th><strong>Need toโ€ฆ</strong></th>
  258. <th><strong>Go to Section</strong></th>
  259. <th><strong>Key Functions</strong></th>
  260. </tr>
  261. </thead>
  262. <tbody>
  263. <tr>
  264. <td><strong>Add Digimon to party</strong></td>
  265. <td><a href="#party-management">Party Management</a></td>
  266. <td><code>Party.Digimon.Add()</code>, <code>Bank.Digimon.Add()</code></td>
  267. </tr>
  268. <tr>
  269. <td><strong>Manage items</strong></td>
  270. <td><a href="#-common-functions">Common Functions</a></td>
  271. <td><code>INFO_GET_ITEM()</code>, <code>INFO_USE_ITEM()</code>, <code>Item.Add()</code></td>
  272. </tr>
  273. <tr>
  274. <td><strong>Control time</strong></td>
  275. <td><a href="#time-management">Time Management</a></td>
  276. <td><code>SetTimeAxis_Past()</code>, <code>GetTimeZone()</code>, <code>MapChangeWithTimePasses()</code></td>
  277. </tr>
  278. <tr>
  279. <td><strong>Handle messages</strong></td>
  280. <td><a href="#message-and-ui-system">Message and UI System</a></td>
  281. <td><code>Message()</code>, <code>MessageTalk()</code>, <code>OpenInfoWindow()</code></td>
  282. </tr>
  283. <tr>
  284. <td><strong>Use visual effects</strong></td>
  285. <td><a href="#visual-effects">Visual Effects</a></td>
  286. <td><code>Fade_In()</code>, <code>Quake_Start()</code>, <code>CameraClose()</code></td>
  287. </tr>
  288. </tbody>
  289. </table>
  290. <hr>
  291. <h2 class="code-line" data-line-start=113 data-line-end=114 ><a id="_Architecture_Overview_113"></a>๐Ÿ—๏ธ Architecture Overview</h2>
  292. <p class="has-line-data" data-line-start="115" data-line-end="116"><strong>Digimon Time Stealer</strong> uses a sophisticated Lua scripting architecture with clear modular design:</p>
  293. <h3 class="code-line" data-line-start=117 data-line-end=118 ><a id="_Core_Systems_117"></a>๐ŸŽฏ <strong>Core Systems</strong></h3>
  294. <table class="table table-striped table-bordered">
  295. <thead>
  296. <tr>
  297. <th>System</th>
  298. <th>Purpose</th>
  299. <th>Key Features</th>
  300. </tr>
  301. </thead>
  302. <tbody>
  303. <tr>
  304. <td><strong>Event System</strong></td>
  305. <td>Cutscenes &amp; Story</td>
  306. <td>Vista integration, dialogue management</td>
  307. </tr>
  308. <tr>
  309. <td><strong>Field System</strong></td>
  310. <td>World Interactions</td>
  311. <td>NPC management, map control, quest handling</td>
  312. </tr>
  313. <tr>
  314. <td><strong>Battle System</strong></td>
  315. <td>Combat Mechanics</td>
  316. <td>AI control, battle states, animations</td>
  317. </tr>
  318. <tr>
  319. <td><strong>Quest System</strong></td>
  320. <td>Story Progression</td>
  321. <td>Main/sub/DLC quests, flag management</td>
  322. </tr>
  323. <tr>
  324. <td><strong>Control System</strong></td>
  325. <td>Object Management</td>
  326. <td>Positioning, movement, physics</td>
  327. </tr>
  328. <tr>
  329. <td><strong>Sound System</strong></td>
  330. <td>Audio Management</td>
  331. <td>BGM, SE, ambient sounds</td>
  332. </tr>
  333. </tbody>
  334. </table>
  335. <h3 class="code-line" data-line-start=127 data-line-end=128 ><a id="_Data_Flow_127"></a>๐Ÿ”„ <strong>Data Flow</strong></h3>
  336. <table class="table table-striped table-bordered">
  337. <thead>
  338. <tr>
  339. <th>Stage</th>
  340. <th>Process</th>
  341. <th>Next Stage</th>
  342. <th>Output</th>
  343. </tr>
  344. </thead>
  345. <tbody>
  346. <tr>
  347. <td><strong>Story Chapter</strong></td>
  348. <td>Chapter progression</td>
  349. <td>Event Cutscene</td>
  350. <td>Flags set</td>
  351. </tr>
  352. <tr>
  353. <td><strong>Event Cutscene</strong></td>
  354. <td>Vista integration</td>
  355. <td>Field Interaction</td>
  356. <td>State management</td>
  357. </tr>
  358. <tr>
  359. <td><strong>Field Interaction</strong></td>
  360. <td>NPC/map control</td>
  361. <td>Battle Combat</td>
  362. <td>Object control</td>
  363. </tr>
  364. <tr>
  365. <td><strong>Battle Combat</strong></td>
  366. <td>AI systems</td>
  367. <td>Quest Progress</td>
  368. <td>Battle results</td>
  369. </tr>
  370. <tr>
  371. <td><strong>Quest Progress</strong></td>
  372. <td>Save system</td>
  373. <td>Next Chapter</td>
  374. <td>Progress saved</td>
  375. </tr>
  376. </tbody>
  377. </table>
  378. <h2 class="code-line" data-line-start=136 data-line-end=137 ><a id="_Core_Function_Modules_136"></a>๐Ÿ“ Core Function Modules</h2>
  379. <h3 class="code-line" data-line-start=138 data-line-end=139 ><a id="Essential_Files_138"></a><strong>Essential Files</strong></h3>
  380. <table class="table table-striped table-bordered">
  381. <thead>
  382. <tr>
  383. <th>File</th>
  384. <th>Purpose</th>
  385. <th>Key Functions</th>
  386. </tr>
  387. </thead>
  388. <tbody>
  389. <tr>
  390. <td><code>function_common.lua</code></td>
  391. <td>Core utilities</td>
  392. <td>Party management, time control, UI</td>
  393. </tr>
  394. <tr>
  395. <td><code>function_field.lua</code></td>
  396. <td>Field interactions</td>
  397. <td>Map control, quest management, NPCs</td>
  398. </tr>
  399. <tr>
  400. <td><code>function_event.lua</code></td>
  401. <td>Event system</td>
  402. <td>Cutscenes, Vista integration, models</td>
  403. </tr>
  404. <tr>
  405. <td><code>function_control.lua</code></td>
  406. <td>Object control</td>
  407. <td>Positioning, movement, physics</td>
  408. </tr>
  409. <tr>
  410. <td><code>function_sound.lua</code></td>
  411. <td>Audio system</td>
  412. <td>BGM, SE, ambient sound management</td>
  413. </tr>
  414. <tr>
  415. <td><code>function_hazama.lua</code></td>
  416. <td>Special systems</td>
  417. <td>Hazama (crevice) interactions</td>
  418. </tr>
  419. <tr>
  420. <td><code>battle_common.lua</code></td>
  421. <td>Battle utilities</td>
  422. <td>Combat helpers, AI management</td>
  423. </tr>
  424. <tr>
  425. <td><code>chapter.lua</code></td>
  426. <td>Story progression</td>
  427. <td>Chapter management, flag control</td>
  428. </tr>
  429. <tr>
  430. <td><code>define.lua</code></td>
  431. <td>Constants</td>
  432. <td>Global enums, object types</td>
  433. </tr>
  434. <tr>
  435. <td><code>ctrl_define.lua</code></td>
  436. <td>Control constants</td>
  437. <td>Control-specific definitions</td>
  438. </tr>
  439. </tbody>
  440. </table>
  441. <hr>
  442. <h2 class="code-line" data-line-start=154 data-line-end=155 ><a id="_Important_Notes_154"></a>๐Ÿ’ก Important Notes</h2>
  443. <h3 class="code-line" data-line-start=156 data-line-end=157 ><a id="_Critical_Rules_156"></a>โš ๏ธ <strong>Critical Rules</strong></h3>
  444. <table class="table table-striped table-bordered">
  445. <thead>
  446. <tr>
  447. <th>Rule</th>
  448. <th>Description</th>
  449. <th>Example</th>
  450. </tr>
  451. </thead>
  452. <tbody>
  453. <tr>
  454. <td><strong>Switching/Escaping Priority</strong></td>
  455. <td>Takes highest priority when evaluating game conditions</td>
  456. <td>Check escape conditions first</td>
  457. </tr>
  458. <tr>
  459. <td><strong>Tag Usage</strong></td>
  460. <td>Tags are for reference only - never store data in them</td>
  461. <td><code>obj:SetTag(&quot;reference&quot;)</code> not <code>obj:SetTag(&quot;data&quot;)</code></td>
  462. </tr>
  463. <tr>
  464. <td><strong>Code Review</strong></td>
  465. <td>Always review code thoroughly before assuming it works</td>
  466. <td>Test edge cases and nil inputs</td>
  467. </tr>
  468. <tr>
  469. <td><strong>External Variables</strong></td>
  470. <td>Use external variables for temporary state management</td>
  471. <td><code>gFuncOpenDoor</code>, <code>gFuncEnterShop</code></td>
  472. </tr>
  473. </tbody>
  474. </table>
  475. <h3 class="code-line" data-line-start=164 data-line-end=165 ><a id="_Best_Practices_164"></a>๐Ÿ”ง <strong>Best Practices</strong></h3>
  476. <table class="table table-striped table-bordered">
  477. <thead>
  478. <tr>
  479. <th>Practice</th>
  480. <th>Description</th>
  481. <th>Example</th>
  482. </tr>
  483. </thead>
  484. <tbody>
  485. <tr>
  486. <td><strong>Frame Timing</strong></td>
  487. <td>Use <code>WaitFrame()</code> instead of busy loops for timing</td>
  488. <td><code>WaitFrame(60)</code> = 1 second</td>
  489. </tr>
  490. <tr>
  491. <td><strong>Event Cleanup</strong></td>
  492. <td>Always call <code>EVENT_END()</code> after <code>EVENT_BEGIN()</code></td>
  493. <td><code>EVENT_BEGIN()</code> โ†’ content โ†’ <code>EVENT_END()</code></td>
  494. </tr>
  495. <tr>
  496. <td><strong>Auto-Save</strong></td>
  497. <td>Use <code>Field.StartAutoSave()</code> after important quest progress</td>
  498. <td>After quest completion</td>
  499. </tr>
  500. <tr>
  501. <td><strong>Object Checks</strong></td>
  502. <td>Check object existence before manipulating them</td>
  503. <td><code>if GetIndex(NPC, &quot;npc&quot;) then</code></td>
  504. </tr>
  505. </tbody>
  506. </table>
  507. <hr>
  508. <h2 class="code-line" data-line-start=174 data-line-end=175 ><a id="_Common_Functions_174"></a>๐ŸŽฎ Common Functions</h2>
  509. <h3 class="code-line" data-line-start=176 data-line-end=177 ><a id="_Player_Management_176"></a>๐Ÿ‘ค Player Management</h3>
  510. <h4 class="code-line" data-line-start=178 data-line-end=179 ><a id="Gender__Model_Control_178"></a><strong>Gender &amp; Model Control</strong></h4>
  511. <table class="table table-striped table-bordered">
  512. <thead>
  513. <tr>
  514. <th>Function</th>
  515. <th>Return</th>
  516. <th>Example</th>
  517. <th>Note</th>
  518. </tr>
  519. </thead>
  520. <tbody>
  521. <tr>
  522. <td><code>GetGender()</code></td>
  523. <td>HERO (male) or HEROINE (female)</td>
  524. <td><code>local gender = GetGender()</code></td>
  525. <td>Determines gender by analyzing player model name</td>
  526. </tr>
  527. <tr>
  528. <td><code>PlayerModelChange(id)</code></td>
  529. <td>void</td>
  530. <td><code>PlayerModelChange(AEGIOMON)</code></td>
  531. <td>Changes player model/costume, id = Model ID to change to</td>
  532. </tr>
  533. <tr>
  534. <td><code>CancelPlayerModelChange()</code></td>
  535. <td>void</td>
  536. <td><code>CancelPlayerModelChange()</code></td>
  537. <td>Only works if change is in progress</td>
  538. </tr>
  539. </tbody>
  540. </table>
  541. <h4 class="code-line" data-line-start=185 data-line-end=186 ><a id="Menu__UI_Control_185"></a><strong>Menu &amp; UI Control</strong></h4>
  542. <table class="table table-striped table-bordered">
  543. <thead>
  544. <tr>
  545. <th>Function</th>
  546. <th>Return</th>
  547. <th>Example</th>
  548. <th>Note</th>
  549. </tr>
  550. </thead>
  551. <tbody>
  552. <tr>
  553. <td><code>SetEnableMenu(is_use)</code></td>
  554. <td>void</td>
  555. <td><code>SetEnableMenu(false)</code></td>
  556. <td>Enable/disable main menu access, is_use = boolean</td>
  557. </tr>
  558. </tbody>
  559. </table>
  560. <h3 class="code-line" data-line-start=190 data-line-end=191 ><a id="Party_Management_190"></a>Party Management</h3>
  561. <h4 class="code-line" data-line-start=192 data-line-end=193 ><a id="Digimon_Party_Functions_192"></a>Digimon Party Functions</h4>
  562. <table class="table table-striped table-bordered">
  563. <thead>
  564. <tr>
  565. <th>Function</th>
  566. <th>Return</th>
  567. <th>Example</th>
  568. <th>Note</th>
  569. </tr>
  570. </thead>
  571. <tbody>
  572. <tr>
  573. <td><code>Party.Digimon.Add(digimon_id, level, personality_id, personality_skill_id, gift)</code></td>
  574. <td>void</td>
  575. <td><code>Party.Digimon.Add(101, 5, PERSONAL_YUKAN, 0, 1001)</code></td>
  576. <td>Adds Digimon to party, auto-overflow to bank if full</td>
  577. </tr>
  578. <tr>
  579. <td><code>Party.Aegiomon.Add(level)</code></td>
  580. <td>void</td>
  581. <td><code>Party.Aegiomon.Add(10)</code></td>
  582. <td>Adds Aegiomon with specific level and default skills</td>
  583. </tr>
  584. <tr>
  585. <td><code>Party.Aegiomon.IsExist()</code></td>
  586. <td>boolean</td>
  587. <td><code>if Party.Aegiomon.IsExist() then</code></td>
  588. <td>Checks if Aegiomon exists in party</td>
  589. </tr>
  590. <tr>
  591. <td><code>Party.Aegiomon.SetExist(is_exist)</code></td>
  592. <td>void</td>
  593. <td><code>Party.Aegiomon.SetExist(true)</code></td>
  594. <td>Manually sets Aegiomonโ€™s existence in party</td>
  595. </tr>
  596. </tbody>
  597. </table>
  598. <h4 class="code-line" data-line-start=200 data-line-end=201 ><a id="Bank_Functions_200"></a>Bank Functions</h4>
  599. <table class="table table-striped table-bordered">
  600. <thead>
  601. <tr>
  602. <th>Function</th>
  603. <th>Return</th>
  604. <th>Example</th>
  605. <th>Note</th>
  606. </tr>
  607. </thead>
  608. <tbody>
  609. <tr>
  610. <td><code>Bank.Digimon.Add(digimon_id, level, personality_id, personality_skill_id, gift)</code></td>
  611. <td>void</td>
  612. <td><code>Bank.Digimon.Add(102, 3, PERSONAL_NEKKETU, 0, 1002)</code></td>
  613. <td>Directly adds Digimon to storage bank</td>
  614. </tr>
  615. </tbody>
  616. </table>
  617. <h4 class="code-line" data-line-start=205 data-line-end=206 ><a id="Guest_Management_205"></a>Guest Management</h4>
  618. <table class="table table-striped table-bordered">
  619. <thead>
  620. <tr>
  621. <th>Function</th>
  622. <th>Return</th>
  623. <th>Example</th>
  624. <th>Note</th>
  625. </tr>
  626. </thead>
  627. <tbody>
  628. <tr>
  629. <td><code>Guest.Add(guest_id, is_sync)</code></td>
  630. <td>void</td>
  631. <td><code>Guest.Add(201, true)</code></td>
  632. <td>Adds guest character, is_sync = sync followers</td>
  633. </tr>
  634. <tr>
  635. <td><code>Guest.Delete(guest_id, is_sync)</code></td>
  636. <td>void</td>
  637. <td><code>Guest.Delete(201, false)</code></td>
  638. <td>Removes guest character and optionally syncs followers</td>
  639. </tr>
  640. <tr>
  641. <td><code>Guest.IsExist(guest_id)</code></td>
  642. <td>boolean</td>
  643. <td><code>if Guest.IsExist(201) then</code></td>
  644. <td>Checks if specific guest is in party</td>
  645. </tr>
  646. <tr>
  647. <td><code>Guest.IsExistNum(check_num)</code></td>
  648. <td>boolean</td>
  649. <td><code>if Guest.IsExistNum(2) then</code></td>
  650. <td>Counts total guests including Aegiomon (max 3)</td>
  651. </tr>
  652. </tbody>
  653. </table>
  654. <h3 class="code-line" data-line-start=213 data-line-end=214 ><a id="Time_Management_213"></a>Time Management</h3>
  655. <h4 class="code-line" data-line-start=215 data-line-end=216 ><a id="Time_Axis_Control_215"></a>Time Axis Control</h4>
  656. <table class="table table-striped table-bordered">
  657. <thead>
  658. <tr>
  659. <th>Function</th>
  660. <th>Return</th>
  661. <th>Example</th>
  662. <th>Note</th>
  663. </tr>
  664. </thead>
  665. <tbody>
  666. <tr>
  667. <td><code>SetTimeAxis_Past()</code></td>
  668. <td>void</td>
  669. <td><code>SetTimeAxis_Past()</code></td>
  670. <td>Sets time axis to PAST</td>
  671. </tr>
  672. <tr>
  673. <td><code>SetTimeAxis_Present()</code></td>
  674. <td>void</td>
  675. <td><code>SetTimeAxis_Present()</code></td>
  676. <td>Sets time axis to PRESENT</td>
  677. </tr>
  678. <tr>
  679. <td><code>GetTimeZone()</code></td>
  680. <td>number</td>
  681. <td><code>local zone = GetTimeZone()</code></td>
  682. <td>Returns current time zone (MORNING, NOON, EVENING, NIGHT)</td>
  683. </tr>
  684. <tr>
  685. <td><code>GetTimeZoneID()</code></td>
  686. <td>number</td>
  687. <td><code>local id = GetTimeZoneID()</code></td>
  688. <td>Returns time zone as numeric ID (1-4)</td>
  689. </tr>
  690. <tr>
  691. <td><code>GetTImeZoneFromID(id)</code></td>
  692. <td>number</td>
  693. <td><code>GetTImeZoneFromID(1)</code></td>
  694. <td>Converts ID back to time zone constant</td>
  695. </tr>
  696. <tr>
  697. <td><code>CheckTimeAxis(start_axis, end_axis)</code></td>
  698. <td>boolean</td>
  699. <td><code>CheckTimeAxis(PAST, PRESENT)</code></td>
  700. <td>Checks if current axis is within range</td>
  701. </tr>
  702. </tbody>
  703. </table>
  704. <h4 class="code-line" data-line-start=225 data-line-end=226 ><a id="TimeBased_Map_Changes_225"></a>Time-Based Map Changes</h4>
  705. <table class="table table-striped table-bordered">
  706. <thead>
  707. <tr>
  708. <th>Function</th>
  709. <th>Return</th>
  710. <th>Example</th>
  711. <th>Note</th>
  712. </tr>
  713. </thead>
  714. <tbody>
  715. <tr>
  716. <td><code>MapChangeWithTimePasses(prefix, map_num, locator, time_zone)</code></td>
  717. <td>void</td>
  718. <td><code>MapChangeWithTimePasses(&quot;t01&quot;, 1, &quot;start&quot;, MORNING)</code></td>
  719. <td>Changes map while advancing time naturally</td>
  720. </tr>
  721. <tr>
  722. <td><code>MapChangeWithTimeTravel(prefix, map_num, locator, time_axis, time_axis_set, time_zone)</code></td>
  723. <td>void</td>
  724. <td><code>MapChangeWithTimeTravel(&quot;d02&quot;, 1, &quot;start&quot;, PAST, 0, EVENING)</code></td>
  725. <td>Changes map with time travel mechanics, records for return</td>
  726. </tr>
  727. <tr>
  728. <td><code>OpenTimeTravelUI()</code></td>
  729. <td>void</td>
  730. <td><code>OpenTimeTravelUI()</code></td>
  731. <td>Opens time travel interface for user interaction</td>
  732. </tr>
  733. </tbody>
  734. </table>
  735. <h3 class="code-line" data-line-start=232 data-line-end=233 ><a id="Visual_Effects_232"></a>Visual Effects</h3>
  736. <h4 class="code-line" data-line-start=234 data-line-end=235 ><a id="Fade_System_234"></a>Fade System</h4>
  737. <table class="table table-striped table-bordered">
  738. <thead>
  739. <tr>
  740. <th>Function</th>
  741. <th>Return</th>
  742. <th>Example</th>
  743. <th>Note</th>
  744. </tr>
  745. </thead>
  746. <tbody>
  747. <tr>
  748. <td><code>Fade_In(type, frame)</code></td>
  749. <td>void</td>
  750. <td><code>Fade_In(0, 30)</code></td>
  751. <td>Fades in screen, type = fade type (0=black, 1=white), frame = duration</td>
  752. </tr>
  753. <tr>
  754. <td><code>Fade_Out(type, frame)</code></td>
  755. <td>void</td>
  756. <td><code>Fade_Out(0, 30)</code></td>
  757. <td>Fades out screen over specified duration</td>
  758. </tr>
  759. <tr>
  760. <td><code>Fade_OutNoLoading(type, frame)</code></td>
  761. <td>void</td>
  762. <td><code>Fade_OutNoLoading(0, 30)</code></td>
  763. <td>Fades out without loading screen</td>
  764. </tr>
  765. <tr>
  766. <td><code>Fade_OutNoLoadingWithWait(type, frame)</code></td>
  767. <td>void</td>
  768. <td><code>Fade_OutNoLoadingWithWait(0, 30)</code></td>
  769. <td>Fades out without loading and waits for completion</td>
  770. </tr>
  771. <tr>
  772. <td><code>FadeInWithWait(type, frame)</code></td>
  773. <td>void</td>
  774. <td><code>FadeInWithWait(0, 30)</code></td>
  775. <td>Fades in and waits for completion, checks FLAG_NOT_USE_FIELD_FADE</td>
  776. </tr>
  777. <tr>
  778. <td><code>FadeOutWithWait(type, frame)</code></td>
  779. <td>void</td>
  780. <td><code>FadeOutWithWait(0, 30)</code></td>
  781. <td>Fades out and waits for completion</td>
  782. </tr>
  783. <tr>
  784. <td><code>BackFade_In(type, frame)</code></td>
  785. <td>void</td>
  786. <td><code>BackFade_In(0, 30)</code></td>
  787. <td>Controls background layer fading in</td>
  788. </tr>
  789. <tr>
  790. <td><code>BackFade_Out(type, frame)</code></td>
  791. <td>void</td>
  792. <td><code>BackFade_Out(0, 30)</code></td>
  793. <td>Controls background layer fading out</td>
  794. </tr>
  795. <tr>
  796. <td><code>BackFadeInWithWait(type, frame)</code></td>
  797. <td>void</td>
  798. <td><code>BackFadeInWithWait(0, 30)</code></td>
  799. <td>Background fade in and wait</td>
  800. </tr>
  801. <tr>
  802. <td><code>BackFadeOutWithWait(type, frame)</code></td>
  803. <td>void</td>
  804. <td><code>BackFadeOutWithWait(0, 30)</code></td>
  805. <td>Background fade out and wait</td>
  806. </tr>
  807. <tr>
  808. <td><code>FadeAllIn(type, frame, a_start, a_end)</code></td>
  809. <td>void</td>
  810. <td><code>FadeAllIn(0, 30, 1, 0)</code></td>
  811. <td>Fades all layers with custom alpha values</td>
  812. </tr>
  813. </tbody>
  814. </table>
  815. <h4 class="code-line" data-line-start=249 data-line-end=250 ><a id="Camera_Shake_System_249"></a>Camera Shake System</h4>
  816. <table class="table table-striped table-bordered">
  817. <thead>
  818. <tr>
  819. <th>Function</th>
  820. <th>Return</th>
  821. <th>Example</th>
  822. <th>Note</th>
  823. </tr>
  824. </thead>
  825. <tbody>
  826. <tr>
  827. <td><code>Quake_Start(start_value, end_value, frame)</code></td>
  828. <td>void</td>
  829. <td><code>Quake_Start(5, 0, 60)</code></td>
  830. <td>Starts camera shake with intensity transition</td>
  831. </tr>
  832. <tr>
  833. <td><code>Quake_Stop()</code></td>
  834. <td>void</td>
  835. <td><code>Quake_Stop()</code></td>
  836. <td>Immediately stops all camera shake</td>
  837. </tr>
  838. <tr>
  839. <td><code>RegularQuake_Start(start_value, end_value, quake_frame, interval_frame)</code></td>
  840. <td>void</td>
  841. <td><code>RegularQuake_Start(3, 1, 10, 20)</code></td>
  842. <td>Creates rhythmic camera shake pattern</td>
  843. </tr>
  844. <tr>
  845. <td><code>RegularQuake_Stop()</code></td>
  846. <td>void</td>
  847. <td><code>RegularQuake_Stop()</code></td>
  848. <td>Stops regular quake pattern</td>
  849. </tr>
  850. </tbody>
  851. </table>
  852. <h3 class="code-line" data-line-start=257 data-line-end=258 ><a id="Message_and_UI_System_257"></a>Message and UI System</h3>
  853. <h4 class="code-line" data-line-start=259 data-line-end=260 ><a id="Message_Display_Functions_259"></a>Message Display Functions</h4>
  854. <table class="table table-striped table-bordered">
  855. <thead>
  856. <tr>
  857. <th>Function</th>
  858. <th>Return</th>
  859. <th>Example</th>
  860. <th>Note</th>
  861. </tr>
  862. </thead>
  863. <tbody>
  864. <tr>
  865. <td><code>Message(message_id)</code></td>
  866. <td>void</td>
  867. <td><code>Message(12345)</code></td>
  868. <td>Displays message and waits for user input, auto-calls WaitMessage()</td>
  869. </tr>
  870. <tr>
  871. <td><code>MessageAuto(message_id, frame)</code></td>
  872. <td>void</td>
  873. <td><code>MessageAuto(12345, 180)</code></td>
  874. <td>Displays message with automatic advancement</td>
  875. </tr>
  876. <tr>
  877. <td><code>MessageTalk(message_id, visible_speaker)</code></td>
  878. <td>void</td>
  879. <td><code>MessageTalk(12345, true)</code></td>
  880. <td>Displays message with speaker visibility control</td>
  881. </tr>
  882. <tr>
  883. <td><code>MessageTalkAuto(message_id, frame, visible_speaker)</code></td>
  884. <td>void</td>
  885. <td><code>MessageTalkAuto(12345, 180, true)</code></td>
  886. <td>Auto-advancing message with speaker control</td>
  887. </tr>
  888. <tr>
  889. <td><code>MessageTalkSel(sel_num, message_id)</code></td>
  890. <td>void</td>
  891. <td><code>MessageTalkSel(2, 12345)</code></td>
  892. <td>Displays message with selection options, sets global โ€˜resultโ€™</td>
  893. </tr>
  894. </tbody>
  895. </table>
  896. <h4 class="code-line" data-line-start=268 data-line-end=269 ><a id="Wait_Functions_268"></a>Wait Functions</h4>
  897. <table class="table table-striped table-bordered">
  898. <thead>
  899. <tr>
  900. <th>Function</th>
  901. <th>Return</th>
  902. <th>Example</th>
  903. <th>Note</th>
  904. </tr>
  905. </thead>
  906. <tbody>
  907. <tr>
  908. <td><code>WaitMessage()</code></td>
  909. <td>void</td>
  910. <td><code>WaitMessage()</code></td>
  911. <td>Waits for user to advance message (Talk.IsNext())</td>
  912. </tr>
  913. <tr>
  914. <td><code>WaitCloseTalkWindow()</code></td>
  915. <td>void</td>
  916. <td><code>WaitCloseTalkWindow()</code></td>
  917. <td>Waits for talk window to close completely</td>
  918. </tr>
  919. <tr>
  920. <td><code>WaitInfoWindow()</code></td>
  921. <td>void</td>
  922. <td><code>WaitInfoWindow()</code></td>
  923. <td>Waits for info window to be ready for next action</td>
  924. </tr>
  925. <tr>
  926. <td><code>WaitCloseInfoWindow()</code></td>
  927. <td>void</td>
  928. <td><code>WaitCloseInfoWindow()</code></td>
  929. <td>Waits for info window to close completely</td>
  930. </tr>
  931. <tr>
  932. <td><code>WaitTutorialWindow()</code></td>
  933. <td>void</td>
  934. <td><code>WaitTutorialWindow()</code></td>
  935. <td>Waits for tutorial window to be ready</td>
  936. </tr>
  937. <tr>
  938. <td><code>WaitCloseTutorialWindow()</code></td>
  939. <td>void</td>
  940. <td><code>WaitCloseTutorialWindow()</code></td>
  941. <td>Waits for tutorial window to close completely</td>
  942. </tr>
  943. <tr>
  944. <td><code>WaitCloseSubQuestWindow()</code></td>
  945. <td>void</td>
  946. <td><code>WaitCloseSubQuestWindow()</code></td>
  947. <td>Waits for sub-quest window to close</td>
  948. </tr>
  949. <tr>
  950. <td><code>WaitCloseHazamaQuestWindow()</code></td>
  951. <td>void</td>
  952. <td><code>WaitCloseHazamaQuestWindow()</code></td>
  953. <td>Waits for Hazama quest window to close</td>
  954. </tr>
  955. <tr>
  956. <td><code>WaitQuestEndDirection()</code></td>
  957. <td>void</td>
  958. <td><code>WaitQuestEndDirection()</code></td>
  959. <td>Waits for quest direction to end</td>
  960. </tr>
  961. <tr>
  962. <td><code>WaitCloseShopWindow()</code></td>
  963. <td>void</td>
  964. <td><code>WaitCloseShopWindow()</code></td>
  965. <td>Waits for shop window to close</td>
  966. </tr>
  967. <tr>
  968. <td><code>WaitCloseDevelopWindow()</code></td>
  969. <td>void</td>
  970. <td><code>WaitCloseDevelopWindow()</code></td>
  971. <td>Waits for development window to close</td>
  972. </tr>
  973. </tbody>
  974. </table>
  975. <h4 class="code-line" data-line-start=283 data-line-end=284 ><a id="Info_Window_Functions_283"></a>Info Window Functions</h4>
  976. <table class="table table-striped table-bordered">
  977. <thead>
  978. <tr>
  979. <th>Function</th>
  980. <th>Return</th>
  981. <th>Example</th>
  982. <th>Note</th>
  983. </tr>
  984. </thead>
  985. <tbody>
  986. <tr>
  987. <td><code>OpenInfoWindow(message_id)</code></td>
  988. <td>void</td>
  989. <td><code>OpenInfoWindow(54321)</code></td>
  990. <td>Opens info window, waits, then closes automatically</td>
  991. </tr>
  992. <tr>
  993. <td><code>INFO_GET_ITEM(item_id, num)</code></td>
  994. <td>void</td>
  995. <td><code>INFO_GET_ITEM(1001, 1)</code></td>
  996. <td>Shows item acquisition info with sound effect (SE โ€œ101009โ€)</td>
  997. </tr>
  998. <tr>
  999. <td><code>INFO_USE_ITEM(item_id, num)</code></td>
  1000. <td>void</td>
  1001. <td><code>INFO_USE_ITEM(1001, 1)</code></td>
  1002. <td>Shows item usage info and removes from inventory, special handling for item 727</td>
  1003. </tr>
  1004. <tr>
  1005. <td><code>INFO_RELEASE_ITEM(item_no, num)</code></td>
  1006. <td>void</td>
  1007. <td><code>INFO_RELEASE_ITEM(1001, 1)</code></td>
  1008. <td>Shows item release/discard info with sound effect</td>
  1009. </tr>
  1010. <tr>
  1011. <td><code>INFO_WINDOW(mesNo)</code></td>
  1012. <td>void</td>
  1013. <td><code>INFO_WINDOW(54321)</code></td>
  1014. <td>Opens info window with specific message</td>
  1015. </tr>
  1016. </tbody>
  1017. </table>
  1018. <h4 class="code-line" data-line-start=292 data-line-end=293 ><a id="Tutorial_System_292"></a>Tutorial System</h4>
  1019. <table class="table table-striped table-bordered">
  1020. <thead>
  1021. <tr>
  1022. <th>Function</th>
  1023. <th>Return</th>
  1024. <th>Example</th>
  1025. <th>Note</th>
  1026. </tr>
  1027. </thead>
  1028. <tbody>
  1029. <tr>
  1030. <td><code>OpenTutorial(tutorial_id)</code></td>
  1031. <td>void</td>
  1032. <td><code>OpenTutorial(1001)</code></td>
  1033. <td>Opens tutorial, waits for completion, then closes, auto-sets tutorial flag</td>
  1034. </tr>
  1035. </tbody>
  1036. </table>
  1037. <h4 class="code-line" data-line-start=297 data-line-end=298 ><a id="Advanced_UI_Functions_297"></a>Advanced UI Functions</h4>
  1038. <table class="table table-striped table-bordered">
  1039. <thead>
  1040. <tr>
  1041. <th>Function</th>
  1042. <th>Return</th>
  1043. <th>Example</th>
  1044. <th>Note</th>
  1045. </tr>
  1046. </thead>
  1047. <tbody>
  1048. <tr>
  1049. <td><code>MessageClose()</code></td>
  1050. <td>void</td>
  1051. <td><code>MessageClose()</code></td>
  1052. <td>Closes current message and waits for window to close</td>
  1053. </tr>
  1054. <tr>
  1055. <td><code>ShopClose()</code></td>
  1056. <td>void</td>
  1057. <td><code>ShopClose()</code></td>
  1058. <td>Ends shop interaction and waits for window to close</td>
  1059. </tr>
  1060. <tr>
  1061. <td><code>WaitVistaLoad()</code></td>
  1062. <td>void</td>
  1063. <td><code>WaitVistaLoad()</code></td>
  1064. <td>Waits for Vista system to finish loading</td>
  1065. </tr>
  1066. <tr>
  1067. <td><code>WaitVistaBGMovie()</code></td>
  1068. <td>void</td>
  1069. <td><code>WaitVistaBGMovie()</code></td>
  1070. <td>Waits for Vista background movie to be ready</td>
  1071. </tr>
  1072. <tr>
  1073. <td><code>TalkExit()</code></td>
  1074. <td>void</td>
  1075. <td><code>TalkExit()</code></td>
  1076. <td>Exits talk system completely</td>
  1077. </tr>
  1078. <tr>
  1079. <td><code>VistaExit()</code></td>
  1080. <td>void</td>
  1081. <td><code>VistaExit()</code></td>
  1082. <td>Exits Vista system completely</td>
  1083. </tr>
  1084. </tbody>
  1085. </table>
  1086. <h2 class="code-line" data-line-start=307 data-line-end=308 ><a id="Quest_System__Complete_Documentation_307"></a>Quest System - Complete Documentation</h2>
  1087. <h3 class="code-line" data-line-start=309 data-line-end=310 ><a id="Quest_Management_Architecture_309"></a>Quest Management Architecture</h3>
  1088. <p class="has-line-data" data-line-start="311" data-line-end="312"><strong>The quest system in Digimon Time Stealer is organized into four main categories:</strong></p>
  1089. <h4 class="code-line" data-line-start=313 data-line-end=314 ><a id="Quest_Types_313"></a>Quest Types</h4>
  1090. <table class="table table-striped table-bordered">
  1091. <thead>
  1092. <tr>
  1093. <th>Type</th>
  1094. <th>Purpose</th>
  1095. <th>Class</th>
  1096. <th>Description</th>
  1097. </tr>
  1098. </thead>
  1099. <tbody>
  1100. <tr>
  1101. <td><strong>Main Quests</strong></td>
  1102. <td>Primary story progression</td>
  1103. <td><code>Qst.Main</code></td>
  1104. <td>Core storyline advancement</td>
  1105. </tr>
  1106. <tr>
  1107. <td><strong>Sub Quests</strong></td>
  1108. <td>Optional side content</td>
  1109. <td><code>Qst.Sub</code></td>
  1110. <td>Side missions and optional content</td>
  1111. </tr>
  1112. <tr>
  1113. <td><strong>Hazama Quests</strong></td>
  1114. <td>Special crevice-related content</td>
  1115. <td><code>Qst.Hazama</code></td>
  1116. <td>Unique crevice interactions</td>
  1117. </tr>
  1118. <tr>
  1119. <td><strong>DLC Quests</strong></td>
  1120. <td>Downloadable content</td>
  1121. <td><code>Qst.DLC</code></td>
  1122. <td>Additional downloadable missions</td>
  1123. </tr>
  1124. </tbody>
  1125. </table>
  1126. <h3 class="code-line" data-line-start=321 data-line-end=322 ><a id="Main_Quest_System_321"></a>Main Quest System</h3>
  1127. <table class="table table-striped table-bordered">
  1128. <thead>
  1129. <tr>
  1130. <th>Function</th>
  1131. <th>Return</th>
  1132. <th>Example</th>
  1133. <th>Note</th>
  1134. </tr>
  1135. </thead>
  1136. <tbody>
  1137. <tr>
  1138. <td><code>Qst.Main:Start(quest_id, flag_id, is_save)</code></td>
  1139. <td>void</td>
  1140. <td><code>Qst.Main:Start(1001, 1, true)</code></td>
  1141. <td>Starts main quest, sets flag, waits for UI, auto-saves, calls Quest.Receive()</td>
  1142. </tr>
  1143. <tr>
  1144. <td><code>Qst.Main:Set(quest_id, flag_id, is_save)</code></td>
  1145. <td>void</td>
  1146. <td><code>Qst.Main:Set(1001, 2, true)</code></td>
  1147. <td>Updates quest flag without receiving quest, no UI trigger</td>
  1148. </tr>
  1149. <tr>
  1150. <td><code>Qst.Main:End(quest_id, flag_id, is_save)</code></td>
  1151. <td>void</td>
  1152. <td><code>Qst.Main:End(1001, 255, true)</code></td>
  1153. <td>Completes main quest, restores party, sets completion flag</td>
  1154. </tr>
  1155. <tr>
  1156. <td><code>Qst.Main:Chapter(steps, quest_id)</code></td>
  1157. <td>void</td>
  1158. <td><code>Qst.Main:Chapter({1,2,3}, 1001)</code></td>
  1159. <td>Processes multiple quest steps, 1=start, 255=end</td>
  1160. </tr>
  1161. <tr>
  1162. <td><code>Qst.Main:Check(quest_id, current_flag, next_flag)</code></td>
  1163. <td>boolean or nil</td>
  1164. <td><code>Qst.Main:Check(1001, 5, 10)</code></td>
  1165. <td>Checks quest progress state, true if current set and next not set</td>
  1166. </tr>
  1167. <tr>
  1168. <td><code>Qst.Main:AllCheck(quest_id, flag_table)</code></td>
  1169. <td>boolean or nil</td>
  1170. <td><code>Qst.Main:AllCheck(1001, {1,2,3})</code></td>
  1171. <td>Checks if ALL flags in table are set for quest</td>
  1172. </tr>
  1173. <tr>
  1174. <td><code>Qst.Main:IsCompleted(quest_id)</code></td>
  1175. <td>boolean</td>
  1176. <td><code>if Qst.Main:IsCompleted(1001) then</code></td>
  1177. <td>Checks if quest is fully completed</td>
  1178. </tr>
  1179. <tr>
  1180. <td><code>Qst.Main:WaitUI()</code></td>
  1181. <td>void</td>
  1182. <td><code>Qst.Main:WaitUI()</code></td>
  1183. <td>Waits for quest UI direction to end</td>
  1184. </tr>
  1185. </tbody>
  1186. </table>
  1187. <h3 class="code-line" data-line-start=333 data-line-end=334 ><a id="Sub_Quest_System_333"></a>Sub Quest System</h3>
  1188. <table class="table table-striped table-bordered">
  1189. <thead>
  1190. <tr>
  1191. <th>Function</th>
  1192. <th>Return</th>
  1193. <th>Example</th>
  1194. <th>Note</th>
  1195. </tr>
  1196. </thead>
  1197. <tbody>
  1198. <tr>
  1199. <td><code>Qst.Sub:Start(quest_id, flag_id, is_force_receive, is_save)</code></td>
  1200. <td>void</td>
  1201. <td><code>Qst.Sub:Start(2001, 1, false, true)</code></td>
  1202. <td>Starts sub quest with detailed UI interaction, opens details window</td>
  1203. </tr>
  1204. <tr>
  1205. <td><code>Qst.Sub:Set(quest_id, flag_id, is_save)</code></td>
  1206. <td>void</td>
  1207. <td><code>Qst.Sub:Set(2001, 2, true)</code></td>
  1208. <td>Updates sub quest flag without UI interaction</td>
  1209. </tr>
  1210. <tr>
  1211. <td><code>Qst.Sub:End(quest_id, flag_id, is_save)</code></td>
  1212. <td>void</td>
  1213. <td><code>Qst.Sub:End(2001, 255, true)</code></td>
  1214. <td>Completes sub quest with UI interaction</td>
  1215. </tr>
  1216. <tr>
  1217. <td><code>Qst.Sub:Check(quest_id, current_flag, next_flag)</code></td>
  1218. <td>boolean or nil</td>
  1219. <td><code>Qst.Sub:Check(2001, 5, 10)</code></td>
  1220. <td>Checks sub quest progress state</td>
  1221. </tr>
  1222. <tr>
  1223. <td><code>Qst.Sub:Chapter(steps, quest_id)</code></td>
  1224. <td>void</td>
  1225. <td><code>Qst.Sub:Chapter({1,2,3}, 2001)</code></td>
  1226. <td>Processes multiple sub quest steps</td>
  1227. </tr>
  1228. </tbody>
  1229. </table>
  1230. <h3 class="code-line" data-line-start=342 data-line-end=343 ><a id="DLC_Quest_System_342"></a>DLC Quest System</h3>
  1231. <table class="table table-striped table-bordered">
  1232. <thead>
  1233. <tr>
  1234. <th>Function</th>
  1235. <th>Return</th>
  1236. <th>Example</th>
  1237. <th>Note</th>
  1238. </tr>
  1239. </thead>
  1240. <tbody>
  1241. <tr>
  1242. <td><code>Qst.DLC:Start(quest_id, flag_id, is_force_receive, is_save)</code></td>
  1243. <td>void</td>
  1244. <td><code>Qst.DLC:Start(3001, 1, true, true)</code></td>
  1245. <td>Starts DLC quest with forced reception by default</td>
  1246. </tr>
  1247. <tr>
  1248. <td><code>Qst.DLC:Set(quest_id, flag_id, is_save)</code></td>
  1249. <td>void</td>
  1250. <td><code>Qst.DLC:Set(3001, 2, true)</code></td>
  1251. <td>Updates DLC quest flag with 30-frame wait</td>
  1252. </tr>
  1253. <tr>
  1254. <td><code>Qst.DLC:End(quest_id, flag_id, is_save)</code></td>
  1255. <td>void</td>
  1256. <td><code>Qst.DLC:End(3001, 255, true)</code></td>
  1257. <td>Completes DLC quest with message close and completion flag</td>
  1258. </tr>
  1259. <tr>
  1260. <td><code>Qst.DLC:Check(quest_id, current_flag, next_flag)</code></td>
  1261. <td>boolean or nil</td>
  1262. <td><code>Qst.DLC:Check(3001, 5, 10)</code></td>
  1263. <td>Checks DLC quest progress state</td>
  1264. </tr>
  1265. <tr>
  1266. <td><code>Qst.DLC:Chapter(steps, quest_id)</code></td>
  1267. <td>void</td>
  1268. <td><code>Qst.DLC:Chapter({1,2,3}, 3001)</code></td>
  1269. <td>Processes DLC quest steps with forced reception</td>
  1270. </tr>
  1271. </tbody>
  1272. </table>
  1273. <h3 class="code-line" data-line-start=351 data-line-end=352 ><a id="Quest_Flag_Management_351"></a>Quest Flag Management</h3>
  1274. <table class="table table-striped table-bordered">
  1275. <thead>
  1276. <tr>
  1277. <th>Function</th>
  1278. <th>Return</th>
  1279. <th>Example</th>
  1280. <th>Note</th>
  1281. </tr>
  1282. </thead>
  1283. <tbody>
  1284. <tr>
  1285. <td><code>Quest.SetMainFlag(quest_id, flag_id)</code></td>
  1286. <td>void</td>
  1287. <td><code>Quest.SetMainFlag(1001, 5)</code></td>
  1288. <td>Sets main quest progress flags</td>
  1289. </tr>
  1290. <tr>
  1291. <td><code>Quest.SetFlag(quest_id, flag_id)</code></td>
  1292. <td>void</td>
  1293. <td><code>Quest.SetFlag(1001, 5)</code></td>
  1294. <td>Sets quest progress flags</td>
  1295. </tr>
  1296. <tr>
  1297. <td><code>Quest.CheckMainFlag(quest_id, flag_id)</code></td>
  1298. <td>boolean</td>
  1299. <td><code>if Quest.CheckMainFlag(1001, 5) then</code></td>
  1300. <td>Checks main quest progress flags</td>
  1301. </tr>
  1302. <tr>
  1303. <td><code>Quest.CheckFlag(quest_id, flag_id)</code></td>
  1304. <td>boolean</td>
  1305. <td><code>if Quest.CheckFlag(1001, 5) then</code></td>
  1306. <td>Checks quest progress flags</td>
  1307. </tr>
  1308. <tr>
  1309. <td><code>Quest.Receive(quest_id)</code></td>
  1310. <td>void</td>
  1311. <td><code>Quest.Receive(1001)</code></td>
  1312. <td>Manages quest state transitions - receive</td>
  1313. </tr>
  1314. <tr>
  1315. <td><code>Quest.Complete(quest_id)</code></td>
  1316. <td>void</td>
  1317. <td><code>Quest.Complete(1001)</code></td>
  1318. <td>Manages quest state transitions - complete</td>
  1319. </tr>
  1320. <tr>
  1321. <td><code>Quest.Finished(quest_id)</code></td>
  1322. <td>void</td>
  1323. <td><code>Quest.Finished(1001)</code></td>
  1324. <td>Manages quest state transitions - finished</td>
  1325. </tr>
  1326. <tr>
  1327. <td><code>Quest.OpenDetails(quest_id, is_force_receive)</code></td>
  1328. <td>void</td>
  1329. <td><code>Quest.OpenDetails(1001, false)</code></td>
  1330. <td>Opens quest details UI</td>
  1331. </tr>
  1332. <tr>
  1333. <td><code>Quest.IsReceive()</code></td>
  1334. <td>boolean</td>
  1335. <td><code>if Quest.IsReceive() then</code></td>
  1336. <td>Checks if quest is being received</td>
  1337. </tr>
  1338. <tr>
  1339. <td><code>Quest.IsCompleted(quest_id)</code></td>
  1340. <td>boolean</td>
  1341. <td><code>if Quest.IsCompleted(1001) then</code></td>
  1342. <td>Checks if quest is completed</td>
  1343. </tr>
  1344. <tr>
  1345. <td><code>Quest.IsEndDirection()</code></td>
  1346. <td>boolean</td>
  1347. <td><code>if Quest.IsEndDirection() then</code></td>
  1348. <td>Checks if quest direction ended</td>
  1349. </tr>
  1350. <tr>
  1351. <td><code>Quest.IsCloseDetails()</code></td>
  1352. <td>boolean</td>
  1353. <td><code>if Quest.IsCloseDetails() then</code></td>
  1354. <td>Checks if quest details closed</td>
  1355. </tr>
  1356. </tbody>
  1357. </table>
  1358. <h2 class="code-line" data-line-start=367 data-line-end=368 ><a id="Field_Functions__Advanced_Usage_367"></a>Field Functions - Advanced Usage</h2>
  1359. <h3 class="code-line" data-line-start=369 data-line-end=370 ><a id="Visibility_Control_System_369"></a>Visibility Control System</h3>
  1360. <p class="has-line-data" data-line-start="371" data-line-end="372"><strong>The visibility system uses a priority-based approach with fade controls for smooth transitions.</strong></p>
  1361. <h4 class="code-line" data-line-start=373 data-line-end=374 ><a id="Player_Visibility_373"></a>Player Visibility</h4>
  1362. <table class="table table-striped table-bordered">
  1363. <thead>
  1364. <tr>
  1365. <th>Function</th>
  1366. <th>Return</th>
  1367. <th>Example</th>
  1368. <th>Note</th>
  1369. </tr>
  1370. </thead>
  1371. <tbody>
  1372. <tr>
  1373. <td><code>Field_InvisiblePlayer(key, fade_frame, is_max_alpha_start)</code></td>
  1374. <td>void</td>
  1375. <td><code>Field_InvisiblePlayer(&quot;event&quot;, 30, false)</code></td>
  1376. <td>Makes player invisible with specified fade</td>
  1377. </tr>
  1378. <tr>
  1379. <td><code>Field_CancelInvisiblePlayer(key, fade_frame, is_force_cancel, is_zero_alpha_start)</code></td>
  1380. <td>void</td>
  1381. <td><code>Field_CancelInvisiblePlayer(&quot;event&quot;, 30, true, false)</code></td>
  1382. <td>Makes player visible again with fade control</td>
  1383. </tr>
  1384. </tbody>
  1385. </table>
  1386. <h4 class="code-line" data-line-start=379 data-line-end=380 ><a id="Follower_Visibility_379"></a>Follower Visibility</h4>
  1387. <table class="table table-striped table-bordered">
  1388. <thead>
  1389. <tr>
  1390. <th>Function</th>
  1391. <th>Return</th>
  1392. <th>Example</th>
  1393. <th>Note</th>
  1394. </tr>
  1395. </thead>
  1396. <tbody>
  1397. <tr>
  1398. <td><code>Field_InvisibleFollowerAllPartyMember(key, fade_frame, is_max_alpha_start)</code></td>
  1399. <td>void</td>
  1400. <td><code>Field_InvisibleFollowerAllPartyMember(&quot;event&quot;, 30, false)</code></td>
  1401. <td>Controls visibility of all party member followers</td>
  1402. </tr>
  1403. <tr>
  1404. <td><code>Field_CancelInvisibleFollowerAllPartyMember(key, fade_frame, is_force_cancel, is_zero_alpha_start, is_warp)</code></td>
  1405. <td>void</td>
  1406. <td><code>Field_CancelInvisibleFollowerAllPartyMember(&quot;event&quot;, 30, true, false, false)</code></td>
  1407. <td>Makes party followers visible with warp option</td>
  1408. </tr>
  1409. <tr>
  1410. <td><code>Field_InvisibleFollowerAllGuest(key, fade_frame, is_max_alpha_start)</code></td>
  1411. <td>void</td>
  1412. <td><code>Field_InvisibleFollowerAllGuest(&quot;event&quot;, 30, false)</code></td>
  1413. <td>Controls visibility of all guest followers</td>
  1414. </tr>
  1415. <tr>
  1416. <td><code>Field_CancelInvisibleFollowerAllGuest(key, fade_frame, is_force_cancel, is_zero_alpha_start)</code></td>
  1417. <td>void</td>
  1418. <td><code>Field_CancelInvisibleFollowerAllGuest(&quot;event&quot;, 30, true, false)</code></td>
  1419. <td>Makes guest followers visible again</td>
  1420. </tr>
  1421. </tbody>
  1422. </table>
  1423. <h4 class="code-line" data-line-start=387 data-line-end=388 ><a id="NPC_Visibility_387"></a>NPC Visibility</h4>
  1424. <table class="table table-striped table-bordered">
  1425. <thead>
  1426. <tr>
  1427. <th>Function</th>
  1428. <th>Return</th>
  1429. <th>Example</th>
  1430. <th>Note</th>
  1431. </tr>
  1432. </thead>
  1433. <tbody>
  1434. <tr>
  1435. <td><code>Field_InvisibleNpc(unique_name, priority, fade_frame, is_max_alpha_start)</code></td>
  1436. <td>void</td>
  1437. <td><code>Field_InvisibleNpc(&quot;npc001&quot;, 1, 30, false)</code></td>
  1438. <td>Makes NPC(s) invisible with priority control, โ€œโ€ for all NPCs</td>
  1439. </tr>
  1440. <tr>
  1441. <td><code>Field_CancelInvisibleNpc(unique_name, priority, fade_frame, is_force_cancel, is_zero_alpha_start)</code></td>
  1442. <td>void</td>
  1443. <td><code>Field_CancelInvisibleNpc(&quot;npc001&quot;, 1, 30, true, false)</code></td>
  1444. <td>Makes NPC(s) visible again with priority control</td>
  1445. </tr>
  1446. <tr>
  1447. <td><code>Field_InvisibleRumorNpc(unique_name, priority, fade_frame, is_max_alpha_start)</code></td>
  1448. <td>void</td>
  1449. <td><code>Field_InvisibleRumorNpc(FOR_ALL, 1, 30, false)</code></td>
  1450. <td>Controls rumor NPC visibility, special NPC type</td>
  1451. </tr>
  1452. <tr>
  1453. <td><code>Field_CancelInvisibleRumorNpc(unique_name, priority, fade_frame, is_force_cancel, is_zero_alpha_start)</code></td>
  1454. <td>void</td>
  1455. <td><code>Field_CancelInvisibleRumorNpc(FOR_ALL, 1, 30, true, false)</code></td>
  1456. <td>Makes rumor NPC(s) visible again</td>
  1457. </tr>
  1458. </tbody>
  1459. </table>
  1460. <h4 class="code-line" data-line-start=395 data-line-end=396 ><a id="Enemy_and_Object_Visibility_395"></a>Enemy and Object Visibility</h4>
  1461. <table class="table table-striped table-bordered">
  1462. <thead>
  1463. <tr>
  1464. <th>Function</th>
  1465. <th>Return</th>
  1466. <th>Example</th>
  1467. <th>Note</th>
  1468. </tr>
  1469. </thead>
  1470. <tbody>
  1471. <tr>
  1472. <td><code>Field_InvisibleAllSymbolEnemy(priority, fade_frame, is_max_alpha_start)</code></td>
  1473. <td>void</td>
  1474. <td><code>Field_InvisibleAllSymbolEnemy(1, 30, false)</code></td>
  1475. <td>Controls all symbol enemy visibility</td>
  1476. </tr>
  1477. <tr>
  1478. <td><code>Field_CancelInvisibleAllSymbolEnemy(priority, fade_frame, is_force_cancel, is_zero_alpha_start)</code></td>
  1479. <td>void</td>
  1480. <td><code>Field_CancelInvisibleAllSymbolEnemy(1, 30, true, false)</code></td>
  1481. <td>Makes all symbol enemies visible again</td>
  1482. </tr>
  1483. <tr>
  1484. <td><code>Field_InvisibleMob(unique_name, priority, fade_frame, is_max_alpha_start)</code></td>
  1485. <td>void</td>
  1486. <td><code>Field_InvisibleMob(&quot;mob001&quot;, 1, 30, false)</code></td>
  1487. <td>Controls mob visibility with event view support</td>
  1488. </tr>
  1489. <tr>
  1490. <td><code>Field_CancelInvisibleMob(unique_name, priority, fade_frame, is_force_cancel, is_zero_alpha_start)</code></td>
  1491. <td>void</td>
  1492. <td><code>Field_CancelInvisibleMob(&quot;mob001&quot;, 1, 30, true, false)</code></td>
  1493. <td>Makes mob visible again, different behavior in event view</td>
  1494. </tr>
  1495. <tr>
  1496. <td><code>Field_InvisibleGimmick(locator, priority, fade_frame, is_max_alpha_start)</code></td>
  1497. <td>void</td>
  1498. <td><code>Field_InvisibleGimmick(&quot;gimmick001&quot;, 1, 30, false)</code></td>
  1499. <td>Controls gimmick object visibility</td>
  1500. </tr>
  1501. <tr>
  1502. <td><code>Field_CancelInvisibleGimmick(locator, priority, fade_frame, is_force_cancel, is_zero_alpha_start)</code></td>
  1503. <td>void</td>
  1504. <td><code>Field_CancelInvisibleGimmick(&quot;gimmick001&quot;, 1, 30, true, false)</code></td>
  1505. <td>Makes gimmick visible again</td>
  1506. </tr>
  1507. </tbody>
  1508. </table>
  1509. <h3 class="code-line" data-line-start=405 data-line-end=406 ><a id="Field_Talk_System_405"></a>Field Talk System</h3>
  1510. <table class="table table-striped table-bordered">
  1511. <thead>
  1512. <tr>
  1513. <th>Function</th>
  1514. <th>Return</th>
  1515. <th>Example</th>
  1516. <th>Note</th>
  1517. </tr>
  1518. </thead>
  1519. <tbody>
  1520. <tr>
  1521. <td><code>FieldTalk(file_name, mode, message)</code></td>
  1522. <td>void</td>
  1523. <td><code>FieldTalk(&quot;npc001&quot;, &quot;talk&quot;, 12345)</code></td>
  1524. <td>Initiates field talk with automatic follower management</td>
  1525. </tr>
  1526. <tr>
  1527. <td><code>FieldTalkAndZoom(file_name, mode, message, unique_name)</code></td>
  1528. <td>void</td>
  1529. <td><code>FieldTalkAndZoom(&quot;npc001&quot;, &quot;talk&quot;, 12345, &quot;target&quot;)</code></td>
  1530. <td>Field talk with camera zoom to target object</td>
  1531. </tr>
  1532. <tr>
  1533. <td><code>AnswerTheCall()</code></td>
  1534. <td>void</td>
  1535. <td><code>AnswerTheCall()</code></td>
  1536. <td>Plays phone answer sequence with vibration and motion (SE 500006)</td>
  1537. </tr>
  1538. <tr>
  1539. <td><code>EndTheCall()</code></td>
  1540. <td>void</td>
  1541. <td><code>EndTheCall()</code></td>
  1542. <td>Ends phone call with motion transition (โ€œfn01_01โ€ with 15-frame blend)</td>
  1543. </tr>
  1544. </tbody>
  1545. </table>
  1546. <h3 class="code-line" data-line-start=413 data-line-end=414 ><a id="Map_Management_System_413"></a>Map Management System</h3>
  1547. <table class="table table-striped table-bordered">
  1548. <thead>
  1549. <tr>
  1550. <th>Function</th>
  1551. <th>Return</th>
  1552. <th>Example</th>
  1553. <th>Note</th>
  1554. </tr>
  1555. </thead>
  1556. <tbody>
  1557. <tr>
  1558. <td><code>Map.AreaKeeoOut(area_num, enable)</code></td>
  1559. <td>void</td>
  1560. <td><code>Map.AreaKeeoOut(1, true)</code></td>
  1561. <td>Controls area access restrictions</td>
  1562. </tr>
  1563. <tr>
  1564. <td><code>Map.PlaceKeepOut(place_num, enable)</code></td>
  1565. <td>void</td>
  1566. <td><code>Map.PlaceKeepOut(1, true)</code></td>
  1567. <td>Controls place access restrictions</td>
  1568. </tr>
  1569. <tr>
  1570. <td><code>Map:OpenArea(area_id, enable)</code></td>
  1571. <td>void</td>
  1572. <td><code>Map:OpenArea(&quot;EAST_SHINJUKU&quot;, true)</code></td>
  1573. <td>Opens or closes specific areas on world map</td>
  1574. </tr>
  1575. </tbody>
  1576. </table>
  1577. <h4 class="code-line" data-line-start=420 data-line-end=421 ><a id="Map_Constants_420"></a>Map Constants</h4>
  1578. <table class="table table-striped table-bordered">
  1579. <thead>
  1580. <tr>
  1581. <th>Constant</th>
  1582. <th>Value</th>
  1583. <th>Example</th>
  1584. <th>Note</th>
  1585. </tr>
  1586. </thead>
  1587. <tbody>
  1588. <tr>
  1589. <td><code>Map.AREA.EAST_SHINJUKU</code></td>
  1590. <td>โ€œEAST_SHINJUKUโ€</td>
  1591. <td><code>Map.AREA.EAST_SHINJUKU</code></td>
  1592. <td>East Shinjuku area</td>
  1593. </tr>
  1594. <tr>
  1595. <td><code>Map.AREA.AKIHABARA</code></td>
  1596. <td>โ€œAKIHABARAโ€</td>
  1597. <td><code>Map.AREA.AKIHABARA</code></td>
  1598. <td>Akihabara area</td>
  1599. </tr>
  1600. <tr>
  1601. <td><code>Map.AREA.WEST_SHINJUKU</code></td>
  1602. <td>โ€œWEST_SHINJUKUโ€</td>
  1603. <td><code>Map.AREA.WEST_SHINJUKU</code></td>
  1604. <td>West Shinjuku area</td>
  1605. </tr>
  1606. <tr>
  1607. <td><code>Map.AREA.COSMIC</code></td>
  1608. <td>โ€œCOSMICโ€</td>
  1609. <td><code>Map.AREA.COSMIC</code></td>
  1610. <td>Cosmic area</td>
  1611. </tr>
  1612. <tr>
  1613. <td><code>Map.AREA.CENTRAL</code></td>
  1614. <td>โ€œCENTRALโ€</td>
  1615. <td><code>Map.AREA.CENTRAL</code></td>
  1616. <td>Central area</td>
  1617. </tr>
  1618. <tr>
  1619. <td><code>Map.AREA.OCEANUS</code></td>
  1620. <td>โ€œOCEANUSโ€</td>
  1621. <td><code>Map.AREA.OCEANUS</code></td>
  1622. <td>Oceanus area</td>
  1623. </tr>
  1624. <tr>
  1625. <td><code>Map.AREA.MAKEDONIA</code></td>
  1626. <td>โ€œMAKEDONIAโ€</td>
  1627. <td><code>Map.AREA.MAKEDONIA</code></td>
  1628. <td>Makedonia area</td>
  1629. </tr>
  1630. <tr>
  1631. <td><code>Map.AREA.FACTREA</code></td>
  1632. <td>โ€œFACTREAโ€</td>
  1633. <td><code>Map.AREA.FACTREA</code></td>
  1634. <td>Factrea area</td>
  1635. </tr>
  1636. <tr>
  1637. <td><code>Map.AREA.ILIAS</code></td>
  1638. <td>โ€œILIASโ€</td>
  1639. <td><code>Map.AREA.ILIAS</code></td>
  1640. <td>Ilias area</td>
  1641. </tr>
  1642. <tr>
  1643. <td><code>Map.AREA.FANATIC_PALACE</code></td>
  1644. <td>โ€œFANATIC_PALACEโ€</td>
  1645. <td><code>Map.AREA.FANATIC_PALACE</code></td>
  1646. <td>Fanatic Palace area</td>
  1647. </tr>
  1648. <tr>
  1649. <td><code>Map.AREA.PLUTO</code></td>
  1650. <td>โ€œPLUTOโ€</td>
  1651. <td><code>Map.AREA.PLUTO</code></td>
  1652. <td>Pluto area</td>
  1653. </tr>
  1654. </tbody>
  1655. </table>
  1656. <h3 class="code-line" data-line-start=435 data-line-end=436 ><a id="Party_Restoration_435"></a>Party Restoration</h3>
  1657. <table class="table table-striped table-bordered">
  1658. <thead>
  1659. <tr>
  1660. <th>Function</th>
  1661. <th>Return</th>
  1662. <th>Example</th>
  1663. <th>Note</th>
  1664. </tr>
  1665. </thead>
  1666. <tbody>
  1667. <tr>
  1668. <td><code>Restore.Party()</code></td>
  1669. <td>void</td>
  1670. <td><code>Restore.Party()</code></td>
  1671. <td>Restores all party members to their default state, equivalent to Digimon.RestoreAllParty()</td>
  1672. </tr>
  1673. </tbody>
  1674. </table>
  1675. <h2 class="code-line" data-line-start=440 data-line-end=441 ><a id="Event_Functions__Complete_Lifecycle_440"></a>Event Functions - Complete Lifecycle</h2>
  1676. <h3 class="code-line" data-line-start=442 data-line-end=443 ><a id="Event_System_Architecture_442"></a>Event System Architecture</h3>
  1677. <p class="has-line-data" data-line-start="444" data-line-end="445"><strong>The event system manages cutscenes, dialogues, and story sequences using the Vista system for visual presentation.</strong></p>
  1678. <h3 class="code-line" data-line-start=446 data-line-end=447 ><a id="Event_Lifecycle_Functions_446"></a>Event Lifecycle Functions</h3>
  1679. <table class="table table-striped table-bordered">
  1680. <thead>
  1681. <tr>
  1682. <th>Function</th>
  1683. <th>Return</th>
  1684. <th>Example</th>
  1685. <th>Note</th>
  1686. </tr>
  1687. </thead>
  1688. <tbody>
  1689. <tr>
  1690. <td><code>EVENT_BEGIN()</code></td>
  1691. <td>void</td>
  1692. <td><code>EVENT_BEGIN()</code></td>
  1693. <td>Initializes event system, loads voices, waits for JSON loading, must be called first</td>
  1694. </tr>
  1695. <tr>
  1696. <td><code>EVENT_START()</code></td>
  1697. <td>void</td>
  1698. <td><code>EVENT_START()</code></td>
  1699. <td>Starts event playback with letterbox mode and mob transparency</td>
  1700. </tr>
  1701. <tr>
  1702. <td><code>FIELD_SET()</code></td>
  1703. <td>void</td>
  1704. <td><code>FIELD_SET()</code></td>
  1705. <td>Sets up field for events by hiding all objects with INVISIBLE_KEY_EVENT</td>
  1706. </tr>
  1707. <tr>
  1708. <td><code>EVENT_END(param)</code></td>
  1709. <td>void</td>
  1710. <td><code>EVENT_END()</code></td>
  1711. <td>Cleans up event system, restores field objects, handles letterbox</td>
  1712. </tr>
  1713. <tr>
  1714. <td><code>EVENT_END_SEAMLESS(wait_frame)</code></td>
  1715. <td>void</td>
  1716. <td><code>EVENT_END_SEAMLESS(30)</code></td>
  1717. <td>Seamless event cleanup with Vista transition using SCURVE</td>
  1718. </tr>
  1719. </tbody>
  1720. </table>
  1721. <h3 class="code-line" data-line-start=455 data-line-end=456 ><a id="Event_Control_Functions_455"></a>Event Control Functions</h3>
  1722. <table class="table table-striped table-bordered">
  1723. <thead>
  1724. <tr>
  1725. <th>Function</th>
  1726. <th>Return</th>
  1727. <th>Example</th>
  1728. <th>Note</th>
  1729. </tr>
  1730. </thead>
  1731. <tbody>
  1732. <tr>
  1733. <td><code>EventFlagCheck(flag_name, is_true, is_false)</code></td>
  1734. <td>boolean</td>
  1735. <td><code>EventFlagCheck(&quot;flag1&quot;, true, false)</code></td>
  1736. <td>Checks event flag state against expected values</td>
  1737. </tr>
  1738. <tr>
  1739. <td><code>EventFlagSet(flag_name)</code></td>
  1740. <td>void</td>
  1741. <td><code>EventFlagSet(&quot;flag1&quot;)</code></td>
  1742. <td>Sets event flag to true</td>
  1743. </tr>
  1744. <tr>
  1745. <td><code>EventFlagClear(flag_name)</code></td>
  1746. <td>void</td>
  1747. <td><code>EventFlagClear(&quot;flag1&quot;)</code></td>
  1748. <td>Sets event flag to false</td>
  1749. </tr>
  1750. <tr>
  1751. <td><code>EventWaitFrame(frame)</code></td>
  1752. <td>void</td>
  1753. <td><code>EventWaitFrame(60)</code></td>
  1754. <td>Waits specified number of frames during events</td>
  1755. </tr>
  1756. <tr>
  1757. <td><code>EventWaitMessage()</code></td>
  1758. <td>void</td>
  1759. <td><code>EventWaitMessage()</code></td>
  1760. <td>Waits for message system to be ready</td>
  1761. </tr>
  1762. </tbody>
  1763. </table>
  1764. <h3 class="code-line" data-line-start=464 data-line-end=465 ><a id="Vista_Integration_Functions_464"></a>Vista Integration Functions</h3>
  1765. <table class="table table-striped table-bordered">
  1766. <thead>
  1767. <tr>
  1768. <th>Function</th>
  1769. <th>Return</th>
  1770. <th>Example</th>
  1771. <th>Note</th>
  1772. </tr>
  1773. </thead>
  1774. <tbody>
  1775. <tr>
  1776. <td><code>SetPosition(a_manage_name, a_x, a_y, a_z, a_way, a_frame, a_timing)</code></td>
  1777. <td>void</td>
  1778. <td><code>SetPosition(&quot;model1&quot;, 0, 0, 0, &quot;LINEAR&quot;, 30, 0)</code></td>
  1779. <td>Sets model position with optional animation</td>
  1780. </tr>
  1781. <tr>
  1782. <td><code>MovePosition(a_manage_name, a_x, a_y, a_z, a_is_floor, a_speed, a_frame)</code></td>
  1783. <td>void</td>
  1784. <td><code>MovePosition(&quot;model1&quot;, 10, 0, 10, true, 1.0, 60)</code></td>
  1785. <td>Moves model to target position with floor snapping</td>
  1786. </tr>
  1787. <tr>
  1788. <td><code>SetRotation(a_manage_name, a_x, a_y, a_z, a_way, a_frame, a_timing)</code></td>
  1789. <td>void</td>
  1790. <td><code>SetRotation(&quot;model1&quot;, 0, 90, 0, &quot;LINEAR&quot;, 30, 0)</code></td>
  1791. <td>Sets model rotation with animation</td>
  1792. </tr>
  1793. <tr>
  1794. <td><code>MoveRotation(a_manage_name, a_x, a_y, a_z, a_type, a_speed, a_pre_rot, a_frame)</code></td>
  1795. <td>void</td>
  1796. <td><code>MoveRotation(&quot;model1&quot;, 0, 180, 0, 1, 1.0, false, 60)</code></td>
  1797. <td>Rotates model to target orientation</td>
  1798. </tr>
  1799. <tr>
  1800. <td><code>ModelVisible(a_manage_name, a_is_visible, a_fade_time, a_timing)</code></td>
  1801. <td>void</td>
  1802. <td><code>ModelVisible(&quot;model1&quot;, false, 30, 0)</code></td>
  1803. <td>Controls model visibility with fade</td>
  1804. </tr>
  1805. <tr>
  1806. <td><code>SetScale(a_manage_name, a_x, a_y, a_z)</code></td>
  1807. <td>void</td>
  1808. <td><code>SetScale(&quot;model1&quot;, 2.0, 2.0, 2.0)</code></td>
  1809. <td>Sets model scale factors</td>
  1810. </tr>
  1811. <tr>
  1812. <td><code>AttachLocate(a_manage_name, a_locator_name)</code></td>
  1813. <td>void</td>
  1814. <td><code>AttachLocate(&quot;model1&quot;, &quot;locator1&quot;)</code></td>
  1815. <td>Attaches model to locator</td>
  1816. </tr>
  1817. <tr>
  1818. <td><code>AttachObject(a_manage_name, a_accessory_name, a_id)</code></td>
  1819. <td>void</td>
  1820. <td><code>AttachObject(&quot;model1&quot;, &quot;sword&quot;, 1)</code></td>
  1821. <td>Attaches accessory to model</td>
  1822. </tr>
  1823. <tr>
  1824. <td><code>DetachObject(a_accessory_name)</code></td>
  1825. <td>void</td>
  1826. <td><code>DetachObject(&quot;sword&quot;)</code></td>
  1827. <td>Detaches accessory from model</td>
  1828. </tr>
  1829. <tr>
  1830. <td><code>ChangeDigimonFace(a_manage_name, a_expression, a_timing)</code></td>
  1831. <td>void</td>
  1832. <td><code>ChangeDigimonFace(&quot;digimon1&quot;, 1, 0)</code></td>
  1833. <td>Changes Digimon facial expression</td>
  1834. </tr>
  1835. <tr>
  1836. <td><code>ModelPriority(a_manage_name, a_priority)</code></td>
  1837. <td>void</td>
  1838. <td><code>ModelPriority(&quot;model1&quot;, 1)</code></td>
  1839. <td>Sets model rendering priority</td>
  1840. </tr>
  1841. </tbody>
  1842. </table>
  1843. <h2 class="code-line" data-line-start=479 data-line-end=480 ><a id="Battle_Functions__Deep_Dive_479"></a>Battle Functions - Deep Dive</h2>
  1844. <h3 class="code-line" data-line-start=481 data-line-end=482 ><a id="Battle_System_Architecture_481"></a>Battle System Architecture</h3>
  1845. <p class="has-line-data" data-line-start="483" data-line-end="484"><strong>The battle system provides comprehensive control over combat mechanics, AI behavior, and battle-specific interactions.</strong></p>
  1846. <h3 class="code-line" data-line-start=485 data-line-end=486 ><a id="Battle_Lifecycle_Functions_485"></a>Battle Lifecycle Functions</h3>
  1847. <table class="table table-striped table-bordered">
  1848. <thead>
  1849. <tr>
  1850. <th>Function</th>
  1851. <th>Return</th>
  1852. <th>Example</th>
  1853. <th>Note</th>
  1854. </tr>
  1855. </thead>
  1856. <tbody>
  1857. <tr>
  1858. <td><code>Battle_Before_Setup()</code></td>
  1859. <td>void</td>
  1860. <td><code>Battle_Before_Setup()</code></td>
  1861. <td>Called before battle initialization, override in specific battle files</td>
  1862. </tr>
  1863. <tr>
  1864. <td><code>Battle_After_Setup()</code></td>
  1865. <td>void</td>
  1866. <td><code>Battle_After_Setup()</code></td>
  1867. <td>Called after battle initialization, override for post-setup customization</td>
  1868. </tr>
  1869. <tr>
  1870. <td><code>Battle_After_Build()</code></td>
  1871. <td>void</td>
  1872. <td><code>Battle_After_Build()</code></td>
  1873. <td>Called after battle construction, override for final battle configuration</td>
  1874. </tr>
  1875. <tr>
  1876. <td><code>Battle_Opening(info)</code></td>
  1877. <td>void</td>
  1878. <td><code>Battle_Opening({})</code></td>
  1879. <td>Battle opening sequence, info contains battle-specific data</td>
  1880. </tr>
  1881. <tr>
  1882. <td><code>Battle_Start(info)</code></td>
  1883. <td>void</td>
  1884. <td><code>Battle_Start({})</code></td>
  1885. <td>Battle start sequence</td>
  1886. </tr>
  1887. <tr>
  1888. <td><code>Battle_Round_Start(info)</code></td>
  1889. <td>void</td>
  1890. <td><code>Battle_Round_Start({})</code></td>
  1891. <td>Called at the start of each round, common place for tutorial triggers</td>
  1892. </tr>
  1893. <tr>
  1894. <td><code>Battle_Turn_Start(info)</code></td>
  1895. <td>void</td>
  1896. <td><code>Battle_Turn_Start({})</code></td>
  1897. <td>Called at the start of each turn</td>
  1898. </tr>
  1899. <tr>
  1900. <td><code>Battle_Command_Start(info)</code></td>
  1901. <td>void</td>
  1902. <td><code>Battle_Command_Start({})</code></td>
  1903. <td>Called when command selection begins</td>
  1904. </tr>
  1905. <tr>
  1906. <td><code>Battle_Action_Start(info)</code></td>
  1907. <td>void</td>
  1908. <td><code>Battle_Action_Start({})</code></td>
  1909. <td>Called when action execution begins</td>
  1910. </tr>
  1911. <tr>
  1912. <td><code>Battle_Action_End(info)</code></td>
  1913. <td>void</td>
  1914. <td><code>Battle_Action_End({})</code></td>
  1915. <td>Called when action execution ends</td>
  1916. </tr>
  1917. <tr>
  1918. <td><code>Battle_Command_End(info)</code></td>
  1919. <td>void</td>
  1920. <td><code>Battle_Command_End({})</code></td>
  1921. <td>Called when command selection ends</td>
  1922. </tr>
  1923. <tr>
  1924. <td><code>Battle_Turn_End(info)</code></td>
  1925. <td>void</td>
  1926. <td><code>Battle_Turn_End({})</code></td>
  1927. <td>Called at the end of each turn</td>
  1928. </tr>
  1929. <tr>
  1930. <td><code>Battle_Win(info)</code></td>
  1931. <td>void</td>
  1932. <td><code>Battle_Win({})</code></td>
  1933. <td>Called when player wins battle</td>
  1934. </tr>
  1935. <tr>
  1936. <td><code>Battle_Lose(info)</code></td>
  1937. <td>void</td>
  1938. <td><code>Battle_Lose({})</code></td>
  1939. <td>Called when player loses battle</td>
  1940. </tr>
  1941. <tr>
  1942. <td><code>Battle_Ending(info)</code></td>
  1943. <td>void</td>
  1944. <td><code>Battle_Ending({})</code></td>
  1945. <td>Battle ending sequence</td>
  1946. </tr>
  1947. </tbody>
  1948. </table>
  1949. <h3 class="code-line" data-line-start=504 data-line-end=505 ><a id="Battle_Control_Functions_504"></a>Battle Control Functions</h3>
  1950. <table class="table table-striped table-bordered">
  1951. <thead>
  1952. <tr>
  1953. <th>Function</th>
  1954. <th>Return</th>
  1955. <th>Example</th>
  1956. <th>Note</th>
  1957. </tr>
  1958. </thead>
  1959. <tbody>
  1960. <tr>
  1961. <td><code>BtlPlayAnimation(group, index, animation_name, blend_frame, is_loop, start_frame)</code></td>
  1962. <td>void</td>
  1963. <td><code>BtlPlayAnimation(PLAYER_DIGIMON, 0, &quot;attack&quot;, 15, false, 0)</code></td>
  1964. <td>Plays battle animation for specific character</td>
  1965. </tr>
  1966. <tr>
  1967. <td><code>BattleCommon_SetVisibleAll(is_visible)</code></td>
  1968. <td>void</td>
  1969. <td><code>BattleCommon_SetVisibleAll(false)</code></td>
  1970. <td>Sets visibility for all battle characters</td>
  1971. </tr>
  1972. <tr>
  1973. <td><code>BattleCommon_SetVisiblePartyDigimon(is_visible)</code></td>
  1974. <td>void</td>
  1975. <td><code>BattleCommon_SetVisiblePartyDigimon(false)</code></td>
  1976. <td>Sets visibility for party Digimon</td>
  1977. </tr>
  1978. <tr>
  1979. <td><code>BattleCommon_SetVisibleEnemyDigimon(is_visible)</code></td>
  1980. <td>void</td>
  1981. <td><code>BattleCommon_SetVisibleEnemyDigimon(false)</code></td>
  1982. <td>Sets visibility for enemy Digimon</td>
  1983. </tr>
  1984. <tr>
  1985. <td><code>BattleCommon_SetVisibleGuestDigimon(is_visible)</code></td>
  1986. <td>void</td>
  1987. <td><code>BattleCommon_SetVisibleGuestDigimon(false)</code></td>
  1988. <td>Sets visibility for guest Digimon</td>
  1989. </tr>
  1990. <tr>
  1991. <td><code>BattleCommon_SetStatusRatio(group, index, status, ratio)</code></td>
  1992. <td>void</td>
  1993. <td><code>BattleCommon_SetStatusRatio(PLAYER_DIGIMON, 0, STATUS_TYPE_HP, 0.5)</code></td>
  1994. <td>Sets character status as ratio of maximum</td>
  1995. </tr>
  1996. <tr>
  1997. <td><code>BattleCommon_SetStatusAll(group, status, value)</code></td>
  1998. <td>void</td>
  1999. <td><code>BattleCommon_SetStatusAll(PLAYER_DIGIMON, STATUS_TYPE_HP, 100)</code></td>
  2000. <td>Sets status for all characters in group</td>
  2001. </tr>
  2002. <tr>
  2003. <td><code>BattleCommon_SetStatusRatioAll(group, status, ratio)</code></td>
  2004. <td>void</td>
  2005. <td><code>BattleCommon_SetStatusRatioAll(PLAYER_DIGIMON, STATUS_TYPE_HP, 0.5)</code></td>
  2006. <td>Sets status ratio for all characters in group</td>
  2007. </tr>
  2008. <tr>
  2009. <td><code>BattleCommon_SetEnemyBpMax(index)</code></td>
  2010. <td>void</td>
  2011. <td><code>BattleCommon_SetEnemyBpMax(0)</code></td>
  2012. <td>Sets enemy BP to maximum</td>
  2013. </tr>
  2014. <tr>
  2015. <td><code>GetEnemyHPRatio(index)</code></td>
  2016. <td>number</td>
  2017. <td><code>local ratio = GetEnemyHPRatio(0)</code></td>
  2018. <td>Gets enemy HP as ratio of maximum (0.0 to 1.0)</td>
  2019. </tr>
  2020. <tr>
  2021. <td><code>IsBuffGroup(group, id, check_mode)</code></td>
  2022. <td>boolean</td>
  2023. <td><code>if IsBuffGroup(PLAYER_DIGIMON, 1, BUFF_CHECK_AND_WITH_ID) then</code></td>
  2024. <td>Checks if character has specific buff</td>
  2025. </tr>
  2026. <tr>
  2027. <td><code>MotionNameOverwrite(index, motion_type, motion_name)</code></td>
  2028. <td>void</td>
  2029. <td><code>MotionNameOverwrite(0, MOTION_TYPE_IDLE, &quot;custom_idle&quot;)</code></td>
  2030. <td>Overwrites character motion for specific type</td>
  2031. </tr>
  2032. <tr>
  2033. <td><code>BtlFlagCheck(is_true_flag, is_false_flag)</code></td>
  2034. <td>boolean</td>
  2035. <td><code>if BtlFlagCheck(&quot;flag1&quot;, &quot;flag2&quot;) then</code></td>
  2036. <td>Checks battle flags for true/false conditions</td>
  2037. </tr>
  2038. </tbody>
  2039. </table>
  2040. <h2 class="code-line" data-line-start=521 data-line-end=522 ><a id="Sound_Functions__Audio_Management_521"></a>Sound Functions - Audio Management</h2>
  2041. <h3 class="code-line" data-line-start=523 data-line-end=524 ><a id="BGM_Background_Music_System_523"></a>BGM (Background Music) System</h3>
  2042. <table class="table table-striped table-bordered">
  2043. <thead>
  2044. <tr>
  2045. <th>Function</th>
  2046. <th>Return</th>
  2047. <th>Example</th>
  2048. <th>Note</th>
  2049. </tr>
  2050. </thead>
  2051. <tbody>
  2052. <tr>
  2053. <td><code>Field_PlayBGM(bgm_id)</code></td>
  2054. <td>void</td>
  2055. <td><code>Field_PlayBGM(&quot;bgm001&quot;)</code></td>
  2056. <td>Plays field BGM with fade transitions using FIELD_BGM_FADEOUT_FRAME</td>
  2057. </tr>
  2058. <tr>
  2059. <td><code>Field_StopBGM()</code></td>
  2060. <td>void</td>
  2061. <td><code>Field_StopBGM()</code></td>
  2062. <td>Stops field BGM with fade out, stops all global managed SE and ambient SE</td>
  2063. </tr>
  2064. <tr>
  2065. <td><code>Event_PlayBGM(bgm_id, fade_in_frame, fade_out_frame)</code></td>
  2066. <td>void</td>
  2067. <td><code>Event_PlayBGM(&quot;bgm001&quot;, 30, 30)</code></td>
  2068. <td>Plays BGM during events with custom fade timing</td>
  2069. </tr>
  2070. <tr>
  2071. <td><code>Event_StopBGM(fade_out_frame, wait_frame)</code></td>
  2072. <td>void</td>
  2073. <td><code>Event_StopBGM(30, 60)</code></td>
  2074. <td>Stops event BGM with custom timing</td>
  2075. </tr>
  2076. </tbody>
  2077. </table>
  2078. <h3 class="code-line" data-line-start=531 data-line-end=532 ><a id="SE_Sound_Effects_System_531"></a>SE (Sound Effects) System</h3>
  2079. <table class="table table-striped table-bordered">
  2080. <thead>
  2081. <tr>
  2082. <th>Function</th>
  2083. <th>Return</th>
  2084. <th>Example</th>
  2085. <th>Note</th>
  2086. </tr>
  2087. </thead>
  2088. <tbody>
  2089. <tr>
  2090. <td><code>PlaySE(se_id, volume_percent)</code></td>
  2091. <td>number</td>
  2092. <td><code>local slot = PlaySE(&quot;se001&quot;, 100)</code></td>
  2093. <td>Plays sound effect and returns slot for later control</td>
  2094. </tr>
  2095. <tr>
  2096. <td><code>StopSE(slot_num, fade_frame)</code></td>
  2097. <td>void</td>
  2098. <td><code>StopSE(1, 30)</code></td>
  2099. <td>Stops specific SE with fade using slot number from PlaySE</td>
  2100. </tr>
  2101. <tr>
  2102. <td><code>Field_PlayBackSE(se_id)</code></td>
  2103. <td>void</td>
  2104. <td><code>Field_PlayBackSE(&quot;ambient001&quot;)</code></td>
  2105. <td>Plays background ambient sound effect</td>
  2106. </tr>
  2107. <tr>
  2108. <td><code>Field_StopBackSE(fade_frame)</code></td>
  2109. <td>void</td>
  2110. <td><code>Field_StopBackSE(30)</code></td>
  2111. <td>Stops background SE with fade</td>
  2112. </tr>
  2113. <tr>
  2114. <td><code>PlayAmbientSE(se_id, volume_percent)</code></td>
  2115. <td>void</td>
  2116. <td><code>PlayAmbientSE(&quot;ambient001&quot;, 80)</code></td>
  2117. <td>Plays ambient sound effect</td>
  2118. </tr>
  2119. <tr>
  2120. <td><code>StopAmbientSE(fade_frame)</code></td>
  2121. <td>void</td>
  2122. <td><code>StopAmbientSE(30)</code></td>
  2123. <td>Stops ambient SE with fade</td>
  2124. </tr>
  2125. </tbody>
  2126. </table>
  2127. <h2 class="code-line" data-line-start=541 data-line-end=542 ><a id="Control_Functions__Object_Manipulation_541"></a>Control Functions - Object Manipulation</h2>
  2128. <h3 class="code-line" data-line-start=543 data-line-end=544 ><a id="Object_Index_and_Position_Management_543"></a>Object Index and Position Management</h3>
  2129. <table class="table table-striped table-bordered">
  2130. <thead>
  2131. <tr>
  2132. <th>Function</th>
  2133. <th>Return</th>
  2134. <th>Example</th>
  2135. <th>Note</th>
  2136. </tr>
  2137. </thead>
  2138. <tbody>
  2139. <tr>
  2140. <td><code>GetIndex(type, name)</code></td>
  2141. <td>number or nil</td>
  2142. <td><code>local index = GetIndex(NPC, &quot;npc001&quot;)</code></td>
  2143. <td>Gets object index by type and name, different behavior for different object types</td>
  2144. </tr>
  2145. <tr>
  2146. <td><code>GetObjectNum(type)</code></td>
  2147. <td>number or tuple</td>
  2148. <td><code>local count = GetObjectNum(NPC)</code></td>
  2149. <td>Gets number of objects of specified type, returns tuple for ALL_OBJECT type</td>
  2150. </tr>
  2151. <tr>
  2152. <td><code>GetPositionAnyObject(type, index_or_locator)</code></td>
  2153. <td>number, number, number</td>
  2154. <td><code>local x, y, z = GetPositionAnyObject(NPC, 0)</code></td>
  2155. <td>Gets position of any object type, returns X, Y, Z coordinates</td>
  2156. </tr>
  2157. <tr>
  2158. <td><code>GetDistanceBetweenTwoObject2D(object1_x, object1_z, object2_x, object2_z)</code></td>
  2159. <td>number</td>
  2160. <td><code>local dist = GetDistanceBetweenTwoObject2D(0, 0, 10, 10)</code></td>
  2161. <td>Calculates 2D distance between two points</td>
  2162. </tr>
  2163. <tr>
  2164. <td><code>GetDistanceToObject(type, index_or_locator)</code></td>
  2165. <td>number</td>
  2166. <td><code>local dist = GetDistanceToObject(NPC, 0)</code></td>
  2167. <td>Gets distance from player to specified object</td>
  2168. </tr>
  2169. <tr>
  2170. <td><code>IsArrivalPosition(move_obj_type, move_obj_index, target_type, target_index, permit_range)</code></td>
  2171. <td>boolean</td>
  2172. <td><code>if IsArrivalPosition(PLAYER, 1, NPC, 0, 5.0) then</code></td>
  2173. <td>Checks if object has arrived at target position within range</td>
  2174. </tr>
  2175. </tbody>
  2176. </table>
  2177. <h3 class="code-line" data-line-start=553 data-line-end=554 ><a id="Advanced_Movement_and_Interaction_553"></a>Advanced Movement and Interaction</h3>
  2178. <table class="table table-striped table-bordered">
  2179. <thead>
  2180. <tr>
  2181. <th>Function</th>
  2182. <th>Return</th>
  2183. <th>Example</th>
  2184. <th>Note</th>
  2185. </tr>
  2186. </thead>
  2187. <tbody>
  2188. <tr>
  2189. <td><code>OpenDoor(locator_name, wait_frame, elapsed_frame)</code></td>
  2190. <td>void</td>
  2191. <td><code>OpenDoor(&quot;door001&quot;, 30, 0)</code></td>
  2192. <td>Handles door opening sequence with state machine using global state variables</td>
  2193. </tr>
  2194. <tr>
  2195. <td><code>EnterShop(locator_name, wait_frame, move_frame, elapsed_frame)</code></td>
  2196. <td>void</td>
  2197. <td><code>EnterShop(&quot;shop001&quot;, 30, 60, 0)</code></td>
  2198. <td>Handles shop entry sequence with state machine, sets player_state to โ€œshoppingโ€</td>
  2199. </tr>
  2200. <tr>
  2201. <td><code>ExistControlScriptExternalVariable(name)</code></td>
  2202. <td>boolean</td>
  2203. <td><code>if ExistControlScriptExternalVariable(&quot;var1&quot;) then</code></td>
  2204. <td>Checks if external variable exists</td>
  2205. </tr>
  2206. <tr>
  2207. <td><code>GetControlScriptExternalVariableNumber(name)</code></td>
  2208. <td>number or nil</td>
  2209. <td><code>local num = GetControlScriptExternalVariableNumber(&quot;var1&quot;)</code></td>
  2210. <td>Gets external variable as number</td>
  2211. </tr>
  2212. <tr>
  2213. <td><code>GetControlScriptExternalVariableBool(name)</code></td>
  2214. <td>boolean or nil</td>
  2215. <td><code>local bool = GetControlScriptExternalVariableBool(&quot;var1&quot;)</code></td>
  2216. <td>Gets external variable as boolean</td>
  2217. </tr>
  2218. <tr>
  2219. <td><code>GetControlScriptExternalVariableString(name)</code></td>
  2220. <td>string or nil</td>
  2221. <td><code>local str = GetControlScriptExternalVariableString(&quot;var1&quot;)</code></td>
  2222. <td>Gets external variable as string</td>
  2223. </tr>
  2224. <tr>
  2225. <td><code>GetControlScriptExternalVariable(name, variable)</code></td>
  2226. <td>any</td>
  2227. <td><code>local val = GetControlScriptExternalVariable(&quot;var1&quot;, &quot;number&quot;)</code></td>
  2228. <td>Gets external variable with type specification</td>
  2229. </tr>
  2230. <tr>
  2231. <td><code>GetUnitVector2D(y_degree)</code></td>
  2232. <td>number, number</td>
  2233. <td><code>local x, z = GetUnitVector2D(90)</code></td>
  2234. <td>Gets 2D unit vector from rotation angle, returns X and Z components</td>
  2235. </tr>
  2236. <tr>
  2237. <td><code>GetAngleToTarget2D(current_x, current_z, target_x, target_z)</code></td>
  2238. <td>number</td>
  2239. <td><code>local angle = GetAngleToTarget2D(0, 0, 10, 10)</code></td>
  2240. <td>Calculates angle from current position to target in degrees</td>
  2241. </tr>
  2242. </tbody>
  2243. </table>
  2244. <h2 class="code-line" data-line-start=566 data-line-end=567 ><a id="Constants_and_Definitions__Full_Reference_566"></a>Constants and Definitions - Full Reference</h2>
  2245. <h3 class="code-line" data-line-start=568 data-line-end=569 ><a id="Object_Types_568"></a>Object Types</h3>
  2246. <table class="table table-striped table-bordered">
  2247. <thead>
  2248. <tr>
  2249. <th>Constant</th>
  2250. <th>Value</th>
  2251. <th>Example</th>
  2252. <th>Note</th>
  2253. </tr>
  2254. </thead>
  2255. <tbody>
  2256. <tr>
  2257. <td><code>NONE</code></td>
  2258. <td>NONE_OBJECT_TYPE</td>
  2259. <td><code>NONE</code></td>
  2260. <td>No object type</td>
  2261. </tr>
  2262. <tr>
  2263. <td><code>PLAYER</code></td>
  2264. <td>PLAYER_OBJECT_TYPE</td>
  2265. <td><code>PLAYER</code></td>
  2266. <td>Player object type</td>
  2267. </tr>
  2268. <tr>
  2269. <td><code>NPC</code></td>
  2270. <td>NPC_OBJECT_TYPE</td>
  2271. <td><code>NPC</code></td>
  2272. <td>NPC object type</td>
  2273. </tr>
  2274. <tr>
  2275. <td><code>MOB</code></td>
  2276. <td>MOB_OBJECT_TYPE</td>
  2277. <td><code>MOB</code></td>
  2278. <td>Mob object type</td>
  2279. </tr>
  2280. <tr>
  2281. <td><code>GIM</code></td>
  2282. <td>LOCATOR_OBJECT_TYPE</td>
  2283. <td><code>GIM</code></td>
  2284. <td>Locator/Gimmick object type</td>
  2285. </tr>
  2286. <tr>
  2287. <td><code>ENEMY</code></td>
  2288. <td>SYMBOL_ENEMY_OBJECT_TYPE</td>
  2289. <td><code>ENEMY</code></td>
  2290. <td>Symbol enemy object type</td>
  2291. </tr>
  2292. <tr>
  2293. <td><code>RUMOR</code></td>
  2294. <td>RUMOR_NPC_OBJECT_TYPE</td>
  2295. <td><code>RUMOR</code></td>
  2296. <td>Rumor NPC object type</td>
  2297. </tr>
  2298. <tr>
  2299. <td><code>TREASURE</code></td>
  2300. <td>TREASURE_OBJECT_TYPE</td>
  2301. <td><code>TREASURE</code></td>
  2302. <td>Treasure object type</td>
  2303. </tr>
  2304. <tr>
  2305. <td><code>POP</code></td>
  2306. <td>POP_POINT_OBJECT_TYPE</td>
  2307. <td><code>POP</code></td>
  2308. <td>Pop point object type</td>
  2309. </tr>
  2310. <tr>
  2311. <td><code>SELF</code></td>
  2312. <td>POP_POINT_OBJECT_TYPE</td>
  2313. <td><code>SELF</code></td>
  2314. <td>Self object type</td>
  2315. </tr>
  2316. <tr>
  2317. <td><code>OGIM</code></td>
  2318. <td>GIMMICK_OBJECT_TYPE</td>
  2319. <td><code>OGIM</code></td>
  2320. <td>Gimmick object type</td>
  2321. </tr>
  2322. <tr>
  2323. <td><code>RUMOR_NPC</code></td>
  2324. <td>RUMOR_NPC_OBJECT_TYPE</td>
  2325. <td><code>RUMOR_NPC</code></td>
  2326. <td>Rumor NPC object type</td>
  2327. </tr>
  2328. <tr>
  2329. <td><code>GIMMICK</code></td>
  2330. <td>GIMMICK_OBJECT_TYPE</td>
  2331. <td><code>GIMMICK</code></td>
  2332. <td>Gimmick object type</td>
  2333. </tr>
  2334. <tr>
  2335. <td><code>ALL_OBJECT</code></td>
  2336. <td>999</td>
  2337. <td><code>ALL_OBJECT</code></td>
  2338. <td>Special type for getting all objects</td>
  2339. </tr>
  2340. </tbody>
  2341. </table>
  2342. <h3 class="code-line" data-line-start=586 data-line-end=587 ><a id="Time_System_Constants_586"></a>Time System Constants</h3>
  2343. <table class="table table-striped table-bordered">
  2344. <thead>
  2345. <tr>
  2346. <th>Constant</th>
  2347. <th>Value</th>
  2348. <th>Example</th>
  2349. <th>Note</th>
  2350. </tr>
  2351. </thead>
  2352. <tbody>
  2353. <tr>
  2354. <td><code>PAST</code></td>
  2355. <td>0</td>
  2356. <td><code>PAST</code></td>
  2357. <td>Past time axis</td>
  2358. </tr>
  2359. <tr>
  2360. <td><code>PRESENT</code></td>
  2361. <td>1</td>
  2362. <td><code>PRESENT</code></td>
  2363. <td>Present time axis</td>
  2364. </tr>
  2365. <tr>
  2366. <td><code>A_NONE</code></td>
  2367. <td>2</td>
  2368. <td><code>A_NONE</code></td>
  2369. <td>No time axis</td>
  2370. </tr>
  2371. <tr>
  2372. <td><code>MORNING</code></td>
  2373. <td>0</td>
  2374. <td><code>MORNING</code></td>
  2375. <td>Morning time zone</td>
  2376. </tr>
  2377. <tr>
  2378. <td><code>NOON</code></td>
  2379. <td>1</td>
  2380. <td><code>NOON</code></td>
  2381. <td>Noon time zone</td>
  2382. </tr>
  2383. <tr>
  2384. <td><code>EVENING</code></td>
  2385. <td>2</td>
  2386. <td><code>EVENING</code></td>
  2387. <td>Evening time zone</td>
  2388. </tr>
  2389. <tr>
  2390. <td><code>NIGHT</code></td>
  2391. <td>3</td>
  2392. <td><code>NIGHT</code></td>
  2393. <td>Night time zone</td>
  2394. </tr>
  2395. <tr>
  2396. <td><code>T_NONE</code></td>
  2397. <td>4</td>
  2398. <td><code>T_NONE</code></td>
  2399. <td>No time zone</td>
  2400. </tr>
  2401. <tr>
  2402. <td><code>morning</code></td>
  2403. <td>1</td>
  2404. <td><code>morning</code></td>
  2405. <td>Time zone ID for GetTimeZoneID</td>
  2406. </tr>
  2407. <tr>
  2408. <td><code>noon</code></td>
  2409. <td>2</td>
  2410. <td><code>noon</code></td>
  2411. <td>Time zone ID for GetTimeZoneID</td>
  2412. </tr>
  2413. <tr>
  2414. <td><code>evening</code></td>
  2415. <td>3</td>
  2416. <td><code>evening</code></td>
  2417. <td>Time zone ID for GetTimeZoneID</td>
  2418. </tr>
  2419. <tr>
  2420. <td><code>night</code></td>
  2421. <td>4</td>
  2422. <td><code>night</code></td>
  2423. <td>Time zone ID for GetTimeZoneID</td>
  2424. </tr>
  2425. <tr>
  2426. <td><code>AXIS_ORIGINAL</code></td>
  2427. <td>0</td>
  2428. <td><code>AXIS_ORIGINAL</code></td>
  2429. <td>Original time axis for time travel</td>
  2430. </tr>
  2431. <tr>
  2432. <td><code>AXIS_PAST</code></td>
  2433. <td>1</td>
  2434. <td><code>AXIS_PAST</code></td>
  2435. <td>Past time axis for time travel</td>
  2436. </tr>
  2437. </tbody>
  2438. </table>
  2439. <h3 class="code-line" data-line-start=604 data-line-end=605 ><a id="Personality_Types_604"></a>Personality Types</h3>
  2440. <table class="table table-striped table-bordered">
  2441. <thead>
  2442. <tr>
  2443. <th>Constant</th>
  2444. <th>Value</th>
  2445. <th>Example</th>
  2446. <th>Note</th>
  2447. </tr>
  2448. </thead>
  2449. <tbody>
  2450. <tr>
  2451. <td><code>PERSONAL_NONE</code></td>
  2452. <td>0</td>
  2453. <td><code>PERSONAL_NONE</code></td>
  2454. <td>No personality</td>
  2455. </tr>
  2456. <tr>
  2457. <td><code>PERSONAL_YUKAN</code></td>
  2458. <td>1</td>
  2459. <td><code>PERSONAL_YUKAN</code></td>
  2460. <td>Brave personality</td>
  2461. </tr>
  2462. <tr>
  2463. <td><code>PERSONAL_NEKKETU</code></td>
  2464. <td>2</td>
  2465. <td><code>PERSONAL_NEKKETU</code></td>
  2466. <td>Passionate personality</td>
  2467. </tr>
  2468. <tr>
  2469. <td><code>PERSONAL_GOTAN</code></td>
  2470. <td>3</td>
  2471. <td><code>PERSONAL_GOTAN</code></td>
  2472. <td>Calm personality</td>
  2473. </tr>
  2474. <tr>
  2475. <td><code>PERSONAL_BANYU</code></td>
  2476. <td>4</td>
  2477. <td><code>PERSONAL_BANYU</code></td>
  2478. <td>Soft personality</td>
  2479. </tr>
  2480. <tr>
  2481. <td><code>PERSONAL_JIAI</code></td>
  2482. <td>5</td>
  2483. <td><code>PERSONAL_JIAI</code></td>
  2484. <td>Kind personality</td>
  2485. </tr>
  2486. <tr>
  2487. <td><code>PERSONAL_KENSIN</code></td>
  2488. <td>6</td>
  2489. <td><code>PERSONAL_KENSIN</code></td>
  2490. <td>Serious personality</td>
  2491. </tr>
  2492. <tr>
  2493. <td><code>PERSONAL_HOUYO</code></td>
  2494. <td>7</td>
  2495. <td><code>PERSONAL_HOUYO</code></td>
  2496. <td>Carefree personality</td>
  2497. </tr>
  2498. <tr>
  2499. <td><code>PERSONAL_KAHOGO</code></td>
  2500. <td>8</td>
  2501. <td><code>PERSONAL_KAHOGO</code></td>
  2502. <td>Arrogant personality</td>
  2503. </tr>
  2504. <tr>
  2505. <td><code>PERSONAL_NINJO</code></td>
  2506. <td>9</td>
  2507. <td><code>PERSONAL_NINJO</code></td>
  2508. <td>Emotional personality</td>
  2509. </tr>
  2510. <tr>
  2511. <td><code>PERSONAL_SYAKO</code></td>
  2512. <td>10</td>
  2513. <td><code>PERSONAL_SYAKO</code></td>
  2514. <td>Humorous personality</td>
  2515. </tr>
  2516. <tr>
  2517. <td><code>PERSONAL_KISAKU</code></td>
  2518. <td>11</td>
  2519. <td><code>PERSONAL_KISAKU</code></td>
  2520. <td>Clever personality</td>
  2521. </tr>
  2522. <tr>
  2523. <td><code>PERSONAL_HIYORIMI</code></td>
  2524. <td>12</td>
  2525. <td><code>PERSONAL_HIYORIMI</code></td>
  2526. <td>Sunny personality</td>
  2527. </tr>
  2528. <tr>
  2529. <td><code>PERSONAL_SOKEI</code></td>
  2530. <td>13</td>
  2531. <td><code>PERSONAL_SOKEI</code></td>
  2532. <td>Cool personality</td>
  2533. </tr>
  2534. </tbody>
  2535. </table>
  2536. <h3 class="code-line" data-line-start=622 data-line-end=623 ><a id="Battle_System_Constants_622"></a>Battle System Constants</h3>
  2537. <h4 class="code-line" data-line-start=624 data-line-end=625 ><a id="Battle_Groups_624"></a>Battle Groups</h4>
  2538. <table class="table table-striped table-bordered">
  2539. <thead>
  2540. <tr>
  2541. <th>Constant</th>
  2542. <th>Value</th>
  2543. <th>Example</th>
  2544. <th>Note</th>
  2545. </tr>
  2546. </thead>
  2547. <tbody>
  2548. <tr>
  2549. <td><code>PLAYER_DIGIMON</code></td>
  2550. <td>0</td>
  2551. <td><code>PLAYER_DIGIMON</code></td>
  2552. <td>Player Digimon battle group</td>
  2553. </tr>
  2554. <tr>
  2555. <td><code>ENEMY_DIGIMON</code></td>
  2556. <td>1</td>
  2557. <td><code>ENEMY_DIGIMON</code></td>
  2558. <td>Enemy Digimon battle group</td>
  2559. </tr>
  2560. <tr>
  2561. <td><code>GUEST_DIGIMON</code></td>
  2562. <td>2</td>
  2563. <td><code>GUEST_DIGIMON</code></td>
  2564. <td>Guest Digimon battle group</td>
  2565. </tr>
  2566. <tr>
  2567. <td><code>PLAYER_CHARA</code></td>
  2568. <td>3</td>
  2569. <td><code>PLAYER_CHARA</code></td>
  2570. <td>Player character battle group</td>
  2571. </tr>
  2572. <tr>
  2573. <td><code>ENEMY_PLAYER</code></td>
  2574. <td>4</td>
  2575. <td><code>ENEMY_PLAYER</code></td>
  2576. <td>Enemy player battle group</td>
  2577. </tr>
  2578. <tr>
  2579. <td><code>GUEST_PLAYER</code></td>
  2580. <td>5</td>
  2581. <td><code>GUEST_PLAYER</code></td>
  2582. <td>Guest player battle group</td>
  2583. </tr>
  2584. <tr>
  2585. <td><code>ADD_TARGET</code></td>
  2586. <td>6</td>
  2587. <td><code>ADD_TARGET</code></td>
  2588. <td>Additional target battle group</td>
  2589. </tr>
  2590. <tr>
  2591. <td><code>GUEST_AEGIOMON</code></td>
  2592. <td>7</td>
  2593. <td><code>GUEST_AEGIOMON</code></td>
  2594. <td>Guest Aegiomon battle group</td>
  2595. </tr>
  2596. </tbody>
  2597. </table>
  2598. <h4 class="code-line" data-line-start=636 data-line-end=637 ><a id="Status_Types_636"></a>Status Types</h4>
  2599. <table class="table table-striped table-bordered">
  2600. <thead>
  2601. <tr>
  2602. <th>Constant</th>
  2603. <th>Value</th>
  2604. <th>Example</th>
  2605. <th>Note</th>
  2606. </tr>
  2607. </thead>
  2608. <tbody>
  2609. <tr>
  2610. <td><code>STATUS_TYPE_LV</code></td>
  2611. <td>0</td>
  2612. <td><code>STATUS_TYPE_LV</code></td>
  2613. <td>Level status type</td>
  2614. </tr>
  2615. <tr>
  2616. <td><code>STATUS_TYPE_HP</code></td>
  2617. <td>1</td>
  2618. <td><code>STATUS_TYPE_HP</code></td>
  2619. <td>HP status type</td>
  2620. </tr>
  2621. <tr>
  2622. <td><code>STATUS_TYPE_HP_MAX</code></td>
  2623. <td>2</td>
  2624. <td><code>STATUS_TYPE_HP_MAX</code></td>
  2625. <td>Maximum HP status type</td>
  2626. </tr>
  2627. <tr>
  2628. <td><code>STATUS_TYPE_SP</code></td>
  2629. <td>3</td>
  2630. <td><code>STATUS_TYPE_SP</code></td>
  2631. <td>SP status type</td>
  2632. </tr>
  2633. <tr>
  2634. <td><code>STATUS_TYPE_SP_MAX</code></td>
  2635. <td>4</td>
  2636. <td><code>STATUS_TYPE_SP_MAX</code></td>
  2637. <td>Maximum SP status type</td>
  2638. </tr>
  2639. <tr>
  2640. <td><code>STATUS_TYPE_ATTACK</code></td>
  2641. <td>5</td>
  2642. <td><code>STATUS_TYPE_ATTACK</code></td>
  2643. <td>Attack status type</td>
  2644. </tr>
  2645. <tr>
  2646. <td><code>STATUS_TYPE_DEFFENCE</code></td>
  2647. <td>6</td>
  2648. <td><code>STATUS_TYPE_DEFFENCE</code></td>
  2649. <td>Defense status type</td>
  2650. </tr>
  2651. <tr>
  2652. <td><code>STATUS_TYPE_INTELIGENCE</code></td>
  2653. <td>7</td>
  2654. <td><code>STATUS_TYPE_INTELIGENCE</code></td>
  2655. <td>Intelligence status type</td>
  2656. </tr>
  2657. <tr>
  2658. <td><code>STATUS_TYPE_MENTAL</code></td>
  2659. <td>8</td>
  2660. <td><code>STATUS_TYPE_MENTAL</code></td>
  2661. <td>Mental status type</td>
  2662. </tr>
  2663. <tr>
  2664. <td><code>STATUS_TYPE_SPEED</code></td>
  2665. <td>9</td>
  2666. <td><code>STATUS_TYPE_SPEED</code></td>
  2667. <td>Speed status type</td>
  2668. </tr>
  2669. <tr>
  2670. <td><code>STATUS_TYPE_HIT</code></td>
  2671. <td>10</td>
  2672. <td><code>STATUS_TYPE_HIT</code></td>
  2673. <td>Hit status type</td>
  2674. </tr>
  2675. <tr>
  2676. <td><code>STATUS_TYPE_AVOID</code></td>
  2677. <td>11</td>
  2678. <td><code>STATUS_TYPE_AVOID</code></td>
  2679. <td>Avoid status type</td>
  2680. </tr>
  2681. <tr>
  2682. <td><code>STATUS_TYPE_CRITICAL</code></td>
  2683. <td>12</td>
  2684. <td><code>STATUS_TYPE_CRITICAL</code></td>
  2685. <td>Critical status type</td>
  2686. </tr>
  2687. <tr>
  2688. <td><code>STATUS_TYPE_BREAK_NOW</code></td>
  2689. <td>13</td>
  2690. <td><code>STATUS_TYPE_BREAK_NOW</code></td>
  2691. <td>Current break status type</td>
  2692. </tr>
  2693. <tr>
  2694. <td><code>STATUS_TYPE_BREAK_MAX</code></td>
  2695. <td>14</td>
  2696. <td><code>STATUS_TYPE_BREAK_MAX</code></td>
  2697. <td>Maximum break status type</td>
  2698. </tr>
  2699. <tr>
  2700. <td><code>STATUS_TYPE_ACTABLE_NUM</code></td>
  2701. <td>15</td>
  2702. <td><code>STATUS_TYPE_ACTABLE_NUM</code></td>
  2703. <td>Actable number status type</td>
  2704. </tr>
  2705. <tr>
  2706. <td><code>STATUS_TYPE_BREAK_RECOVERY_RATE</code></td>
  2707. <td>16</td>
  2708. <td><code>STATUS_TYPE_BREAK_RECOVERY_RATE</code></td>
  2709. <td>Break recovery rate status type</td>
  2710. </tr>
  2711. <tr>
  2712. <td><code>STATUS_TYPE_GET_BREAK_RATE</code></td>
  2713. <td>17</td>
  2714. <td><code>STATUS_TYPE_GET_BREAK_RATE</code></td>
  2715. <td>Get break rate status type</td>
  2716. </tr>
  2717. <tr>
  2718. <td><code>STATUS_TYPE_AI_ID</code></td>
  2719. <td>18</td>
  2720. <td><code>STATUS_TYPE_AI_ID</code></td>
  2721. <td>AI ID status type</td>
  2722. </tr>
  2723. <tr>
  2724. <td><code>STATUS_TYPE_AI_INDEX</code></td>
  2725. <td>19</td>
  2726. <td><code>STATUS_TYPE_AI_INDEX</code></td>
  2727. <td>AI index status type</td>
  2728. </tr>
  2729. <tr>
  2730. <td><code>STATUS_TYPE_ENABLE_BRAVE_MODE</code></td>
  2731. <td>20</td>
  2732. <td><code>STATUS_TYPE_ENABLE_BRAVE_MODE</code></td>
  2733. <td>Enable brave mode status type</td>
  2734. </tr>
  2735. <tr>
  2736. <td><code>STATUS_TYPE_BUFF_RESIST_SET</code></td>
  2737. <td>21</td>
  2738. <td><code>STATUS_TYPE_BUFF_RESIST_SET</code></td>
  2739. <td>Buff resist set status type</td>
  2740. </tr>
  2741. </tbody>
  2742. </table>
  2743. <h4 class="code-line" data-line-start=662 data-line-end=663 ><a id="Motion_Types_662"></a>Motion Types</h4>
  2744. <table class="table table-striped table-bordered">
  2745. <thead>
  2746. <tr>
  2747. <th>Constant</th>
  2748. <th>Value</th>
  2749. <th>Example</th>
  2750. <th>Note</th>
  2751. </tr>
  2752. </thead>
  2753. <tbody>
  2754. <tr>
  2755. <td><code>MOTION_TYPE_IDLE</code></td>
  2756. <td>0</td>
  2757. <td><code>MOTION_TYPE_IDLE</code></td>
  2758. <td>Idle motion type</td>
  2759. </tr>
  2760. <tr>
  2761. <td><code>MOTION_TYPE_TIRED</code></td>
  2762. <td>1</td>
  2763. <td><code>MOTION_TYPE_TIRED</code></td>
  2764. <td>Tired motion type</td>
  2765. </tr>
  2766. <tr>
  2767. <td><code>MOTION_TYPE_ATTACK</code></td>
  2768. <td>2</td>
  2769. <td><code>MOTION_TYPE_ATTACK</code></td>
  2770. <td>Attack motion type</td>
  2771. </tr>
  2772. <tr>
  2773. <td><code>MOTION_TYPE_ATTACK02</code></td>
  2774. <td>3</td>
  2775. <td><code>MOTION_TYPE_ATTACK02</code></td>
  2776. <td>Attack 2 motion type</td>
  2777. </tr>
  2778. <tr>
  2779. <td><code>MOTION_TYPE_ATTACK03</code></td>
  2780. <td>4</td>
  2781. <td><code>MOTION_TYPE_ATTACK03</code></td>
  2782. <td>Attack 3 motion type</td>
  2783. </tr>
  2784. <tr>
  2785. <td><code>MOTION_TYPE_COMMON_SKILL</code></td>
  2786. <td>5</td>
  2787. <td><code>MOTION_TYPE_COMMON_SKILL</code></td>
  2788. <td>Common skill motion type</td>
  2789. </tr>
  2790. <tr>
  2791. <td><code>MOTION_TYPE_ITEM</code></td>
  2792. <td>6</td>
  2793. <td><code>MOTION_TYPE_ITEM</code></td>
  2794. <td>Item motion type</td>
  2795. </tr>
  2796. <tr>
  2797. <td><code>MOTION_TYPE_GUARD</code></td>
  2798. <td>7</td>
  2799. <td><code>MOTION_TYPE_GUARD</code></td>
  2800. <td>Guard motion type</td>
  2801. </tr>
  2802. <tr>
  2803. <td><code>MOTION_TYPE_AVOID</code></td>
  2804. <td>8</td>
  2805. <td><code>MOTION_TYPE_AVOID</code></td>
  2806. <td>Avoid motion type</td>
  2807. </tr>
  2808. <tr>
  2809. <td><code>MOTION_TYPE_DAMAGE</code></td>
  2810. <td>9</td>
  2811. <td><code>MOTION_TYPE_DAMAGE</code></td>
  2812. <td>Damage motion type</td>
  2813. </tr>
  2814. <tr>
  2815. <td><code>MOTION_TYPE_DOWN</code></td>
  2816. <td>10</td>
  2817. <td><code>MOTION_TYPE_DOWN</code></td>
  2818. <td>Down motion type</td>
  2819. </tr>
  2820. <tr>
  2821. <td><code>MOTION_TYPE_UP</code></td>
  2822. <td>11</td>
  2823. <td><code>MOTION_TYPE_UP</code></td>
  2824. <td>Up motion type</td>
  2825. </tr>
  2826. <tr>
  2827. <td><code>MOTION_TYPE_HAPPY</code></td>
  2828. <td>12</td>
  2829. <td><code>MOTION_TYPE_HAPPY</code></td>
  2830. <td>Happy motion type</td>
  2831. </tr>
  2832. <tr>
  2833. <td><code>MOTION_TYPE_ANGRY</code></td>
  2834. <td>13</td>
  2835. <td><code>MOTION_TYPE_ANGRY</code></td>
  2836. <td>Angry motion type</td>
  2837. </tr>
  2838. <tr>
  2839. <td><code>MOTION_TYPE_CHANGE_EXIT</code></td>
  2840. <td>14</td>
  2841. <td><code>MOTION_TYPE_CHANGE_EXIT</code></td>
  2842. <td>Change exit motion type</td>
  2843. </tr>
  2844. <tr>
  2845. <td><code>MOTION_TYPE_CHANGE</code></td>
  2846. <td>15</td>
  2847. <td><code>MOTION_TYPE_CHANGE</code></td>
  2848. <td>Change motion type</td>
  2849. </tr>
  2850. <tr>
  2851. <td><code>MOTION_TYPE_CHANGE_FOR_DEATH</code></td>
  2852. <td>16</td>
  2853. <td><code>MOTION_TYPE_CHANGE_FOR_DEATH</code></td>
  2854. <td>Change for death motion type</td>
  2855. </tr>
  2856. <tr>
  2857. <td><code>MOTION_TYPE_CROSS_ARTS_CHARGE_COMPLETE_01</code></td>
  2858. <td>17</td>
  2859. <td><code>MOTION_TYPE_CROSS_ARTS_CHARGE_COMPLETE_01</code></td>
  2860. <td>Cross arts charge complete 01</td>
  2861. </tr>
  2862. <tr>
  2863. <td><code>MOTION_TYPE_CROSS_ARTS_CHARGE_COMPLETE_02</code></td>
  2864. <td>18</td>
  2865. <td><code>MOTION_TYPE_CROSS_ARTS_CHARGE_COMPLETE_02</code></td>
  2866. <td>Cross arts charge complete 02</td>
  2867. </tr>
  2868. <tr>
  2869. <td><code>MOTION_TYPE_CROSS_ARTS_IN</code></td>
  2870. <td>19</td>
  2871. <td><code>MOTION_TYPE_CROSS_ARTS_IN</code></td>
  2872. <td>Cross arts in motion type</td>
  2873. </tr>
  2874. <tr>
  2875. <td><code>MOTION_TYPE_WIN</code></td>
  2876. <td>31</td>
  2877. <td><code>MOTION_TYPE_WIN</code></td>
  2878. <td>Win motion type</td>
  2879. </tr>
  2880. <tr>
  2881. <td><code>MOTION_TYPE_RUN</code></td>
  2882. <td>32</td>
  2883. <td><code>MOTION_TYPE_RUN</code></td>
  2884. <td>Run motion type</td>
  2885. </tr>
  2886. <tr>
  2887. <td><code>MOTION_TYPE_LOSE</code></td>
  2888. <td>33</td>
  2889. <td><code>MOTION_TYPE_LOSE</code></td>
  2890. <td>Lose motion type</td>
  2891. </tr>
  2892. <tr>
  2893. <td><code>MOTION_TYPE_SPECIAL_SKILL01</code></td>
  2894. <td>34</td>
  2895. <td><code>MOTION_TYPE_SPECIAL_SKILL01</code></td>
  2896. <td>Special skill 01 motion type</td>
  2897. </tr>
  2898. <tr>
  2899. <td><code>MOTION_TYPE_SPECIAL_SKILL02</code></td>
  2900. <td>35</td>
  2901. <td><code>MOTION_TYPE_SPECIAL_SKILL02</code></td>
  2902. <td>Special skill 02 motion type</td>
  2903. </tr>
  2904. <tr>
  2905. <td><code>MOTION_TYPE_SPECIAL_SKILL03</code></td>
  2906. <td>36</td>
  2907. <td><code>MOTION_TYPE_SPECIAL_SKILL03</code></td>
  2908. <td>Special skill 03 motion type</td>
  2909. </tr>
  2910. <tr>
  2911. <td><code>MOTION_TYPE_SPECIAL_SKILL04</code></td>
  2912. <td>37</td>
  2913. <td><code>MOTION_TYPE_SPECIAL_SKILL04</code></td>
  2914. <td>Special skill 04 motion type</td>
  2915. </tr>
  2916. <tr>
  2917. <td><code>MOTION_TYPE_SPECIAL_SKILL05</code></td>
  2918. <td>38</td>
  2919. <td><code>MOTION_TYPE_SPECIAL_SKILL05</code></td>
  2920. <td>Special skill 05 motion type</td>
  2921. </tr>
  2922. <tr>
  2923. <td><code>MOTION_TYPE_SPECIAL_SKILL06</code></td>
  2924. <td>39</td>
  2925. <td><code>MOTION_TYPE_SPECIAL_SKILL06</code></td>
  2926. <td>Special skill 06 motion type</td>
  2927. </tr>
  2928. <tr>
  2929. <td><code>MOTION_TYPE_SPECIAL_SKILL07</code></td>
  2930. <td>40</td>
  2931. <td><code>MOTION_TYPE_SPECIAL_SKILL07</code></td>
  2932. <td>Special skill 07 motion type</td>
  2933. </tr>
  2934. <tr>
  2935. <td><code>MOTION_TYPE_SPECIAL_SKILL08</code></td>
  2936. <td>41</td>
  2937. <td><code>MOTION_TYPE_SPECIAL_SKILL08</code></td>
  2938. <td>Special skill 08 motion type</td>
  2939. </tr>
  2940. <tr>
  2941. <td><code>MOTION_TYPE_COLLABO_SKILL</code></td>
  2942. <td>42</td>
  2943. <td><code>MOTION_TYPE_COLLABO_SKILL</code></td>
  2944. <td>Collaboration skill motion type</td>
  2945. </tr>
  2946. <tr>
  2947. <td><code>MOTION_TYPE_CHARGE_IDLE</code></td>
  2948. <td>43</td>
  2949. <td><code>MOTION_TYPE_CHARGE_IDLE</code></td>
  2950. <td>Charge idle motion type</td>
  2951. </tr>
  2952. <tr>
  2953. <td><code>MOTION_TYPE_CHARGE_DAMAGE</code></td>
  2954. <td>44</td>
  2955. <td><code>MOTION_TYPE_CHARGE_DAMAGE</code></td>
  2956. <td>Charge damage motion type</td>
  2957. </tr>
  2958. <tr>
  2959. <td><code>MOTION_TYPE_CHARGE_BREAK</code></td>
  2960. <td>45</td>
  2961. <td><code>MOTION_TYPE_CHARGE_BREAK</code></td>
  2962. <td>Charge break motion type</td>
  2963. </tr>
  2964. <tr>
  2965. <td><code>MOTION_TYPE_CHARGE_IN</code></td>
  2966. <td>46</td>
  2967. <td><code>MOTION_TYPE_CHARGE_IN</code></td>
  2968. <td>Charge in motion type</td>
  2969. </tr>
  2970. <tr>
  2971. <td><code>MOTION_TYPE_CHARGE_END</code></td>
  2972. <td>47</td>
  2973. <td><code>MOTION_TYPE_CHARGE_END</code></td>
  2974. <td>Charge end motion type</td>
  2975. </tr>
  2976. <tr>
  2977. <td><code>MOTION_TYPE_CHARGE_FAILED</code></td>
  2978. <td>48</td>
  2979. <td><code>MOTION_TYPE_CHARGE_FAILED</code></td>
  2980. <td>Charge failed motion type</td>
  2981. </tr>
  2982. </tbody>
  2983. </table>
  2984. <h4 class="code-line" data-line-start=704 data-line-end=705 ><a id="Buff_Check_Modes_704"></a>Buff Check Modes</h4>
  2985. <table class="table table-striped table-bordered">
  2986. <thead>
  2987. <tr>
  2988. <th>Constant</th>
  2989. <th>Value</th>
  2990. <th>Example</th>
  2991. <th>Note</th>
  2992. </tr>
  2993. </thead>
  2994. <tbody>
  2995. <tr>
  2996. <td><code>BUFF_CHECK_AND_WITH_ID</code></td>
  2997. <td>0</td>
  2998. <td><code>BUFF_CHECK_AND_WITH_ID</code></td>
  2999. <td>Buff check AND with ID</td>
  3000. </tr>
  3001. <tr>
  3002. <td><code>BUFF_CHECK_AND_WITHOUT_ID</code></td>
  3003. <td>1</td>
  3004. <td><code>BUFF_CHECK_AND_WITHOUT_ID</code></td>
  3005. <td>Buff check AND without ID</td>
  3006. </tr>
  3007. <tr>
  3008. <td><code>BUFF_CHECK_OR_WITH_ID</code></td>
  3009. <td>2</td>
  3010. <td><code>BUFF_CHECK_OR_WITH_ID</code></td>
  3011. <td>Buff check OR with ID</td>
  3012. </tr>
  3013. <tr>
  3014. <td><code>BUFF_CHECK_OR_WITHOUT_ID</code></td>
  3015. <td>3</td>
  3016. <td><code>BUFF_CHECK_OR_WITHOUT_ID</code></td>
  3017. <td>Buff check OR without ID</td>
  3018. </tr>
  3019. </tbody>
  3020. </table>
  3021. <h3 class="code-line" data-line-start=712 data-line-end=713 ><a id="Digimon_Type_Constants_712"></a>Digimon Type Constants</h3>
  3022. <table class="table table-striped table-bordered">
  3023. <thead>
  3024. <tr>
  3025. <th>Constant</th>
  3026. <th>Value</th>
  3027. <th>Example</th>
  3028. <th>Note</th>
  3029. </tr>
  3030. </thead>
  3031. <tbody>
  3032. <tr>
  3033. <td><code>DIGIMON_TYPE_VACCINE</code></td>
  3034. <td>0</td>
  3035. <td><code>DIGIMON_TYPE_VACCINE</code></td>
  3036. <td>Vaccine attribute Digimon</td>
  3037. </tr>
  3038. <tr>
  3039. <td><code>DIGIMON_TYPE_DATA</code></td>
  3040. <td>1</td>
  3041. <td><code>DIGIMON_TYPE_DATA</code></td>
  3042. <td>Data attribute Digimon</td>
  3043. </tr>
  3044. <tr>
  3045. <td><code>DIGIMON_TYPE_VIRUS</code></td>
  3046. <td>2</td>
  3047. <td><code>DIGIMON_TYPE_VIRUS</code></td>
  3048. <td>Virus attribute Digimon</td>
  3049. </tr>
  3050. <tr>
  3051. <td><code>DIGIMON_TYPE_FREE</code></td>
  3052. <td>3</td>
  3053. <td><code>DIGIMON_TYPE_FREE</code></td>
  3054. <td>Free attribute Digimon</td>
  3055. </tr>
  3056. <tr>
  3057. <td><code>DIGIMON_TYPE_VARIABLE</code></td>
  3058. <td>4</td>
  3059. <td><code>DIGIMON_TYPE_VARIABLE</code></td>
  3060. <td>Variable attribute Digimon</td>
  3061. </tr>
  3062. <tr>
  3063. <td><code>DIGIMON_TYPE_UNKNOWN</code></td>
  3064. <td>5</td>
  3065. <td><code>DIGIMON_TYPE_UNKNOWN</code></td>
  3066. <td>Unknown attribute Digimon</td>
  3067. </tr>
  3068. <tr>
  3069. <td><code>DIGIMON_TYPE_NO_DATA</code></td>
  3070. <td>6</td>
  3071. <td><code>DIGIMON_TYPE_NO_DATA</code></td>
  3072. <td>No data attribute Digimon</td>
  3073. </tr>
  3074. <tr>
  3075. <td><code>DIGIMON_ELEMENT_NONE</code></td>
  3076. <td>0</td>
  3077. <td><code>DIGIMON_ELEMENT_NONE</code></td>
  3078. <td>No element Digimon</td>
  3079. </tr>
  3080. <tr>
  3081. <td><code>DIGIMON_ELEMENT_FIRE</code></td>
  3082. <td>1</td>
  3083. <td><code>DIGIMON_ELEMENT_FIRE</code></td>
  3084. <td>Fire element Digimon</td>
  3085. </tr>
  3086. <tr>
  3087. <td><code>DIGIMON_ELEMENT_ICE</code></td>
  3088. <td>2</td>
  3089. <td><code>DIGIMON_ELEMENT_ICE</code></td>
  3090. <td>Ice element Digimon</td>
  3091. </tr>
  3092. <tr>
  3093. <td><code>DIGIMON_ELEMENT_PLANTS</code></td>
  3094. <td>3</td>
  3095. <td><code>DIGIMON_ELEMENT_PLANTS</code></td>
  3096. <td>Plants element Digimon</td>
  3097. </tr>
  3098. <tr>
  3099. <td><code>DIGIMON_ELEMENT_WATER</code></td>
  3100. <td>4</td>
  3101. <td><code>DIGIMON_ELEMENT_WATER</code></td>
  3102. <td>Water element Digimon</td>
  3103. </tr>
  3104. <tr>
  3105. <td><code>DIGIMON_ELEMENT_ELECTRIC</code></td>
  3106. <td>5</td>
  3107. <td><code>DIGIMON_ELEMENT_ELECTRIC</code></td>
  3108. <td>Electric element Digimon</td>
  3109. </tr>
  3110. <tr>
  3111. <td><code>DIGIMON_ELEMENT_STEEL</code></td>
  3112. <td>6</td>
  3113. <td><code>DIGIMON_ELEMENT_STEEL</code></td>
  3114. <td>Steel element Digimon</td>
  3115. </tr>
  3116. <tr>
  3117. <td><code>DIGIMON_ELEMENT_WIND</code></td>
  3118. <td>7</td>
  3119. <td><code>DIGIMON_ELEMENT_WIND</code></td>
  3120. <td>Wind element Digimon</td>
  3121. </tr>
  3122. <tr>
  3123. <td><code>DIGIMON_ELEMENT_EARTH</code></td>
  3124. <td>8</td>
  3125. <td><code>DIGIMON_ELEMENT_EARTH</code></td>
  3126. <td>Earth element Digimon</td>
  3127. </tr>
  3128. <tr>
  3129. <td><code>DIGIMON_ELEMENT_LIGHT</code></td>
  3130. <td>9</td>
  3131. <td><code>DIGIMON_ELEMENT_LIGHT</code></td>
  3132. <td>Light element Digimon</td>
  3133. </tr>
  3134. <tr>
  3135. <td><code>DIGIMON_ELEMENT_DARK</code></td>
  3136. <td>10</td>
  3137. <td><code>DIGIMON_ELEMENT_DARK</code></td>
  3138. <td>Dark element Digimon</td>
  3139. </tr>
  3140. </tbody>
  3141. </table>
  3142. <h3 class="code-line" data-line-start=734 data-line-end=735 ><a id="Field_Icon_Types_734"></a>Field Icon Types</h3>
  3143. <table class="table table-striped table-bordered">
  3144. <thead>
  3145. <tr>
  3146. <th>Constant</th>
  3147. <th>Value</th>
  3148. <th>Example</th>
  3149. <th>Note</th>
  3150. </tr>
  3151. </thead>
  3152. <tbody>
  3153. <tr>
  3154. <td><code>ICO_NONE</code></td>
  3155. <td>0</td>
  3156. <td><code>ICO_NONE</code></td>
  3157. <td>No icon</td>
  3158. </tr>
  3159. <tr>
  3160. <td><code>ICO_SCENARIO_TARGET</code></td>
  3161. <td>1</td>
  3162. <td><code>ICO_SCENARIO_TARGET</code></td>
  3163. <td>Scenario target icon</td>
  3164. </tr>
  3165. <tr>
  3166. <td><code>ICO_QUEST_TARGET</code></td>
  3167. <td>2</td>
  3168. <td><code>ICO_QUEST_TARGET</code></td>
  3169. <td>Quest target icon</td>
  3170. </tr>
  3171. <tr>
  3172. <td><code>ICO_IMPORTANT_QUEST</code></td>
  3173. <td>3</td>
  3174. <td><code>ICO_IMPORTANT_QUEST</code></td>
  3175. <td>Important quest icon</td>
  3176. </tr>
  3177. <tr>
  3178. <td><code>ICO_IMPORTANT_QUEST_REPORTABLE</code></td>
  3179. <td>4</td>
  3180. <td><code>ICO_IMPORTANT_QUEST_REPORTABLE</code></td>
  3181. <td>Important quest reportable icon</td>
  3182. </tr>
  3183. <tr>
  3184. <td><code>ICO_SUB_QUEST</code></td>
  3185. <td>5</td>
  3186. <td><code>ICO_SUB_QUEST</code></td>
  3187. <td>Sub quest icon</td>
  3188. </tr>
  3189. <tr>
  3190. <td><code>ICO_SUB_QUEST_REPORTABLE</code></td>
  3191. <td>6</td>
  3192. <td><code>ICO_SUB_QUEST_REPORTABLE</code></td>
  3193. <td>Sub quest reportable icon</td>
  3194. </tr>
  3195. <tr>
  3196. <td><code>ICO_DIGIMON_CHAT</code></td>
  3197. <td>7</td>
  3198. <td><code>ICO_DIGIMON_CHAT</code></td>
  3199. <td>Digimon chat icon</td>
  3200. </tr>
  3201. <tr>
  3202. <td><code>ICO_SHOP</code></td>
  3203. <td>8</td>
  3204. <td><code>ICO_SHOP</code></td>
  3205. <td>Shop icon</td>
  3206. </tr>
  3207. <tr>
  3208. <td><code>ICO_TALK</code></td>
  3209. <td>9</td>
  3210. <td><code>ICO_TALK</code></td>
  3211. <td>Talk icon</td>
  3212. </tr>
  3213. <tr>
  3214. <td><code>ICO_PC_CHECK</code></td>
  3215. <td>10</td>
  3216. <td><code>ICO_PC_CHECK</code></td>
  3217. <td>PC check icon</td>
  3218. </tr>
  3219. <tr>
  3220. <td><code>ICO_TRAIN</code></td>
  3221. <td>11</td>
  3222. <td><code>ICO_TRAIN</code></td>
  3223. <td>Train icon</td>
  3224. </tr>
  3225. <tr>
  3226. <td><code>ICO_BLIMP</code></td>
  3227. <td>12</td>
  3228. <td><code>ICO_BLIMP</code></td>
  3229. <td>Blimp icon</td>
  3230. </tr>
  3231. <tr>
  3232. <td><code>ICO_AREA_CHANGE</code></td>
  3233. <td>13</td>
  3234. <td><code>ICO_AREA_CHANGE</code></td>
  3235. <td>Area change icon</td>
  3236. </tr>
  3237. <tr>
  3238. <td><code>ICO_DIGIMON_RIDE</code></td>
  3239. <td>14</td>
  3240. <td><code>ICO_DIGIMON_RIDE</code></td>
  3241. <td>Digimon ride icon</td>
  3242. </tr>
  3243. <tr>
  3244. <td><code>ICO_NARROW_SPACE</code></td>
  3245. <td>15</td>
  3246. <td><code>ICO_NARROW_SPACE</code></td>
  3247. <td>Narrow space icon</td>
  3248. </tr>
  3249. <tr>
  3250. <td><code>ICO_TREASURE</code></td>
  3251. <td>16</td>
  3252. <td><code>ICO_TREASURE</code></td>
  3253. <td>Treasure icon</td>
  3254. </tr>
  3255. <tr>
  3256. <td><code>ICO_POP_POINT</code></td>
  3257. <td>17</td>
  3258. <td><code>ICO_POP_POINT</code></td>
  3259. <td>Pop point icon</td>
  3260. </tr>
  3261. <tr>
  3262. <td><code>ICO_DUCT</code></td>
  3263. <td>18</td>
  3264. <td><code>ICO_DUCT</code></td>
  3265. <td>Duct icon</td>
  3266. </tr>
  3267. <tr>
  3268. <td><code>ICO_ELV_UP</code></td>
  3269. <td>19</td>
  3270. <td><code>ICO_ELV_UP</code></td>
  3271. <td>Elevator up icon</td>
  3272. </tr>
  3273. <tr>
  3274. <td><code>ICO_ELV_DOWN</code></td>
  3275. <td>20</td>
  3276. <td><code>ICO_ELV_DOWN</code></td>
  3277. <td>Elevator down icon</td>
  3278. </tr>
  3279. <tr>
  3280. <td><code>ICO_LADDER</code></td>
  3281. <td>21</td>
  3282. <td><code>ICO_LADDER</code></td>
  3283. <td>Ladder icon</td>
  3284. </tr>
  3285. <tr>
  3286. <td><code>ICO_CARRY</code></td>
  3287. <td>22</td>
  3288. <td><code>ICO_CARRY</code></td>
  3289. <td>Carry icon</td>
  3290. </tr>
  3291. <tr>
  3292. <td><code>ICO_HIDE</code></td>
  3293. <td>23</td>
  3294. <td><code>ICO_HIDE</code></td>
  3295. <td>Hide icon</td>
  3296. </tr>
  3297. <tr>
  3298. <td><code>ICO_ALONG_THE_WALL</code></td>
  3299. <td>24</td>
  3300. <td><code>ICO_ALONG_THE_WALL</code></td>
  3301. <td>Along the wall icon</td>
  3302. </tr>
  3303. <tr>
  3304. <td><code>ICO_MASTER_BLIMP</code></td>
  3305. <td>25</td>
  3306. <td><code>ICO_MASTER_BLIMP</code></td>
  3307. <td>Master blimp icon</td>
  3308. </tr>
  3309. <tr>
  3310. <td><code>ICO_FLIGHT</code></td>
  3311. <td>26</td>
  3312. <td><code>ICO_FLIGHT</code></td>
  3313. <td>Flight icon</td>
  3314. </tr>
  3315. <tr>
  3316. <td><code>ICO_TAXI</code></td>
  3317. <td>27</td>
  3318. <td><code>ICO_TAXI</code></td>
  3319. <td>Taxi icon</td>
  3320. </tr>
  3321. <tr>
  3322. <td><code>ICO_CARD_SHOP</code></td>
  3323. <td>28</td>
  3324. <td><code>ICO_CARD_SHOP</code></td>
  3325. <td>Card shop icon</td>
  3326. </tr>
  3327. <tr>
  3328. <td><code>ICO_COSTUME_SHOP</code></td>
  3329. <td>29</td>
  3330. <td><code>ICO_COSTUME_SHOP</code></td>
  3331. <td>Costume shop icon</td>
  3332. </tr>
  3333. <tr>
  3334. <td><code>ICO_DIGITAL_GATE</code></td>
  3335. <td>30</td>
  3336. <td><code>ICO_DIGITAL_GATE</code></td>
  3337. <td>Digital gate icon</td>
  3338. </tr>
  3339. </tbody>
  3340. </table>
  3341. <h3 class="code-line" data-line-start=769 data-line-end=770 ><a id="Hazama_System_Constants_769"></a>Hazama System Constants</h3>
  3342. <table class="table table-striped table-bordered">
  3343. <thead>
  3344. <tr>
  3345. <th>Constant</th>
  3346. <th>Value</th>
  3347. <th>Example</th>
  3348. <th>Note</th>
  3349. </tr>
  3350. </thead>
  3351. <tbody>
  3352. <tr>
  3353. <td><code>HAZAMA_CATEGORY_00</code></td>
  3354. <td>โ€œ0โ€</td>
  3355. <td><code>HAZAMA_CATEGORY_00</code></td>
  3356. <td>Hazama category 0</td>
  3357. </tr>
  3358. <tr>
  3359. <td><code>HAZAMA_CATEGORY_01</code></td>
  3360. <td>โ€œ1โ€</td>
  3361. <td><code>HAZAMA_CATEGORY_01</code></td>
  3362. <td>Hazama category 1</td>
  3363. </tr>
  3364. <tr>
  3365. <td><code>HAZAMA_CATEGORY_02</code></td>
  3366. <td>โ€œ2โ€</td>
  3367. <td><code>HAZAMA_CATEGORY_02</code></td>
  3368. <td>Hazama category 2</td>
  3369. </tr>
  3370. <tr>
  3371. <td><code>HAZAMA_CATEGORY_03</code></td>
  3372. <td>โ€œ3โ€</td>
  3373. <td><code>HAZAMA_CATEGORY_03</code></td>
  3374. <td>Hazama category 3</td>
  3375. </tr>
  3376. <tr>
  3377. <td><code>HAZAMA_CATEGORY_04</code></td>
  3378. <td>โ€œ4โ€</td>
  3379. <td><code>HAZAMA_CATEGORY_04</code></td>
  3380. <td>Hazama category 4</td>
  3381. </tr>
  3382. <tr>
  3383. <td><code>HAZAMA_CATEGORY_05</code></td>
  3384. <td>โ€œ5โ€</td>
  3385. <td><code>HAZAMA_CATEGORY_05</code></td>
  3386. <td>Hazama category 5</td>
  3387. </tr>
  3388. <tr>
  3389. <td><code>HAZAMA_CATEGORY_06</code></td>
  3390. <td>โ€œ6โ€</td>
  3391. <td><code>HAZAMA_CATEGORY_06</code></td>
  3392. <td>Hazama category 6</td>
  3393. </tr>
  3394. <tr>
  3395. <td><code>HAZAMA_CATEGORY_07</code></td>
  3396. <td>โ€œ7โ€</td>
  3397. <td><code>HAZAMA_CATEGORY_07</code></td>
  3398. <td>Hazama category 7</td>
  3399. </tr>
  3400. <tr>
  3401. <td><code>HAZAMA_CATEGORY_08</code></td>
  3402. <td>โ€œ8โ€</td>
  3403. <td><code>HAZAMA_CATEGORY_08</code></td>
  3404. <td>Hazama category 8</td>
  3405. </tr>
  3406. <tr>
  3407. <td><code>HAZAMA_CATEGORY_09</code></td>
  3408. <td>โ€œ9โ€</td>
  3409. <td><code>HAZAMA_CATEGORY_09</code></td>
  3410. <td>Hazama category 9</td>
  3411. </tr>
  3412. <tr>
  3413. <td><code>HAZAMA_H02</code></td>
  3414. <td>โ€œ2โ€</td>
  3415. <td><code>HAZAMA_H02</code></td>
  3416. <td>Hazama height 2</td>
  3417. </tr>
  3418. <tr>
  3419. <td><code>HAZAMA_H03</code></td>
  3420. <td>โ€œ3โ€</td>
  3421. <td><code>HAZAMA_H03</code></td>
  3422. <td>Hazama height 3</td>
  3423. </tr>
  3424. <tr>
  3425. <td><code>HAZAMA_H04</code></td>
  3426. <td>โ€œ4โ€</td>
  3427. <td><code>HAZAMA_H04</code></td>
  3428. <td>Hazama height 4</td>
  3429. </tr>
  3430. <tr>
  3431. <td><code>HAZAMA_H05</code></td>
  3432. <td>โ€œ5โ€</td>
  3433. <td><code>HAZAMA_H05</code></td>
  3434. <td>Hazama height 5</td>
  3435. </tr>
  3436. <tr>
  3437. <td><code>HAZAMA_H08</code></td>
  3438. <td>โ€œ8โ€</td>
  3439. <td><code>HAZAMA_H08</code></td>
  3440. <td>Hazama height 8</td>
  3441. </tr>
  3442. <tr>
  3443. <td><code>HAZAMA_RIDE_DIGIMON</code></td>
  3444. <td>702</td>
  3445. <td><code>HAZAMA_RIDE_DIGIMON</code></td>
  3446. <td>Special Hazama ride Digimon value</td>
  3447. </tr>
  3448. </tbody>
  3449. </table>
  3450. <h3 class="code-line" data-line-start=789 data-line-end=790 ><a id="Quest_System_Constants_789"></a>Quest System Constants</h3>
  3451. <table class="table table-striped table-bordered">
  3452. <thead>
  3453. <tr>
  3454. <th>Constant</th>
  3455. <th>Value</th>
  3456. <th>Example</th>
  3457. <th>Note</th>
  3458. </tr>
  3459. </thead>
  3460. <tbody>
  3461. <tr>
  3462. <td><code>QST_INITIALIZE</code></td>
  3463. <td>โ€œinitialiseโ€</td>
  3464. <td><code>QST_INITIALIZE</code></td>
  3465. <td>Quest initialization state</td>
  3466. </tr>
  3467. <tr>
  3468. <td><code>QST_ORDER</code></td>
  3469. <td>โ€œorderโ€</td>
  3470. <td><code>QST_ORDER</code></td>
  3471. <td>Quest order state</td>
  3472. </tr>
  3473. <tr>
  3474. <td><code>QST_PROGRESS</code></td>
  3475. <td>โ€œprogressโ€</td>
  3476. <td><code>QST_PROGRESS</code></td>
  3477. <td>Quest progress state</td>
  3478. </tr>
  3479. <tr>
  3480. <td><code>QST_PREEND</code></td>
  3481. <td>โ€œpreendโ€</td>
  3482. <td><code>QST_PREEND</code></td>
  3483. <td>Quest pre-end state</td>
  3484. </tr>
  3485. </tbody>
  3486. </table>
  3487. <h2 class="code-line" data-line-start=797 data-line-end=798 ><a id="Utility_Functions__Advanced_Tools_797"></a>Utility Functions - Advanced Tools</h2>
  3488. <h3 class="code-line" data-line-start=799 data-line-end=800 ><a id="String_and_Table_Utilities_799"></a>String and Table Utilities</h3>
  3489. <table class="table table-striped table-bordered">
  3490. <thead>
  3491. <tr>
  3492. <th>Function</th>
  3493. <th>Return</th>
  3494. <th>Example</th>
  3495. <th>Note</th>
  3496. </tr>
  3497. </thead>
  3498. <tbody>
  3499. <tr>
  3500. <td><code>StringSplit(str, pattern)</code></td>
  3501. <td>table</td>
  3502. <td><code>local words = StringSplit(&quot;hello world&quot;, &quot;%s&quot;)</code></td>
  3503. <td>Splits string into table of substrings, pattern defaults to whitespace</td>
  3504. </tr>
  3505. <tr>
  3506. <td><code>AllComparisonBaseAndSubject(base, subject)</code></td>
  3507. <td>boolean</td>
  3508. <td><code>if AllComparisonBaseAndSubject(1, {1,1,1}) then</code></td>
  3509. <td>Checks if all values in subject table equal base value</td>
  3510. </tr>
  3511. <tr>
  3512. <td><code>SomeComparisonBaseAndSubject(base, subject)</code></td>
  3513. <td>boolean</td>
  3514. <td><code>if SomeComparisonBaseAndSubject(1, {1,2,3}) then</code></td>
  3515. <td>Checks if any value in subject table equals base value, includes debug prints</td>
  3516. </tr>
  3517. </tbody>
  3518. </table>
  3519. <h3 class="code-line" data-line-start=806 data-line-end=807 ><a id="Debug_Utilities_806"></a>Debug Utilities</h3>
  3520. <table class="table table-striped table-bordered">
  3521. <thead>
  3522. <tr>
  3523. <th>Function</th>
  3524. <th>Return</th>
  3525. <th>Example</th>
  3526. <th>Note</th>
  3527. </tr>
  3528. </thead>
  3529. <tbody>
  3530. <tr>
  3531. <td><code>printTable(t, indent, tableHistory)</code></td>
  3532. <td>void</td>
  3533. <td><code>printTable(myTable, &quot;&quot;, {})</code></td>
  3534. <td>Recursively prints table structure with indentation, handles circular references</td>
  3535. </tr>
  3536. </tbody>
  3537. </table>
  3538. <h2 class="code-line" data-line-start=812 data-line-end=813 ><a id="Advanced_Patterns_and_Best_Practices_812"></a>Advanced Patterns and Best Practices</h2>
  3539. <h3 class="code-line" data-line-start=814 data-line-end=815 ><a id="_Event_Script_Pattern_814"></a>๐ŸŽฌ <strong>Event Script Pattern</strong></h3>
  3540. <table class="table table-striped table-bordered">
  3541. <thead>
  3542. <tr>
  3543. <th>Step</th>
  3544. <th>Function</th>
  3545. <th>Purpose</th>
  3546. <th>Example</th>
  3547. </tr>
  3548. </thead>
  3549. <tbody>
  3550. <tr>
  3551. <td>1</td>
  3552. <td><code>EVENT_BEGIN()</code></td>
  3553. <td>Initialize event system</td>
  3554. <td><code>EVENT_BEGIN()</code></td>
  3555. </tr>
  3556. <tr>
  3557. <td>2</td>
  3558. <td><code>FIELD_SET()</code></td>
  3559. <td>Set up field for event</td>
  3560. <td><code>FIELD_SET()</code></td>
  3561. </tr>
  3562. <tr>
  3563. <td>3</td>
  3564. <td><code>Message(id)</code></td>
  3565. <td>Display dialogue</td>
  3566. <td><code>Message(12345)</code></td>
  3567. </tr>
  3568. <tr>
  3569. <td>4</td>
  3570. <td><code>INFO_GET_ITEM(id, count)</code></td>
  3571. <td>Give items to player</td>
  3572. <td><code>INFO_GET_ITEM(1001, 1)</code></td>
  3573. </tr>
  3574. <tr>
  3575. <td>5</td>
  3576. <td><code>EVENT_END()</code></td>
  3577. <td>Clean up event system</td>
  3578. <td><code>EVENT_END()</code></td>
  3579. </tr>
  3580. </tbody>
  3581. </table>
  3582. <h3 class="code-line" data-line-start=823 data-line-end=824 ><a id="_Battle_Customization_Pattern_823"></a>โš”๏ธ <strong>Battle Customization Pattern</strong></h3>
  3583. <table class="table table-striped table-bordered">
  3584. <thead>
  3585. <tr>
  3586. <th>Phase</th>
  3587. <th>Function</th>
  3588. <th>Purpose</th>
  3589. <th>Example</th>
  3590. </tr>
  3591. </thead>
  3592. <tbody>
  3593. <tr>
  3594. <td>Opening</td>
  3595. <td><code>BattleCommon_SetVisibleAll(false)</code></td>
  3596. <td>Hide all characters</td>
  3597. <td><code>BattleCommon_SetVisibleAll(false)</code></td>
  3598. </tr>
  3599. <tr>
  3600. <td>Setup</td>
  3601. <td><code>BattleCommon_SetStatusRatio(group, index, status, ratio)</code></td>
  3602. <td>Set HP to 50%</td>
  3603. <td><code>BattleCommon_SetStatusRatio(PLAYER_DIGIMON, 0, STATUS_TYPE_HP, 0.5)</code></td>
  3604. </tr>
  3605. <tr>
  3606. <td>Win</td>
  3607. <td><code>INFO_GET_ITEM(id, count)</code></td>
  3608. <td>Give reward</td>
  3609. <td><code>INFO_GET_ITEM(2001, 1)</code></td>
  3610. </tr>
  3611. <tr>
  3612. <td>Win</td>
  3613. <td><code>Quest.SetFlag(quest_id, flag_id)</code></td>
  3614. <td>Set quest progress</td>
  3615. <td><code>Quest.SetFlag(1001, 1)</code></td>
  3616. </tr>
  3617. </tbody>
  3618. </table>
  3619. <h3 class="code-line" data-line-start=831 data-line-end=832 ><a id="_Quest_Management_Pattern_831"></a>๐Ÿ“‹ <strong>Quest Management Pattern</strong></h3>
  3620. <table class="table table-striped table-bordered">
  3621. <thead>
  3622. <tr>
  3623. <th>Condition</th>
  3624. <th>Function</th>
  3625. <th>Purpose</th>
  3626. <th>Example</th>
  3627. </tr>
  3628. </thead>
  3629. <tbody>
  3630. <tr>
  3631. <td>Check progress</td>
  3632. <td><code>Qst.Main:Check(quest_id, current, next)</code></td>
  3633. <td>Verify quest state</td>
  3634. <td><code>if Qst.Main:Check(1001, 5, 10) then</code></td>
  3635. </tr>
  3636. <tr>
  3637. <td>Advance quest</td>
  3638. <td><code>Qst.Main:Set(quest_id, flag_id)</code></td>
  3639. <td>Progress quest</td>
  3640. <td><code>Qst.Main:Set(1001, 6)</code></td>
  3641. </tr>
  3642. <tr>
  3643. <td>Check completion</td>
  3644. <td><code>Qst.Main:IsCompleted(quest_id)</code></td>
  3645. <td>Verify quest done</td>
  3646. <td><code>elseif Qst.Main:IsCompleted(1001) then</code></td>
  3647. </tr>
  3648. <tr>
  3649. <td>Show message</td>
  3650. <td><code>Message(id)</code></td>
  3651. <td>Display dialogue</td>
  3652. <td><code>Message(54321)</code></td>
  3653. </tr>
  3654. </tbody>
  3655. </table>
  3656. <h3 class="code-line" data-line-start=839 data-line-end=840 ><a id="_Field_Interaction_Pattern_839"></a>๐Ÿ—ฃ๏ธ <strong>Field Interaction Pattern</strong></h3>
  3657. <table class="table table-striped table-bordered">
  3658. <thead>
  3659. <tr>
  3660. <th>Step</th>
  3661. <th>Function</th>
  3662. <th>Purpose</th>
  3663. <th>Example</th>
  3664. </tr>
  3665. </thead>
  3666. <tbody>
  3667. <tr>
  3668. <td>1</td>
  3669. <td><code>GetIndex(type, name)</code></td>
  3670. <td>Find NPC</td>
  3671. <td><code>local npc_index = GetIndex(NPC, &quot;npc_001&quot;)</code></td>
  3672. </tr>
  3673. <tr>
  3674. <td>2</td>
  3675. <td><code>PlayerMoveToObject(type, name, frame, force)</code></td>
  3676. <td>Move to NPC</td>
  3677. <td><code>PlayerMoveToObject(NPC, &quot;npc_001&quot;, 60, false)</code></td>
  3678. </tr>
  3679. <tr>
  3680. <td>3</td>
  3681. <td><code>FieldTalk(file, mode, messages)</code></td>
  3682. <td>Start conversation</td>
  3683. <td><code>FieldTalk(&quot;npc_001&quot;, &quot;talk&quot;, {12345, 12346})</code></td>
  3684. </tr>
  3685. </tbody>
  3686. </table>
  3687. <h3 class="code-line" data-line-start=846 data-line-end=847 ><a id="_Visibility_Management_Pattern_846"></a>๐Ÿ‘๏ธ <strong>Visibility Management Pattern</strong></h3>
  3688. <table class="table table-striped table-bordered">
  3689. <thead>
  3690. <tr>
  3691. <th>Action</th>
  3692. <th>Function</th>
  3693. <th>Target</th>
  3694. <th>Example</th>
  3695. </tr>
  3696. </thead>
  3697. <tbody>
  3698. <tr>
  3699. <td>Hide</td>
  3700. <td><code>Field_InvisiblePlayer(key, priority, fade)</code></td>
  3701. <td>Player</td>
  3702. <td><code>Field_InvisiblePlayer(INVISIBLE_KEY_EVENT, 0, false)</code></td>
  3703. </tr>
  3704. <tr>
  3705. <td>Hide</td>
  3706. <td><code>Field_InvisibleFollowerAllPartyMember(key, priority, fade)</code></td>
  3707. <td>Party members</td>
  3708. <td><code>Field_InvisibleFollowerAllPartyMember(INVISIBLE_KEY_EVENT, 0, false)</code></td>
  3709. </tr>
  3710. <tr>
  3711. <td>Hide</td>
  3712. <td><code>Field_InvisibleFollowerAllGuest(key, priority, fade)</code></td>
  3713. <td>Guest characters</td>
  3714. <td><code>Field_InvisibleFollowerAllGuest(INVISIBLE_KEY_EVENT, 0, false)</code></td>
  3715. </tr>
  3716. <tr>
  3717. <td>Hide</td>
  3718. <td><code>Field_InvisibleAllSymbolEnemy(priority, fade, alpha)</code></td>
  3719. <td>All enemies</td>
  3720. <td><code>Field_InvisibleAllSymbolEnemy(INVISIBLE_KEY_EVENT, 0, false)</code></td>
  3721. </tr>
  3722. <tr>
  3723. <td>Hide</td>
  3724. <td><code>Field_InvisibleNpc(name, priority, fade, alpha)</code></td>
  3725. <td>All NPCs</td>
  3726. <td><code>Field_InvisibleNpc(&quot;&quot;, INVISIBLE_KEY_EVENT, 0, false)</code></td>
  3727. </tr>
  3728. <tr>
  3729. <td>Show</td>
  3730. <td><code>Field_CancelInvisiblePlayer(key, priority, force, alpha)</code></td>
  3731. <td>Player</td>
  3732. <td><code>Field_CancelInvisiblePlayer(INVISIBLE_KEY_EVENT, 0, true, false)</code></td>
  3733. </tr>
  3734. <tr>
  3735. <td>Show</td>
  3736. <td><code>Field_CancelInvisibleFollowerAllPartyMember(key, priority, force, alpha, warp)</code></td>
  3737. <td>Party members</td>
  3738. <td><code>Field_CancelInvisibleFollowerAllPartyMember(INVISIBLE_KEY_EVENT, 0, true, false)</code></td>
  3739. </tr>
  3740. </tbody>
  3741. </table>
  3742. <h2 class="code-line" data-line-start=857 data-line-end=858 ><a id="Debugging_and_Troubleshooting_857"></a>Debugging and Troubleshooting</h2>
  3743. <h3 class="code-line" data-line-start=859 data-line-end=860 ><a id="Common_Issues_and_Solutions_859"></a>Common Issues and Solutions</h3>
  3744. <h4 class="code-line" data-line-start=861 data-line-end=862 ><a id="_Quest_System_Issues_861"></a>๐Ÿ” <strong>Quest System Issues</strong></h4>
  3745. <table class="table table-striped table-bordered">
  3746. <thead>
  3747. <tr>
  3748. <th>Problem</th>
  3749. <th>Solution</th>
  3750. <th>Code Example</th>
  3751. </tr>
  3752. </thead>
  3753. <tbody>
  3754. <tr>
  3755. <td>Quest not advancing</td>
  3756. <td>Check flag progression</td>
  3757. <td><code>if Qst.Main:Check(quest_id, current_flag, next_flag) == nil then</code></td>
  3758. </tr>
  3759. <tr>
  3760. <td>Quest UI not responding</td>
  3761. <td>Wait for UI to complete</td>
  3762. <td><code>Qst.Main:WaitUI()</code></td>
  3763. </tr>
  3764. </tbody>
  3765. </table>
  3766. <h4 class="code-line" data-line-start=867 data-line-end=868 ><a id="_Event_System_Issues_867"></a>๐ŸŽฌ <strong>Event System Issues</strong></h4>
  3767. <table class="table table-striped table-bordered">
  3768. <thead>
  3769. <tr>
  3770. <th>Problem</th>
  3771. <th>Solution</th>
  3772. <th>Code Example</th>
  3773. </tr>
  3774. </thead>
  3775. <tbody>
  3776. <tr>
  3777. <td>Event not starting properly</td>
  3778. <td>Ensure proper initialization sequence</td>
  3779. <td><code>EVENT_BEGIN()</code> โ†’ <code>EVENT_START()</code> โ†’ <code>FIELD_SET()</code></td>
  3780. </tr>
  3781. <tr>
  3782. <td>Event cleanup issues</td>
  3783. <td>Use appropriate cleanup function</td>
  3784. <td><code>EVENT_END()</code> or <code>EVENT_END_SEAMLESS(wait_frame)</code></td>
  3785. </tr>
  3786. </tbody>
  3787. </table>
  3788. <h4 class="code-line" data-line-start=873 data-line-end=874 ><a id="_Battle_System_Issues_873"></a>โš”๏ธ <strong>Battle System Issues</strong></h4>
  3789. <table class="table table-striped table-bordered">
  3790. <thead>
  3791. <tr>
  3792. <th>Problem</th>
  3793. <th>Solution</th>
  3794. <th>Code Example</th>
  3795. </tr>
  3796. </thead>
  3797. <tbody>
  3798. <tr>
  3799. <td>Battle animations not playing</td>
  3800. <td>Check group and index parameters</td>
  3801. <td><code>BtlPlayAnimation(PLAYER_DIGIMON, 0, &quot;attack&quot;, 15, false, 0)</code></td>
  3802. </tr>
  3803. <tr>
  3804. <td>Status changes not applying</td>
  3805. <td>Verify status type constants</td>
  3806. <td><code>BattleCommon_SetStatusRatio(PLAYER_DIGIMON, 0, STATUS_TYPE_HP, 0.5)</code></td>
  3807. </tr>
  3808. </tbody>
  3809. </table>
  3810. <h4 class="code-line" data-line-start=879 data-line-end=880 ><a id="_Object_Interaction_Issues_879"></a>๐ŸŽฏ <strong>Object Interaction Issues</strong></h4>
  3811. <table class="table table-striped table-bordered">
  3812. <thead>
  3813. <tr>
  3814. <th>Problem</th>
  3815. <th>Solution</th>
  3816. <th>Code Example</th>
  3817. </tr>
  3818. </thead>
  3819. <tbody>
  3820. <tr>
  3821. <td>Object not found</td>
  3822. <td>Check object type and name</td>
  3823. <td><code>local index = GetIndex(NPC, &quot;npc_name&quot;)</code></td>
  3824. </tr>
  3825. <tr>
  3826. <td>Distance calculations incorrect</td>
  3827. <td>Use proper 2D distance function</td>
  3828. <td><code>local distance = GetDistanceBetweenTwoObject2D(x1, z1, x2, z2)</code></td>
  3829. </tr>
  3830. </tbody>
  3831. </table>
  3832. <h3 class="code-line" data-line-start=885 data-line-end=886 ><a id="_Performance_Considerations_885"></a>โšก <strong>Performance Considerations</strong></h3>
  3833. <table class="table table-striped table-bordered">
  3834. <thead>
  3835. <tr>
  3836. <th>Aspect</th>
  3837. <th>Best Practice</th>
  3838. <th>Example</th>
  3839. </tr>
  3840. </thead>
  3841. <tbody>
  3842. <tr>
  3843. <td><strong>Frame Timing</strong></td>
  3844. <td>Use frame-based timing (60 frames = 1 second)</td>
  3845. <td><code>WaitFrame(60)</code> = 1 second</td>
  3846. </tr>
  3847. <tr>
  3848. <td><strong>Flag Management</strong></td>
  3849. <td>Use appropriate quest flag checking</td>
  3850. <td><code>Qst.Main:Check()</code> before processing</td>
  3851. </tr>
  3852. <tr>
  3853. <td><strong>Visibility Control</strong></td>
  3854. <td>Use priority-based visibility system efficiently</td>
  3855. <td><code>INVISIBLE_KEY_EVENT</code> for events</td>
  3856. </tr>
  3857. <tr>
  3858. <td><strong>Event Cleanup</strong></td>
  3859. <td>Always properly clean up events</td>
  3860. <td><code>EVENT_END()</code> after event content</td>
  3861. </tr>
  3862. </tbody>
  3863. </table>
  3864. <h3 class="code-line" data-line-start=893 data-line-end=894 ><a id="_Memory_Management_893"></a>๐Ÿง  <strong>Memory Management</strong></h3>
  3865. <table class="table table-striped table-bordered">
  3866. <thead>
  3867. <tr>
  3868. <th>Area</th>
  3869. <th>Best Practice</th>
  3870. <th>Example</th>
  3871. </tr>
  3872. </thead>
  3873. <tbody>
  3874. <tr>
  3875. <td><strong>Global Variables</strong></td>
  3876. <td>Be careful with global state variables</td>
  3877. <td><code>gFuncOpenDoor</code>, <code>gFuncEnterShop</code></td>
  3878. </tr>
  3879. <tr>
  3880. <td><strong>Table References</strong></td>
  3881. <td>Use table history to avoid infinite recursion</td>
  3882. <td><code>printTable(t, &quot;&quot;, {})</code></td>
  3883. </tr>
  3884. <tr>
  3885. <td><strong>Event States</strong></td>
  3886. <td>Properly reset event states to prevent conflicts</td>
  3887. <td>Always call cleanup functions</td>
  3888. </tr>
  3889. </tbody>
  3890. </table>
  3891. <p class="has-line-data" data-line-start="900" data-line-end="901"><strong>This comprehensive reference should help you understand and work with the Digimon Time Stealer Lua scripting system effectively. Remember to always review code thoroughly before assuming it works, prioritize switching/escaping when evaluating game conditions, and use tags only for reference purposes.</strong></p>
  3892. <h2 class="code-line" data-line-start=902 data-line-end=903 ><a id="Additional_Systems__Advanced_Functions_902"></a>Additional Systems - Advanced Functions</h2>
  3893. <h3 class="code-line" data-line-start=904 data-line-end=905 ><a id="Camera_Control_System_904"></a>Camera Control System</h3>
  3894. <p class="has-line-data" data-line-start="906" data-line-end="907"><strong>The camera system provides sophisticated control over field and event cameras with various modes and transitions.</strong></p>
  3895. <h4 class="code-line" data-line-start=908 data-line-end=909 ><a id="Focus_Camera_Functions_908"></a>Focus Camera Functions</h4>
  3896. <table class="table table-striped table-bordered">
  3897. <thead>
  3898. <tr>
  3899. <th>Function</th>
  3900. <th>Return</th>
  3901. <th>Example</th>
  3902. <th>Note</th>
  3903. </tr>
  3904. </thead>
  3905. <tbody>
  3906. <tr>
  3907. <td><code>FocusCamera(target_x, target_z, start_dist, cancel_dist, camera_dist, camera_Ypos, blend_frame, angle, rotateX)</code></td>
  3908. <td>void</td>
  3909. <td><code>FocusCamera(10, 10, 5, 15, 3, 2, 30, 45, 0)</code></td>
  3910. <td>Creates dynamic camera focus that follows target movement</td>
  3911. </tr>
  3912. <tr>
  3913. <td><code>EndFocusCamera(target_x, target_z, blend_frame, rotateX)</code></td>
  3914. <td>void</td>
  3915. <td><code>EndFocusCamera(10, 10, 30, 0)</code></td>
  3916. <td>Ends focus camera and returns to normal camera mode</td>
  3917. </tr>
  3918. <tr>
  3919. <td><code>CameraClose(camera_length, camera_rotate)</code></td>
  3920. <td>void</td>
  3921. <td><code>CameraClose(2, 30)</code></td>
  3922. <td>Creates close-up camera with player control</td>
  3923. </tr>
  3924. </tbody>
  3925. </table>
  3926. <h4 class="code-line" data-line-start=915 data-line-end=916 ><a id="Camera_Composition_Functions_915"></a>Camera Composition Functions</h4>
  3927. <table class="table table-striped table-bordered">
  3928. <thead>
  3929. <tr>
  3930. <th>Function</th>
  3931. <th>Return</th>
  3932. <th>Example</th>
  3933. <th>Note</th>
  3934. </tr>
  3935. </thead>
  3936. <tbody>
  3937. <tr>
  3938. <td><code>Cam.Comp:ToEvent(cam_pos_x, cam_pos_y, cam_pos_z, cam_aim_x, cam_aim_y, cam_aim_z, angle, cam_blend_frame, move_point_x, move_point_z, move_frame)</code></td>
  3939. <td>void</td>
  3940. <td><code>Cam.Comp:ToEvent(0, 5, 10, 0, 0, 0, 45, 30, 5, 0, 60)</code></td>
  3941. <td>Sets camera and moves player to relative position</td>
  3942. </tr>
  3943. <tr>
  3944. <td><code>Cam.Inst:Set(aim_x, aim_y, aim_z, cam_x, cam_y, cam_z, field_of_view, blend_frame, easing_mode, collide_with_collision)</code></td>
  3945. <td>void</td>
  3946. <td><code>Cam.Inst:Set(0, 0, 0, 5, 5, 10, 45, 30)</code></td>
  3947. <td>Sets instant camera with various options</td>
  3948. </tr>
  3949. <tr>
  3950. <td><code>Cam.Inst:Clear(blend_frame)</code></td>
  3951. <td>void</td>
  3952. <td><code>Cam.Inst:Clear(30)</code></td>
  3953. <td>Clears instant camera and returns to default</td>
  3954. </tr>
  3955. <tr>
  3956. <td><code>FollowObjectCamera(obj_type, unique_name, blend_frame, offset_cam_y, distance, is_end_camera, wait_frame, offset_obj_y, offset_ydegree)</code></td>
  3957. <td>void</td>
  3958. <td><code>FollowObjectCamera(NPC, &quot;npc001&quot;, 30, 2, 5, false, 60, 0, 0)</code></td>
  3959. <td>Follows object with camera</td>
  3960. </tr>
  3961. </tbody>
  3962. </table>
  3963. <h4 class="code-line" data-line-start=923 data-line-end=924 ><a id="Shop_Interaction_Functions_923"></a>Shop Interaction Functions</h4>
  3964. <table class="table table-striped table-bordered">
  3965. <thead>
  3966. <tr>
  3967. <th>Function</th>
  3968. <th>Return</th>
  3969. <th>Example</th>
  3970. <th>Note</th>
  3971. </tr>
  3972. </thead>
  3973. <tbody>
  3974. <tr>
  3975. <td><code>CommonShopStart(npc_name, shop_id, enter_mot, buy_mot, sell_mot, cam_npc, cam_shop, default_mot, exit_mot)</code></td>
  3976. <td>void</td>
  3977. <td><code>CommonShopStart(&quot;shop_npc&quot;, 1, &quot;enter&quot;, &quot;buy&quot;, &quot;sell&quot;, {0,0,0,0,0,0}, {5,5,5,0,0,0})</code></td>
  3978. <td>Starts complete shop interaction with NPC animations and camera work</td>
  3979. </tr>
  3980. <tr>
  3981. <td><code>ShopkeeperCam(npc_name, shop_id, aim_hight, cam_hight, cam_distanceX, cam_distanceY)</code></td>
  3982. <td>void</td>
  3983. <td><code>ShopkeeperCam(&quot;shop_npc&quot;, 1, 2, 5, 3, 4)</code></td>
  3984. <td>Sets up shopkeeper camera positioning</td>
  3985. </tr>
  3986. <tr>
  3987. <td><code>ShopOpenTypeEnter(enter_player_state, exit_player_state, shop_number)</code></td>
  3988. <td>void</td>
  3989. <td><code>ShopOpenTypeEnter(&quot;normal&quot;, &quot;normal&quot;, 1)</code></td>
  3990. <td>Handles shop entry with state management</td>
  3991. </tr>
  3992. <tr>
  3993. <td><code>ShopConvenienceStore(shop_id, npc_name, enter_mot, dealings_mot)</code></td>
  3994. <td>void</td>
  3995. <td><code>ShopConvenienceStore(1, &quot;convenience_npc&quot;, &quot;enter&quot;, &quot;dealings&quot;)</code></td>
  3996. <td>Special shop system for convenience stores</td>
  3997. </tr>
  3998. <tr>
  3999. <td><code>StartShop(npc_name, shop_id, aimY_adjust, camDist_adjust, dist_adjust)</code></td>
  4000. <td>void</td>
  4001. <td><code>StartShop(&quot;shop_npc&quot;, 1, 2, 3, 1)</code></td>
  4002. <td>Starts shop with camera adjustments</td>
  4003. </tr>
  4004. <tr>
  4005. <td><code>EndShop()</code></td>
  4006. <td>void</td>
  4007. <td><code>EndShop()</code></td>
  4008. <td>Ends shop interaction and cleans up state</td>
  4009. </tr>
  4010. </tbody>
  4011. </table>
  4012. <h4 class="code-line" data-line-start=933 data-line-end=934 ><a id="Shop_Message_System_933"></a>Shop Message System</h4>
  4013. <table class="table table-striped table-bordered">
  4014. <thead>
  4015. <tr>
  4016. <th>Message Type</th>
  4017. <th>Pattern</th>
  4018. <th>Example</th>
  4019. <th>Purpose</th>
  4020. </tr>
  4021. </thead>
  4022. <tbody>
  4023. <tr>
  4024. <td>Welcome message</td>
  4025. <td><code>g_shop[shop_id]_0010_0010</code></td>
  4026. <td><code>g_shop1_0010_0010</code></td>
  4027. <td>Shop welcome dialogue</td>
  4028. </tr>
  4029. <tr>
  4030. <td>Farewell message</td>
  4031. <td><code>g_shop[shop_id]_0020_0010</code></td>
  4032. <td><code>g_shop1_0020_0010</code></td>
  4033. <td>Shop goodbye dialogue</td>
  4034. </tr>
  4035. <tr>
  4036. <td>Buy confirmation</td>
  4037. <td><code>g_shop[shop_id]_0030_0010</code></td>
  4038. <td><code>g_shop1_0030_0010</code></td>
  4039. <td>Purchase confirmation</td>
  4040. </tr>
  4041. <tr>
  4042. <td>Sell confirmation</td>
  4043. <td><code>g_shop[shop_id]_0040_0010</code></td>
  4044. <td><code>g_shop1_0040_0010</code></td>
  4045. <td>Sell confirmation</td>
  4046. </tr>
  4047. </tbody>
  4048. </table>
  4049. <h4 class="code-line" data-line-start=941 data-line-end=942 ><a id="Shop_Deal_Types_941"></a>Shop Deal Types</h4>
  4050. <table class="table table-striped table-bordered">
  4051. <thead>
  4052. <tr>
  4053. <th>Type</th>
  4054. <th>Value</th>
  4055. <th>Purpose</th>
  4056. </tr>
  4057. </thead>
  4058. <tbody>
  4059. <tr>
  4060. <td>Buy transaction</td>
  4061. <td>0</td>
  4062. <td>Purchase items from shop</td>
  4063. </tr>
  4064. <tr>
  4065. <td>Sell transaction</td>
  4066. <td>1</td>
  4067. <td>Sell items to shop</td>
  4068. </tr>
  4069. </tbody>
  4070. </table>
  4071. <h3 class="code-line" data-line-start=947 data-line-end=948 ><a id="Advanced_Movement_and_Positioning_947"></a>Advanced Movement and Positioning</h3>
  4072. <h4 class="code-line" data-line-start=949 data-line-end=950 ><a id="Object_Movement_System_949"></a>Object Movement System</h4>
  4073. <table class="table table-striped table-bordered">
  4074. <thead>
  4075. <tr>
  4076. <th>Function</th>
  4077. <th>Return</th>
  4078. <th>Example</th>
  4079. <th>Note</th>
  4080. </tr>
  4081. </thead>
  4082. <tbody>
  4083. <tr>
  4084. <td><code>SetObjectPositionFromObject(target_type, target_name, obj_type, obj_index, offset_x, offset_y, offset_z, on_ground)</code></td>
  4085. <td>void</td>
  4086. <td><code>SetObjectPositionFromObject(NPC, &quot;npc1&quot;, PLAYER, 0, 2, 0, 0, true)</code></td>
  4087. <td>Positions object relative to another object</td>
  4088. </tr>
  4089. <tr>
  4090. <td><code>obj:SetObjectPositionFromObject(target_type, target_name, offset_x, offset_y, offset_z, on_ground)</code></td>
  4091. <td>void</td>
  4092. <td><code>player:SetObjectPositionFromObject(NPC, &quot;npc1&quot;, 2, 0, 0, true)</code></td>
  4093. <td>Instance method for relative positioning</td>
  4094. </tr>
  4095. </tbody>
  4096. </table>
  4097. <p class="has-line-data" data-line-start="955" data-line-end="962">| <code>obj:SetPosLocator(locator, on_ground)</code> | void | <code>npc:SetPosLocator(&quot;spawn_point&quot;, true)</code> | Sets object position to locator |<br>
  4098. | <code>obj:SetPlayerPosLocator(locator)</code> | void | <code>player:SetPlayerPosLocator(&quot;checkpoint&quot;)</code> | Sets player position to locator (PLAYER type only) |<br>
  4099. | <code>obj:ResetPos()</code> | void | <code>npc:ResetPos()</code> | Resets object to original position |<br>
  4100. | <code>obj:Move2D(y_degree, speed, frame)</code> | void | <code>npc:Move2D(90, 2.0, 60)</code> | Moves object in 2D with optional frame control |<br>
  4101. | <code>obj:MoveToTarget2D(x_pos, z_pos, speed, frame)</code> | void | <code>npc:MoveToTarget2D(10, 10, 2.0, 60)</code> | Moves object to target position in 2D |<br>
  4102. | <code>obj:LookAt(x, y, z, blend_frame)</code> | void | <code>npc:LookAt(10, 0, 10, 30)</code> | Makes object look at target position |<br>
  4103. | <code>obj:LookAtTheObject(target_type, target_uniquename, blend_frame)</code> | void | <code>npc:LookAtTheObject(PLAYER, &quot;player&quot;, 30)</code> | Makes object look at another object |</p>
  4104. <h4 class="code-line" data-line-start=963 data-line-end=964 ><a id="Area_Change_and_Movement_963"></a>Area Change and Movement</h4>
  4105. <table class="table table-striped table-bordered">
  4106. <thead>
  4107. <tr>
  4108. <th>Function</th>
  4109. <th>Return</th>
  4110. <th>Example</th>
  4111. <th>Note</th>
  4112. </tr>
  4113. </thead>
  4114. <tbody>
  4115. <tr>
  4116. <td><code>MovePlayerToNextArea(base_locator_name)</code></td>
  4117. <td>void</td>
  4118. <td><code>MovePlayerToNextArea(&quot;area_entrance&quot;)</code></td>
  4119. <td>Moves player to next area using staging locators</td>
  4120. </tr>
  4121. <tr>
  4122. <td><code>GetStagingLocator(base_locator_name)</code></td>
  4123. <td>string, number, number, number, boolean</td>
  4124. <td><code>local loc, speed, frame, degree, isTarget = GetStagingLocator(&quot;entrance&quot;)</code></td>
  4125. <td>Gets staging locator information for area changes</td>
  4126. </tr>
  4127. </tbody>
  4128. </table>
  4129. <h4 class="code-line" data-line-start=969 data-line-end=970 ><a id="Movement_Settings_Types_969"></a>Movement Settings Types</h4>
  4130. <table class="table table-striped table-bordered">
  4131. <thead>
  4132. <tr>
  4133. <th>Type</th>
  4134. <th>Purpose</th>
  4135. <th>Example</th>
  4136. </tr>
  4137. </thead>
  4138. <tbody>
  4139. <tr>
  4140. <td><code>&quot;target_&quot;</code></td>
  4141. <td>Use target movement</td>
  4142. <td><code>&quot;target_entrance&quot;</code></td>
  4143. </tr>
  4144. <tr>
  4145. <td><code>&quot;walk_&quot;</code></td>
  4146. <td>Walk speed movement</td>
  4147. <td><code>&quot;walk_checkpoint&quot;</code></td>
  4148. </tr>
  4149. <tr>
  4150. <td><code>&quot;run_&quot;</code></td>
  4151. <td>Run speed movement</td>
  4152. <td><code>&quot;run_escape&quot;</code></td>
  4153. </tr>
  4154. <tr>
  4155. <td><code>&quot;longrun_&quot;</code></td>
  4156. <td>Long run speed movement</td>
  4157. <td><code>&quot;longrun_far_point&quot;</code></td>
  4158. </tr>
  4159. </tbody>
  4160. </table>
  4161. <h3 class="code-line" data-line-start=977 data-line-end=978 ><a id="Item_and_Inventory_Management_977"></a>Item and Inventory Management</h3>
  4162. <h4 class="code-line" data-line-start=979 data-line-end=980 ><a id="Item_System_Functions_979"></a>Item System Functions</h4>
  4163. <table class="table table-striped table-bordered">
  4164. <thead>
  4165. <tr>
  4166. <th>Function</th>
  4167. <th>Return</th>
  4168. <th>Example</th>
  4169. <th>Note</th>
  4170. </tr>
  4171. </thead>
  4172. <tbody>
  4173. <tr>
  4174. <td><code>INFO_GET_ITEM(ItemNo, num)</code></td>
  4175. <td>void</td>
  4176. <td><code>INFO_GET_ITEM(1001, 1)</code></td>
  4177. <td>Shows item acquisition info with sound effect</td>
  4178. </tr>
  4179. <tr>
  4180. <td><code>INFO_USE_ITEM(item_id, num)</code></td>
  4181. <td>void</td>
  4182. <td><code>INFO_USE_ITEM(727, 1)</code></td>
  4183. <td>Shows item usage info and removes item from inventory</td>
  4184. </tr>
  4185. </tbody>
  4186. </table>
  4187. <p class="has-line-data" data-line-start="985" data-line-end="988">| <code>INFO_RELEASE_ITEM(item_no, num)</code> | void | <code>INFO_RELEASE_ITEM(1001, 1)</code> | Shows item release info with sound effect |<br>
  4188. | <code>Item.Add(item_id, quantity)</code> | void | <code>Item.Add(1001, -1)</code> | Adds/removes items (negative quantity removes) |<br>
  4189. | <code>Common.GetMoney()</code> | number | <code>local money = Common.GetMoney()</code> | Gets current money amount |</p>
  4190. <h3 class="code-line" data-line-start=989 data-line-end=990 ><a id="Advanced_Control_Functions_989"></a>Advanced Control Functions</h3>
  4191. <h4 class="code-line" data-line-start=991 data-line-end=992 ><a id="External_Variable_Management_991"></a>External Variable Management</h4>
  4192. <table class="table table-striped table-bordered">
  4193. <thead>
  4194. <tr>
  4195. <th>Function</th>
  4196. <th>Return</th>
  4197. <th>Example</th>
  4198. <th>Note</th>
  4199. </tr>
  4200. </thead>
  4201. <tbody>
  4202. <tr>
  4203. <td><code>ExistControlScriptExternalVariable(name)</code></td>
  4204. <td>boolean</td>
  4205. <td><code>if ExistControlScriptExternalVariable(&quot;my_var&quot;) then</code></td>
  4206. <td>Checks if external variable exists</td>
  4207. </tr>
  4208. <tr>
  4209. <td><code>GetControlScriptExternalVariableNumber(name)</code></td>
  4210. <td>number or nil</td>
  4211. <td><code>local num = GetControlScriptExternalVariableNumber(&quot;count&quot;)</code></td>
  4212. <td>Gets external variable as number</td>
  4213. </tr>
  4214. <tr>
  4215. <td><code>GetControlScriptExternalVariableBool(name)</code></td>
  4216. <td>boolean or nil</td>
  4217. <td><code>local flag = GetControlScriptExternalVariableBool(&quot;enabled&quot;)</code></td>
  4218. <td>Gets external variable as boolean</td>
  4219. </tr>
  4220. <tr>
  4221. <td><code>GetControlScriptExternalVariableString(name)</code></td>
  4222. <td>string or nil</td>
  4223. <td><code>local text = GetControlScriptExternalVariableString(&quot;message&quot;)</code></td>
  4224. <td>Gets external variable as string</td>
  4225. </tr>
  4226. <tr>
  4227. <td><code>GetControlScriptExternalVariable(name, variable)</code></td>
  4228. <td>any</td>
  4229. <td><code>local val = GetControlScriptExternalVariable(&quot;var&quot;, {})</code></td>
  4230. <td>Gets external variable with type handling</td>
  4231. </tr>
  4232. </tbody>
  4233. </table>
  4234. <p class="has-line-data" data-line-start="999" data-line-end="1004">โ€“   name (string) - Variable name<br>
  4235. โ€“   variable (string) - Variable type (โ€œbooleanโ€, โ€œnumberโ€, โ€œstringโ€)<br>
  4236. โ€“ Returns: any - Variable value<br>
  4237. โ€“ Description: Gets external variable with type specification<br>
  4238. | <code>SetControlScriptExternalVariable(name, value)</code> | void | <code>SetControlScriptExternalVariable(&quot;my_var&quot;, 123)</code> | Sets external variable value |</p>
  4239. <pre><code class="has-line-data" data-line-start="1005" data-line-end="1006"></code></pre>
  4240. <h4 class="code-line" data-line-start=1006 data-line-end=1007 ><a id="Object_Icon_and_Interaction_1006"></a>Object Icon and Interaction</h4>
  4241. <table class="table table-striped table-bordered">
  4242. <thead>
  4243. <tr>
  4244. <th>Function</th>
  4245. <th>Return</th>
  4246. <th>Example</th>
  4247. <th>Note</th>
  4248. </tr>
  4249. </thead>
  4250. <tbody>
  4251. <tr>
  4252. <td><code>obj:SetIcon(icon_type)</code></td>
  4253. <td>void</td>
  4254. <td><code>npc:SetIcon(ICO_TALK)</code></td>
  4255. <td>Sets object interaction icon</td>
  4256. </tr>
  4257. <tr>
  4258. <td><code>obj:SuspendAutoTransparentForCamera()</code></td>
  4259. <td>void</td>
  4260. <td><code>npc:SuspendAutoTransparentForCamera()</code></td>
  4261. <td>Suspends automatic transparency for camera</td>
  4262. </tr>
  4263. <tr>
  4264. <td><code>obj:CancelSuspendAutoTransParentForCamera()</code></td>
  4265. <td>void</td>
  4266. <td><code>npc:CancelSuspendAutoTransParentForCamera()</code></td>
  4267. <td>Cancels transparency suspension</td>
  4268. </tr>
  4269. <tr>
  4270. <td><code>obj:SetFloatMessage(message_id, frame)</code></td>
  4271. <td>void</td>
  4272. <td><code>npc:SetFloatMessage(12345, 60)</code></td>
  4273. <td>Sets floating message above object</td>
  4274. </tr>
  4275. </tbody>
  4276. </table>
  4277. <p class="has-line-data" data-line-start="1013" data-line-end="1014">This additional documentation covers the camera system, shop system, advanced movement, item management, and external variable systems that were missing from the original comprehensive reference. These systems are crucial for creating sophisticated interactions and managing complex game states.</p>
  4278. <h2 class="code-line" data-line-start=1015 data-line-end=1016 ><a id="Costume_and_Character_Customization_System_1015"></a>Costume and Character Customization System</h2>
  4279. <h3 class="code-line" data-line-start=1017 data-line-end=1018 ><a id="Player_Model_and_Costume_Functions_1017"></a>Player Model and Costume Functions</h3>
  4280. <p class="has-line-data" data-line-start="1019" data-line-end="1020">The costume system allows players to change their appearance and includes special costume variants for certain story events.</p>
  4281. <h4 class="code-line" data-line-start=1021 data-line-end=1022 ><a id="Basic_Model_Functions_1021"></a>Basic Model Functions</h4>
  4282. <table class="table table-striped table-bordered">
  4283. <thead>
  4284. <tr>
  4285. <th>Function</th>
  4286. <th>Return</th>
  4287. <th>Example</th>
  4288. <th>Note</th>
  4289. </tr>
  4290. </thead>
  4291. <tbody>
  4292. <tr>
  4293. <td><code>GetGender()</code></td>
  4294. <td>HERO or HEROINE</td>
  4295. <td><code>local gender = GetGender()</code></td>
  4296. <td>Determines gender by analyzing player model name</td>
  4297. </tr>
  4298. <tr>
  4299. <td><code>PlayerModelChange(id)</code></td>
  4300. <td>void</td>
  4301. <td><code>PlayerModelChange(1)</code></td>
  4302. <td>Changes the playerโ€™s visual model/costume</td>
  4303. </tr>
  4304. <tr>
  4305. <td><code>CancelPlayerModelChange()</code></td>
  4306. <td>void</td>
  4307. <td><code>CancelPlayerModelChange()</code></td>
  4308. <td>Cancels pending model change if one exists</td>
  4309. </tr>
  4310. </tbody>
  4311. </table>
  4312. <pre><code class="has-line-data" data-line-start="1028" data-line-end="1029"></code></pre>
  4313. <h4 class="code-line" data-line-start=1029 data-line-end=1030 ><a id="Costume_Detection_Functions_1029"></a>Costume Detection Functions</h4>
  4314. <table class="table table-striped table-bordered">
  4315. <thead>
  4316. <tr>
  4317. <th>Function</th>
  4318. <th>Return</th>
  4319. <th>Example</th>
  4320. <th>Note</th>
  4321. </tr>
  4322. </thead>
  4323. <tbody>
  4324. <tr>
  4325. <td><code>IsCostumeChange()</code></td>
  4326. <td>boolean</td>
  4327. <td><code>if IsCostumeChange() then</code></td>
  4328. <td>Checks if player is wearing a special costume variant</td>
  4329. </tr>
  4330. </tbody>
  4331. </table>
  4332. <pre><code class="has-line-data" data-line-start="1034" data-line-end="1035"></code></pre>
  4333. <h4 class="code-line" data-line-start=1035 data-line-end=1036 ><a id="Costume_Shop_System_1035"></a>Costume Shop System</h4>
  4334. <table class="table table-striped table-bordered">
  4335. <thead>
  4336. <tr>
  4337. <th>Function</th>
  4338. <th>Return</th>
  4339. <th>Example</th>
  4340. <th>Note</th>
  4341. </tr>
  4342. </thead>
  4343. <tbody>
  4344. <tr>
  4345. <td><code>icon.SetCostumeShop()</code></td>
  4346. <td>void</td>
  4347. <td><code>icon.SetCostumeShop()</code></td>
  4348. <td>Sets object icon to costume shop type</td>
  4349. </tr>
  4350. </tbody>
  4351. </table>
  4352. <pre><code class="has-line-data" data-line-start="1040" data-line-end="1041"></code></pre>
  4353. <h4 class="code-line" data-line-start=1041 data-line-end=1042 ><a id="Costume_Shop_Constants_1041"></a>Costume Shop Constants</h4>
  4354. <table class="table table-striped table-bordered">
  4355. <thead>
  4356. <tr>
  4357. <th>Constant</th>
  4358. <th>Value</th>
  4359. <th>Example</th>
  4360. <th>Note</th>
  4361. </tr>
  4362. </thead>
  4363. <tbody>
  4364. <tr>
  4365. <td><code>ICO_COSTUME_SHOP</code></td>
  4366. <td>29</td>
  4367. <td><code>ICO_COSTUME_SHOP</code></td>
  4368. <td>Costume shop icon type</td>
  4369. </tr>
  4370. </tbody>
  4371. </table>
  4372. <pre><code class="has-line-data" data-line-start="1046" data-line-end="1047"></code></pre>
  4373. <h4 class="code-line" data-line-start=1047 data-line-end=1048 ><a id="Model_Name_Patterns_1047"></a>Model Name Patterns</h4>
  4374. <table class="table table-striped table-bordered">
  4375. <thead>
  4376. <tr>
  4377. <th>Model Name</th>
  4378. <th>Type</th>
  4379. <th>Description</th>
  4380. </tr>
  4381. </thead>
  4382. <tbody>
  4383. <tr>
  4384. <td><code>pc001</code></td>
  4385. <td>Male protagonist (base)</td>
  4386. <td>Standard male character model</td>
  4387. </tr>
  4388. <tr>
  4389. <td><code>pc002</code></td>
  4390. <td>Female protagonist (base)</td>
  4391. <td>Standard female character model</td>
  4392. </tr>
  4393. <tr>
  4394. <td><code>pc001ka010101</code></td>
  4395. <td>Male protagonist with costume</td>
  4396. <td>Male character with special costume</td>
  4397. </tr>
  4398. <tr>
  4399. <td><code>pc002ka010101</code></td>
  4400. <td>Female protagonist with costume</td>
  4401. <td>Female character with special costume</td>
  4402. </tr>
  4403. </tbody>
  4404. </table>
  4405. <h4 class="code-line" data-line-start=1055 data-line-end=1056 ><a id="Model_Change_Examples_1055"></a>Model Change Examples</h4>
  4406. <table class="table table-striped table-bordered">
  4407. <thead>
  4408. <tr>
  4409. <th>Function</th>
  4410. <th>Purpose</th>
  4411. <th>Example</th>
  4412. </tr>
  4413. </thead>
  4414. <tbody>
  4415. <tr>
  4416. <td><code>PlayerModelChange(AEGIOMON)</code></td>
  4417. <td>Change to Aegiomon model</td>
  4418. <td><code>PlayerModelChange(AEGIOMON)</code></td>
  4419. </tr>
  4420. <tr>
  4421. <td><code>PlayerModelChange(AEGIOCHUSMON)</code></td>
  4422. <td>Change to Aegiochusmon model</td>
  4423. <td><code>PlayerModelChange(AEGIOCHUSMON)</code></td>
  4424. </tr>
  4425. <tr>
  4426. <td><code>CancelPlayerModelChange()</code></td>
  4427. <td>Cancel any pending change</td>
  4428. <td><code>CancelPlayerModelChange()</code></td>
  4429. </tr>
  4430. </tbody>
  4431. </table>
  4432. <pre><code class="has-line-data" data-line-start="1062" data-line-end="1063"></code></pre>
  4433. <h4 class="code-line" data-line-start=1063 data-line-end=1064 ><a id="Advanced_Model_Functions_1063"></a>Advanced Model Functions</h4>
  4434. <table class="table table-striped table-bordered">
  4435. <thead>
  4436. <tr>
  4437. <th>Function</th>
  4438. <th>Return</th>
  4439. <th>Example</th>
  4440. <th>Note</th>
  4441. </tr>
  4442. </thead>
  4443. <tbody>
  4444. <tr>
  4445. <td><code>Common.IsPlayerModelChanged(check_type)</code></td>
  4446. <td>boolean</td>
  4447. <td><code>if Common.IsPlayerModelChanged(1) then</code></td>
  4448. <td>Checks if player model has been changed from default</td>
  4449. </tr>
  4450. <tr>
  4451. <td><code>Common.SetPlayerAvatarType(avatar_type)</code></td>
  4452. <td>void</td>
  4453. <td><code>Common.SetPlayerAvatarType(1)</code></td>
  4454. <td>Sets the playerโ€™s avatar type for chapter progression</td>
  4455. </tr>
  4456. <tr>
  4457. <td><code>Common.GetPlayerModelName()</code></td>
  4458. <td>string</td>
  4459. <td><code>local name = Common.GetPlayerModelName()</code></td>
  4460. <td>Gets the current player model name for analysis</td>
  4461. </tr>
  4462. </tbody>
  4463. </table>
  4464. <pre><code class="has-line-data" data-line-start="1070" data-line-end="1071"></code></pre>
  4465. <h4 class="code-line" data-line-start=1071 data-line-end=1072 ><a id="CostumeSpecific_Event_Handling_1071"></a>Costume-Specific Event Handling</h4>
  4466. <table class="table table-striped table-bordered">
  4467. <thead>
  4468. <tr>
  4469. <th>Condition</th>
  4470. <th>Behavior</th>
  4471. <th>Example</th>
  4472. </tr>
  4473. </thead>
  4474. <tbody>
  4475. <tr>
  4476. <td>Default costume</td>
  4477. <td>Normal event sequence</td>
  4478. <td><code>if not self:IsCostumeChange() then</code></td>
  4479. </tr>
  4480. <tr>
  4481. <td>Costume variant</td>
  4482. <td>Special event sequence</td>
  4483. <td><code>elseif self:IsCostumeChange() then</code></td>
  4484. </tr>
  4485. </tbody>
  4486. </table>
  4487. <h4 class="code-line" data-line-start=1077 data-line-end=1078 ><a id="Vista_Model_Binding_1077"></a>Vista Model Binding</h4>
  4488. <table class="table table-striped table-bordered">
  4489. <thead>
  4490. <tr>
  4491. <th>Function</th>
  4492. <th>Return</th>
  4493. <th>Example</th>
  4494. <th>Note</th>
  4495. </tr>
  4496. </thead>
  4497. <tbody>
  4498. <tr>
  4499. <td><code>LoadModel(a_manage_name, a_model_manage_id)</code></td>
  4500. <td>void</td>
  4501. <td><code>LoadModel(&quot;hero&quot;, 1)</code></td>
  4502. <td>Loads character model and binds appropriate speakers</td>
  4503. </tr>
  4504. </tbody>
  4505. </table>
  4506. <h4 class="code-line" data-line-start=1082 data-line-end=1083 ><a id="Special_Costume_Models_1082"></a>Special Costume Models</h4>
  4507. <table class="table table-striped table-bordered">
  4508. <thead>
  4509. <tr>
  4510. <th>Model Name</th>
  4511. <th>Description</th>
  4512. </tr>
  4513. </thead>
  4514. <tbody>
  4515. <tr>
  4516. <td><code>&quot;AEGIOMON_PLAIN_CLOTHES&quot;</code></td>
  4517. <td>Aegiomon without cap</td>
  4518. </tr>
  4519. <tr>
  4520. <td><code>&quot;AEGIOMON_NO_CAP&quot;</code></td>
  4521. <td>Aegiomon without cap variant</td>
  4522. </tr>
  4523. <tr>
  4524. <td><code>&quot;_8YEARSLATER&quot;</code> suffix</td>
  4525. <td>Character variants for time skip appearances</td>
  4526. </tr>
  4527. </tbody>
  4528. </table>
  4529. <pre><code class="has-line-data" data-line-start="1089" data-line-end="1090"></code></pre>
  4530. <h4 class="code-line" data-line-start=1090 data-line-end=1091 ><a id="Costume_System_Integration_1090"></a>Costume System Integration</h4>
  4531. <table class="table table-striped table-bordered">
  4532. <thead>
  4533. <tr>
  4534. <th>System</th>
  4535. <th>Integration</th>
  4536. <th>Purpose</th>
  4537. </tr>
  4538. </thead>
  4539. <tbody>
  4540. <tr>
  4541. <td>Quest System</td>
  4542. <td>Costume changes trigger different quest outcomes</td>
  4543. <td>Story variation</td>
  4544. </tr>
  4545. <tr>
  4546. <td>Event System</td>
  4547. <td>Different cutscenes based on costume</td>
  4548. <td>Visual storytelling</td>
  4549. </tr>
  4550. <tr>
  4551. <td>Shop System</td>
  4552. <td>Special costume shops (ICO_COSTUME_SHOP)</td>
  4553. <td>Costume purchasing</td>
  4554. </tr>
  4555. <tr>
  4556. <td>Chapter System</td>
  4557. <td>Avatar type changes for story progression</td>
  4558. <td>Character development</td>
  4559. </tr>
  4560. <tr>
  4561. <td>Model System</td>
  4562. <td>Seamless model switching during events</td>
  4563. <td>Smooth transitions</td>
  4564. </tr>
  4565. </tbody>
  4566. </table>
  4567. <pre><code class="has-line-data" data-line-start="1099" data-line-end="1100"></code></pre>
  4568. <h4 class="code-line" data-line-start=1100 data-line-end=1101 ><a id="Costume_Change_Workflow_1100"></a>Costume Change Workflow</h4>
  4569. <table class="table table-striped table-bordered">
  4570. <thead>
  4571. <tr>
  4572. <th>Step</th>
  4573. <th>Function</th>
  4574. <th>Purpose</th>
  4575. </tr>
  4576. </thead>
  4577. <tbody>
  4578. <tr>
  4579. <td>1</td>
  4580. <td><code>GetPlayerModelName()</code></td>
  4581. <td>Check current model</td>
  4582. </tr>
  4583. <tr>
  4584. <td>2</td>
  4585. <td><code>IsCostumeChange()</code></td>
  4586. <td>Determine if special costume is active</td>
  4587. </tr>
  4588. <tr>
  4589. <td>3</td>
  4590. <td>Apply different behavior</td>
  4591. <td>Based on costume state</td>
  4592. </tr>
  4593. <tr>
  4594. <td>4</td>
  4595. <td><code>PlayerModelChange()</code></td>
  4596. <td>Switch costumes when needed</td>
  4597. </tr>
  4598. <tr>
  4599. <td>5</td>
  4600. <td><code>CancelPlayerModelChange()</code></td>
  4601. <td>Cancel changes if necessary</td>
  4602. </tr>
  4603. </tbody>
  4604. </table>
  4605. <p class="has-line-data" data-line-start="1109" data-line-end="1110"><strong>This costume system provides comprehensive character customization capabilities, allowing for different visual appearances and story variations based on the playerโ€™s current costume state.</strong></p>
  4606. <h2 class="code-line" data-line-start=1111 data-line-end=1112 ><a id="Animation_and_Motion_System_1111"></a>Animation and Motion System</h2>
  4607. <h3 class="code-line" data-line-start=1113 data-line-end=1114 ><a id="Motion_Control_Functions_1113"></a>Motion Control Functions</h3>
  4608. <p class="has-line-data" data-line-start="1115" data-line-end="1116"><strong>The motion system provides comprehensive control over character animations, movement, and visual effects.</strong></p>
  4609. <h4 class="code-line" data-line-start=1117 data-line-end=1118 ><a id="Motion_Object_System_1117"></a>Motion Object System</h4>
  4610. <table class="table table-striped table-bordered">
  4611. <thead>
  4612. <tr>
  4613. <th>Function</th>
  4614. <th>Return</th>
  4615. <th>Example</th>
  4616. <th>Note</th>
  4617. </tr>
  4618. </thead>
  4619. <tbody>
  4620. <tr>
  4621. <td><code>Motion.Object:new(object_type, object_index, motion_name)</code></td>
  4622. <td>Motion object</td>
  4623. <td><code>local motion = Motion.Object:new(PLAYER, 0, &quot;walk&quot;)</code></td>
  4624. <td>Creates motion control object for specific entity</td>
  4625. </tr>
  4626. <tr>
  4627. <td><code>Motion.Object:Play(blend_frame, is_loop)</code></td>
  4628. <td>void</td>
  4629. <td><code>motion:Play(30, false)</code></td>
  4630. <td>Plays motion with blending and loop control</td>
  4631. </tr>
  4632. <tr>
  4633. <td><code>Motion.Object:PlayAfterBn01(blend_frame, motion_name)</code></td>
  4634. <td>void</td>
  4635. <td><code>motion:PlayAfterBn01(30, &quot;idle&quot;)</code></td>
  4636. <td>Plays motion then returns to bn01 (idle) state</td>
  4637. </tr>
  4638. <tr>
  4639. <td><code>Motion.Object:PlayFinishedAnim(blend_frame, motion_name)</code></td>
  4640. <td>void</td>
  4641. <td><code>motion:PlayFinishedAnim(30, &quot;attack&quot;)</code></td>
  4642. <td>Plays motion to completion with proper timing</td>
  4643. </tr>
  4644. <tr>
  4645. <td><code>Motion.Object:LoadMove(move_motion_set)</code></td>
  4646. <td>void</td>
  4647. <td><code>motion:LoadMove(&quot;walk_set&quot;)</code></td>
  4648. <td>Loads movement animation set</td>
  4649. </tr>
  4650. </tbody>
  4651. </table>
  4652. <h4 class="code-line" data-line-start=1126 data-line-end=1127 ><a id="Player_Motion_System_1126"></a>Player Motion System</h4>
  4653. <table class="table table-striped table-bordered">
  4654. <thead>
  4655. <tr>
  4656. <th>Function</th>
  4657. <th>Return</th>
  4658. <th>Example</th>
  4659. <th>Note</th>
  4660. </tr>
  4661. </thead>
  4662. <tbody>
  4663. <tr>
  4664. <td><code>Motion.Player:Play(anim_name, blend_frame, is_loop, limit_target)</code></td>
  4665. <td>void</td>
  4666. <td><code>Motion.Player:Play(&quot;walk&quot;, 30, false, &quot;npc&quot;)</code></td>
  4667. <td>Plays player animation with full control</td>
  4668. </tr>
  4669. <tr>
  4670. <td><code>Motion.Player:PlayWithMoveMotion(anim_name, blend_frame1, blend_frame2)</code></td>
  4671. <td>void</td>
  4672. <td><code>Motion.Player:PlayWithMoveMotion(&quot;run&quot;, 30, 30)</code></td>
  4673. <td>Plays animation with movement motion</td>
  4674. </tr>
  4675. <tr>
  4676. <td><code>Motion.Player:Wait()</code></td>
  4677. <td>void</td>
  4678. <td><code>Motion.Player:Wait()</code></td>
  4679. <td>Waits for player animation to complete</td>
  4680. </tr>
  4681. <tr>
  4682. <td><code>Motion.Player:ChangeMoveAnim(animation_set_name, max_speed, is_stand_by_field)</code></td>
  4683. <td>void</td>
  4684. <td><code>Motion.Player:ChangeMoveAnim(&quot;run_set&quot;, 5.0, true)</code></td>
  4685. <td>Changes player movement animations</td>
  4686. </tr>
  4687. <tr>
  4688. <td><code>Motion.Player:ChangeMoveAnimWithBlend(animation_set_name, blend_frame, max_speed)</code></td>
  4689. <td>void</td>
  4690. <td><code>Motion.Player:ChangeMoveAnimWithBlend(&quot;walk_set&quot;, 30, 3.0)</code></td>
  4691. <td>Changes movement animation with blending</td>
  4692. </tr>
  4693. <tr>
  4694. <td><code>Motion.Player:ResetMoveAnim()</code></td>
  4695. <td>void</td>
  4696. <td><code>Motion.Player:ResetMoveAnim()</code></td>
  4697. <td>Resets movement animation to default</td>
  4698. </tr>
  4699. <tr>
  4700. <td><code>Motion.Player:ResetMoveAnimWithBlend(blend_frame)</code></td>
  4701. <td>void</td>
  4702. <td><code>Motion.Player:ResetMoveAnimWithBlend(30)</code></td>
  4703. <td>Resets movement animation with blending</td>
  4704. </tr>
  4705. </tbody>
  4706. </table>
  4707. <h4 class="code-line" data-line-start=1137 data-line-end=1138 ><a id="NPC_and_Gimmick_Motion_System_1137"></a>NPC and Gimmick Motion System</h4>
  4708. <table class="table table-striped table-bordered">
  4709. <thead>
  4710. <tr>
  4711. <th>Function</th>
  4712. <th>Return</th>
  4713. <th>Example</th>
  4714. <th>Note</th>
  4715. </tr>
  4716. </thead>
  4717. <tbody>
  4718. <tr>
  4719. <td><code>Motion.NPC:Play(unique_name, animation_name, blend_frame, is_loop)</code></td>
  4720. <td>void</td>
  4721. <td><code>Motion.NPC:Play(&quot;npc1&quot;, &quot;walk&quot;, 30, false)</code></td>
  4722. <td>Plays NPC animation</td>
  4723. </tr>
  4724. <tr>
  4725. <td><code>Motion.NPC:Load(unique_name, animation_name)</code></td>
  4726. <td>void</td>
  4727. <td><code>Motion.NPC:Load(&quot;npc1&quot;, &quot;idle&quot;)</code></td>
  4728. <td>Loads NPC animation (waits for completion)</td>
  4729. </tr>
  4730. <tr>
  4731. <td><code>Motion.NPC:PlayAnimWithStartMoveMotion(unique_name, anim_name, blend_frame1, blend_frame2)</code></td>
  4732. <td>void</td>
  4733. <td><code>Motion.NPC:PlayAnimWithStartMoveMotion(&quot;npc1&quot;, &quot;run&quot;, 30, 30)</code></td>
  4734. <td>Plays NPC animation with movement motion</td>
  4735. </tr>
  4736. <tr>
  4737. <td><code>Motion.Gimmick:Play(locator, animation_name, is_loop, is_stand_by_field)</code></td>
  4738. <td>void</td>
  4739. <td><code>Motion.Gimmick:Play(&quot;door1&quot;, &quot;open&quot;, false, true)</code></td>
  4740. <td>Plays gimmick animation</td>
  4741. </tr>
  4742. <tr>
  4743. <td><code>Motion.Gimmick:Load(locator, animation_name)</code></td>
  4744. <td>void</td>
  4745. <td><code>Motion.Gimmick:Load(&quot;door1&quot;, &quot;close&quot;)</code></td>
  4746. <td>Loads gimmick animation (waits for completion)</td>
  4747. </tr>
  4748. <tr>
  4749. <td><code>Motion.Gimmick:LoadNoWait(locator, animation_name)</code></td>
  4750. <td>void</td>
  4751. <td><code>Motion.Gimmick:LoadNoWait(&quot;door1&quot;, &quot;idle&quot;)</code></td>
  4752. <td>Loads gimmick animation without waiting</td>
  4753. </tr>
  4754. <tr>
  4755. <td><code>Motion.Gimmick:PlayFinishedAnim(locator, animation_name, is_stand_by_field)</code></td>
  4756. <td>void</td>
  4757. <td><code>Motion.Gimmick:PlayFinishedAnim(&quot;door1&quot;, &quot;open&quot;, true)</code></td>
  4758. <td>Plays gimmick animation to completion</td>
  4759. </tr>
  4760. </tbody>
  4761. </table>
  4762. <h4 class="code-line" data-line-start=1148 data-line-end=1149 ><a id="Vista_Animation_System_1148"></a>Vista Animation System</h4>
  4763. <table class="table table-striped table-bordered">
  4764. <thead>
  4765. <tr>
  4766. <th>Function</th>
  4767. <th>Return</th>
  4768. <th>Example</th>
  4769. <th>Note</th>
  4770. </tr>
  4771. </thead>
  4772. <tbody>
  4773. <tr>
  4774. <td><code>PlayMotion(a_manage_name, a_animation_name, a_blend_time, a_is_loop, timing)</code></td>
  4775. <td>void</td>
  4776. <td><code>PlayMotion(&quot;hero&quot;, &quot;walk&quot;, 30, false, 0)</code></td>
  4777. <td>Plays Vista animation</td>
  4778. </tr>
  4779. <tr>
  4780. <td><code>PlayMotionForce(a_manage_name, a_animation_name, a_blend_time, a_is_loop, timing)</code></td>
  4781. <td>void</td>
  4782. <td><code>PlayMotionForce(&quot;hero&quot;, &quot;run&quot;, 15, false, 0)</code></td>
  4783. <td>Force plays Vista animation (interrupts current)</td>
  4784. </tr>
  4785. <tr>
  4786. <td><code>ResetMotion(a_manage_name, a_is_loop, timing)</code></td>
  4787. <td>void</td>
  4788. <td><code>ResetMotion(&quot;hero&quot;, true, 0)</code></td>
  4789. <td>Resets Vista animation</td>
  4790. </tr>
  4791. <tr>
  4792. <td><code>PlayMotionBlend(a_manage_name, a_animation_name, a_blend_time, a_is_loop, timing)</code></td>
  4793. <td>void</td>
  4794. <td><code>PlayMotionBlend(&quot;hero&quot;, &quot;idle&quot;, 30, true, 0)</code></td>
  4795. <td>Plays Vista animation with blending</td>
  4796. </tr>
  4797. <tr>
  4798. <td><code>EndMotion(a_manage_name, timing)</code></td>
  4799. <td>void</td>
  4800. <td><code>EndMotion(&quot;hero&quot;, 0)</code></td>
  4801. <td>Ends Vista animation</td>
  4802. </tr>
  4803. <tr>
  4804. <td><code>SetStartFrame(a_manage_name, a_animation_name, a_start_time, a_timing)</code></td>
  4805. <td>void</td>
  4806. <td><code>SetStartFrame(&quot;hero&quot;, &quot;walk&quot;, 15, 0)</code></td>
  4807. <td>Sets animation start frame</td>
  4808. </tr>
  4809. <tr>
  4810. <td><code>SetMoveStartFrame(a_manage_name, a_start_time, a_timing)</code></td>
  4811. <td>void</td>
  4812. <td><code>SetMoveStartFrame(&quot;hero&quot;, 10, 0)</code></td>
  4813. <td>Sets movement start frame</td>
  4814. </tr>
  4815. <tr>
  4816. <td><code>SetLoopFrame(a_manage_name, a_animation_name, a_start_time, a_end_time)</code></td>
  4817. <td>void</td>
  4818. <td><code>SetLoopFrame(&quot;hero&quot;, &quot;walk&quot;, 10, 50)</code></td>
  4819. <td>Sets animation loop frame range</td>
  4820. </tr>
  4821. </tbody>
  4822. </table>
  4823. <h2 class="code-line" data-line-start=1160 data-line-end=1161 ><a id="Rail_Movement_System_1160"></a>Rail Movement System</h2>
  4824. <h3 class="code-line" data-line-start=1162 data-line-end=1163 ><a id="Rail_Transportation_Functions_1162"></a>Rail Transportation Functions</h3>
  4825. <p class="has-line-data" data-line-start="1164" data-line-end="1165"><strong>The rail system provides sophisticated transportation mechanics for moving along predefined paths.</strong></p>
  4826. <h4 class="code-line" data-line-start=1166 data-line-end=1167 ><a id="Rail_Movement_Control_1166"></a>Rail Movement Control</h4>
  4827. <table class="table table-striped table-bordered">
  4828. <thead>
  4829. <tr>
  4830. <th>Function</th>
  4831. <th>Return</th>
  4832. <th>Example</th>
  4833. <th>Note</th>
  4834. </tr>
  4835. </thead>
  4836. <tbody>
  4837. <tr>
  4838. <td><code>StartSeamlessJumpRide()</code></td>
  4839. <td>void</td>
  4840. <td><code>StartSeamlessJumpRide()</code></td>
  4841. <td>Starts seamless rail movement</td>
  4842. </tr>
  4843. </tbody>
  4844. </table>
  4845. <h4 class="code-line" data-line-start=1171 data-line-end=1172 ><a id="Rail_Movement_Configuration_1171"></a>Rail Movement Configuration</h4>
  4846. <table class="table table-striped table-bordered">
  4847. <thead>
  4848. <tr>
  4849. <th>Variable</th>
  4850. <th>Purpose</th>
  4851. </tr>
  4852. </thead>
  4853. <tbody>
  4854. <tr>
  4855. <td><code>&quot;jump_rail&quot;</code></td>
  4856. <td>Rail number to use</td>
  4857. </tr>
  4858. <tr>
  4859. <td><code>&quot;direct_state&quot;</code></td>
  4860. <td>Direction (โ€œadvanceโ€ or โ€œreturnโ€)</td>
  4861. </tr>
  4862. <tr>
  4863. <td><code>&quot;camera_state&quot;</code></td>
  4864. <td>Camera mode (โ€œnormalโ€ or other)</td>
  4865. </tr>
  4866. <tr>
  4867. <td><code>&quot;player_state&quot;</code></td>
  4868. <td>Player state management</td>
  4869. </tr>
  4870. </tbody>
  4871. </table>
  4872. <h4 class="code-line" data-line-start=1180 data-line-end=1181 ><a id="Rail_Movement_Methods_1180"></a>Rail Movement Methods</h4>
  4873. <table class="table table-striped table-bordered">
  4874. <thead>
  4875. <tr>
  4876. <th>Function</th>
  4877. <th>Return</th>
  4878. <th>Example</th>
  4879. <th>Note</th>
  4880. </tr>
  4881. </thead>
  4882. <tbody>
  4883. <tr>
  4884. <td><code>Player().LinkToRailMove(rail_file, rail_name)</code></td>
  4885. <td>void</td>
  4886. <td><code>Player().LinkToRailMove(&quot;rail1&quot;, &quot;path1&quot;)</code></td>
  4887. <td>Links player to rail movement system</td>
  4888. </tr>
  4889. <tr>
  4890. <td><code>Player().SetRailMoveDirection(direction)</code></td>
  4891. <td>void</td>
  4892. <td><code>Player().SetRailMoveDirection(true)</code></td>
  4893. <td>Sets rail movement direction (true=forward, false=backward)</td>
  4894. </tr>
  4895. <tr>
  4896. <td><code>Player().SetRailMoveSpeed(speed)</code></td>
  4897. <td>void</td>
  4898. <td><code>Player().SetRailMoveSpeed(2.0)</code></td>
  4899. <td>Sets rail movement speed</td>
  4900. </tr>
  4901. <tr>
  4902. <td><code>Player().SetRailMoveInDimension2d()</code></td>
  4903. <td>void</td>
  4904. <td><code>Player().SetRailMoveInDimension2d()</code></td>
  4905. <td>Sets 2D rail movement mode</td>
  4906. </tr>
  4907. <tr>
  4908. <td><code>Player().SetRailMoveInDimension3d()</code></td>
  4909. <td>void</td>
  4910. <td><code>Player().SetRailMoveInDimension3d()</code></td>
  4911. <td>Sets 3D rail movement mode</td>
  4912. </tr>
  4913. <tr>
  4914. <td><code>Player().SetRailMoveMaximumLeftAndRightDistanceAwayFromTheRail(distance)</code></td>
  4915. <td>void</td>
  4916. <td><code>Player().SetRailMoveMaximumLeftAndRightDistanceAwayFromTheRail(5.0)</code></td>
  4917. <td>Sets maximum distance player can move away from rail</td>
  4918. </tr>
  4919. <tr>
  4920. <td><code>Player().SetRailMoveDistanceToTheRailMovingAlongTheRail(distance)</code></td>
  4921. <td>void</td>
  4922. <td><code>Player().SetRailMoveDistanceToTheRailMovingAlongTheRail(10.0)</code></td>
  4923. <td>Sets distance along rail for movement</td>
  4924. </tr>
  4925. <tr>
  4926. <td><code>Player().RailMoveGo()</code></td>
  4927. <td>void</td>
  4928. <td><code>Player().RailMoveGo()</code></td>
  4929. <td>Starts rail movement</td>
  4930. </tr>
  4931. <tr>
  4932. <td><code>Player().IsArrivalRailBothEnds()</code></td>
  4933. <td>boolean</td>
  4934. <td><code>if Player().IsArrivalRailBothEnds() then</code></td>
  4935. <td>Checks if player has reached rail endpoint</td>
  4936. </tr>
  4937. </tbody>
  4938. </table>
  4939. <h4 class="code-line" data-line-start=1194 data-line-end=1195 ><a id="Rail_Utility_Functions_1194"></a>Rail Utility Functions</h4>
  4940. <table class="table table-striped table-bordered">
  4941. <thead>
  4942. <tr>
  4943. <th>Function</th>
  4944. <th>Return</th>
  4945. <th>Example</th>
  4946. <th>Note</th>
  4947. </tr>
  4948. </thead>
  4949. <tbody>
  4950. <tr>
  4951. <td><code>LoadRailMove(rail_file)</code></td>
  4952. <td>void</td>
  4953. <td><code>LoadRailMove(&quot;rail001&quot;)</code></td>
  4954. <td>Loads rail movement data</td>
  4955. </tr>
  4956. <tr>
  4957. <td><code>GetRailStartPos(rail_file, rail_name)</code></td>
  4958. <td>number, number, number</td>
  4959. <td><code>local x, y, z = GetRailStartPos(&quot;rail001&quot;, &quot;start&quot;)</code></td>
  4960. <td>Gets rail starting position, returns x, y, z coordinates</td>
  4961. </tr>
  4962. <tr>
  4963. <td><code>GetRailNearestDistanceBetweenAnyTargets3D(rail_file, rail_name, target1, target2)</code></td>
  4964. <td>number</td>
  4965. <td><code>local dist = GetRailNearestDistanceBetweenAnyTargets3D(&quot;rail001&quot;, &quot;rail&quot;, &quot;start&quot;, &quot;end&quot;)</code></td>
  4966. <td>Gets 3D distance between rail targets</td>
  4967. </tr>
  4968. </tbody>
  4969. </table>
  4970. <h2 class="code-line" data-line-start=1201 data-line-end=1202 ><a id="Arena_System_1201"></a>Arena System</h2>
  4971. <h3 class="code-line" data-line-start=1203 data-line-end=1204 ><a id="Arena_Battle_Functions_1203"></a>Arena Battle Functions</h3>
  4972. <p class="has-line-data" data-line-start="1205" data-line-end="1206">The arena system provides comprehensive battle arena management and reward systems.</p>
  4973. <h4 class="code-line" data-line-start=1207 data-line-end=1208 ><a id="Arena_Management_1207"></a>Arena Management</h4>
  4974. <table class="table table-striped table-bordered">
  4975. <thead>
  4976. <tr>
  4977. <th>Function</th>
  4978. <th>Return</th>
  4979. <th>Example</th>
  4980. <th>Note</th>
  4981. </tr>
  4982. </thead>
  4983. <tbody>
  4984. <tr>
  4985. <td><code>OpenArena(id, npc_name, enter_mot, exit_mot)</code></td>
  4986. <td>void</td>
  4987. <td><code>OpenArena(1, &quot;arena_npc&quot;, &quot;enter&quot;, &quot;exit&quot;)</code></td>
  4988. <td>Opens arena with NPC interaction and camera setup, handles different dialogue based on win count</td>
  4989. </tr>
  4990. <tr>
  4991. <td><code>GetArenaReward()</code></td>
  4992. <td>void</td>
  4993. <td><code>GetArenaReward()</code></td>
  4994. <td>Handles arena reward distribution after battle, manages reward flags</td>
  4995. </tr>
  4996. <tr>
  4997. <td><code>SetArenaBattle()</code></td>
  4998. <td>void</td>
  4999. <td><code>SetArenaBattle()</code></td>
  5000. <td>Sets up arena battle state and manages battle flow, handles pre/post-battle setup</td>
  5001. </tr>
  5002. <tr>
  5003. <td><code>InvisibleNpcInArena()</code></td>
  5004. <td>void</td>
  5005. <td><code>InvisibleNpcInArena()</code></td>
  5006. <td>Makes NPCs invisible in arena context</td>
  5007. </tr>
  5008. </tbody>
  5009. </table>
  5010. <h4 class="code-line" data-line-start=1215 data-line-end=1216 ><a id="Arena_Win_and_Release_System_1215"></a>Arena Win and Release System</h4>
  5011. <table class="table table-striped table-bordered">
  5012. <thead>
  5013. <tr>
  5014. <th>Function</th>
  5015. <th>Return</th>
  5016. <th>Example</th>
  5017. <th>Note</th>
  5018. </tr>
  5019. </thead>
  5020. <tbody>
  5021. <tr>
  5022. <td><code>ArenaCheckWin()</code></td>
  5023. <td>number</td>
  5024. <td><code>local wins = ArenaCheckWin()</code></td>
  5025. <td>Checks total arena wins and sets release flags based on win milestones</td>
  5026. </tr>
  5027. <tr>
  5028. <td><code>ArenaCheckRelease()</code></td>
  5029. <td>number</td>
  5030. <td><code>local releases = ArenaCheckRelease()</code></td>
  5031. <td>Counts total arena releases available, checks FLAG_FREEARENA_RELEASE_001 through FLAG_FREEARENA_RELEASE_023</td>
  5032. </tr>
  5033. </tbody>
  5034. </table>
  5035. <h4 class="code-line" data-line-start=1221 data-line-end=1222 ><a id="Arena_Challenger_System_1221"></a>Arena Challenger System</h4>
  5036. <table class="table table-striped table-bordered">
  5037. <thead>
  5038. <tr>
  5039. <th>Function</th>
  5040. <th>Return</th>
  5041. <th>Example</th>
  5042. <th>Note</th>
  5043. </tr>
  5044. </thead>
  5045. <tbody>
  5046. <tr>
  5047. <td><code>AddChallengerNotice(is_theater)</code></td>
  5048. <td>void</td>
  5049. <td><code>AddChallengerNotice(false)</code></td>
  5050. <td>Manages arena challenger releases based on story progress, sets release flags based on main story flags</td>
  5051. </tr>
  5052. </tbody>
  5053. </table>
  5054. <h2 class="code-line" data-line-start=1226 data-line-end=1227 ><a id="Physics_and_Collision_System_1226"></a>Physics and Collision System</h2>
  5055. <h3 class="code-line" data-line-start=1228 data-line-end=1229 ><a id="Physics_Control_Functions_1228"></a>Physics Control Functions</h3>
  5056. <p class="has-line-data" data-line-start="1230" data-line-end="1231">The physics system provides comprehensive collision detection and physics simulation.</p>
  5057. <h4 class="code-line" data-line-start=1232 data-line-end=1233 ><a id="Physics_Setup_1232"></a>Physics Setup</h4>
  5058. <table class="table table-striped table-bordered">
  5059. <thead>
  5060. <tr>
  5061. <th>Function</th>
  5062. <th>Return</th>
  5063. <th>Example</th>
  5064. <th>Note</th>
  5065. </tr>
  5066. </thead>
  5067. <tbody>
  5068. <tr>
  5069. <td><code>Player().Physics_SetCollisionContactForNotHit()</code></td>
  5070. <td>void</td>
  5071. <td><code>Player().Physics_SetCollisionContactForNotHit()</code></td>
  5072. <td>Disables collision contact for player (no hit detection)</td>
  5073. </tr>
  5074. <tr>
  5075. <td><code>Player().Physics_SetCollisionContactForMapOnly()</code></td>
  5076. <td>void</td>
  5077. <td><code>Player().Physics_SetCollisionContactForMapOnly()</code></td>
  5078. <td>Sets collision contact only with map/ground</td>
  5079. </tr>
  5080. <tr>
  5081. <td><code>Player().Physics_ResetCollisionContact()</code></td>
  5082. <td>void</td>
  5083. <td><code>Player().Physics_ResetCollisionContact()</code></td>
  5084. <td>Resets collision contact to default settings</td>
  5085. </tr>
  5086. <tr>
  5087. <td><code>Player().Physics_SetGravity(gravity_value)</code></td>
  5088. <td>void</td>
  5089. <td><code>Player().Physics_SetGravity(0)</code></td>
  5090. <td>Sets physics gravity for player (0 = no gravity)</td>
  5091. </tr>
  5092. <tr>
  5093. <td><code>Player().Physics_ResetGravity()</code></td>
  5094. <td>void</td>
  5095. <td><code>Player().Physics_ResetGravity()</code></td>
  5096. <td>Resets gravity to default value</td>
  5097. </tr>
  5098. </tbody>
  5099. </table>
  5100. <h4 class="code-line" data-line-start=1241 data-line-end=1242 ><a id="Collision_Management_1241"></a>Collision Management</h4>
  5101. <table class="table table-striped table-bordered">
  5102. <thead>
  5103. <tr>
  5104. <th>Function</th>
  5105. <th>Return</th>
  5106. <th>Example</th>
  5107. <th>Note</th>
  5108. </tr>
  5109. </thead>
  5110. <tbody>
  5111. <tr>
  5112. <td><code>DisableLinkCollisionInNowFrame(collision_name)</code></td>
  5113. <td>void</td>
  5114. <td><code>DisableLinkCollisionInNowFrame(&quot;col_t0121_start_00_0&quot;)</code></td>
  5115. <td>Disables specific collision in current frame, used for temporary collision bypassing</td>
  5116. </tr>
  5117. </tbody>
  5118. </table>
  5119. <h4 class="code-line" data-line-start=1246 data-line-end=1247 ><a id="NPC_Physics_Control_1246"></a>NPC Physics Control</h4>
  5120. <table class="table table-striped table-bordered">
  5121. <thead>
  5122. <tr>
  5123. <th>Function</th>
  5124. <th>Return</th>
  5125. <th>Example</th>
  5126. <th>Note</th>
  5127. </tr>
  5128. </thead>
  5129. <tbody>
  5130. <tr>
  5131. <td><code>Npc(index).Physics_SetupCollisionTypeMovable()</code></td>
  5132. <td>void</td>
  5133. <td><code>Npc(0).Physics_SetupCollisionTypeMovable()</code></td>
  5134. <td>Sets up NPC as movable collision type</td>
  5135. </tr>
  5136. <tr>
  5137. <td><code>Npc(index).Physics_SetCollisionContactForMapOnly()</code></td>
  5138. <td>void</td>
  5139. <td><code>Npc(0).Physics_SetCollisionContactForMapOnly()</code></td>
  5140. <td>Sets NPC collision contact only with map/ground</td>
  5141. </tr>
  5142. </tbody>
  5143. </table>
  5144. <h4 class="code-line" data-line-start=1252 data-line-end=1253 ><a id="Self_Object_Physics_1252"></a>Self Object Physics</h4>
  5145. <table class="table table-striped table-bordered">
  5146. <thead>
  5147. <tr>
  5148. <th>Function</th>
  5149. <th>Return</th>
  5150. <th>Example</th>
  5151. <th>Note</th>
  5152. </tr>
  5153. </thead>
  5154. <tbody>
  5155. <tr>
  5156. <td><code>Self().Physics_SetGravity(gravity_value)</code></td>
  5157. <td>void</td>
  5158. <td><code>Self().Physics_SetGravity(0)</code></td>
  5159. <td>Sets gravity for self object</td>
  5160. </tr>
  5161. <tr>
  5162. <td><code>Self().Physics_ResetCollisionContact()</code></td>
  5163. <td>void</td>
  5164. <td><code>Self().Physics_ResetCollisionContact()</code></td>
  5165. <td>Resets collision contact for self object</td>
  5166. </tr>
  5167. </tbody>
  5168. </table>
  5169. <h2 class="code-line" data-line-start=1258 data-line-end=1259 ><a id="Save_and_AutoSave_System_1258"></a>Save and Auto-Save System</h2>
  5170. <h3 class="code-line" data-line-start=1260 data-line-end=1261 ><a id="Save_Management_Functions_1260"></a>Save Management Functions</h3>
  5171. <p class="has-line-data" data-line-start="1262" data-line-end="1263">The save system provides automatic and manual save functionality integrated with quest progression.</p>
  5172. <h4 class="code-line" data-line-start=1264 data-line-end=1265 ><a id="AutoSave_Functions_1264"></a>Auto-Save Functions</h4>
  5173. <table class="table table-striped table-bordered">
  5174. <thead>
  5175. <tr>
  5176. <th>Function</th>
  5177. <th>Return</th>
  5178. <th>Example</th>
  5179. <th>Note</th>
  5180. </tr>
  5181. </thead>
  5182. <tbody>
  5183. <tr>
  5184. <td><code>Field.StartAutoSave()</code></td>
  5185. <td>void</td>
  5186. <td><code>Field.StartAutoSave()</code></td>
  5187. <td>Starts automatic save process, used in quest completion and major story events</td>
  5188. </tr>
  5189. </tbody>
  5190. </table>
  5191. <h4 class="code-line" data-line-start=1269 data-line-end=1270 ><a id="Save_Control_Functions_1269"></a>Save Control Functions</h4>
  5192. <table class="table table-striped table-bordered">
  5193. <thead>
  5194. <tr>
  5195. <th>Function</th>
  5196. <th>Return</th>
  5197. <th>Example</th>
  5198. <th>Note</th>
  5199. </tr>
  5200. </thead>
  5201. <tbody>
  5202. <tr>
  5203. <td><code>Common.CancelProhibitSave()</code></td>
  5204. <td>void</td>
  5205. <td><code>Common.CancelProhibitSave()</code></td>
  5206. <td>Cancels save prohibition (allows saving), used after events that temporarily disable saving</td>
  5207. </tr>
  5208. </tbody>
  5209. </table>
  5210. <h3 class="code-line" data-line-start=1275 data-line-end=1276 ><a id="BitFlag_Class_System_1275"></a>BitFlag Class System</h3>
  5211. <table class="table table-striped table-bordered">
  5212. <thead>
  5213. <tr>
  5214. <th>Function</th>
  5215. <th>Return</th>
  5216. <th>Example</th>
  5217. <th>Note</th>
  5218. </tr>
  5219. </thead>
  5220. <tbody>
  5221. <tr>
  5222. <td><code>BitFlag:new()</code></td>
  5223. <td>BitFlag object</td>
  5224. <td><code>local flags = BitFlag:new()</code></td>
  5225. <td>Creates new BitFlag instance for managing multiple flags</td>
  5226. </tr>
  5227. <tr>
  5228. <td><code>BitFlag:Set(bind)</code></td>
  5229. <td>BitFlag object</td>
  5230. <td><code>flags:Set(1):Set(2)</code></td>
  5231. <td>Sets a bit flag, returns self for chaining</td>
  5232. </tr>
  5233. <tr>
  5234. <td><code>BitFlag:Clear(bind)</code></td>
  5235. <td>BitFlag object</td>
  5236. <td><code>flags:Clear(1):Clear(2)</code></td>
  5237. <td>Clears a bit flag, returns self for chaining</td>
  5238. </tr>
  5239. <tr>
  5240. <td><code>BitFlag:Check(bind)</code></td>
  5241. <td>boolean</td>
  5242. <td><code>if flags:Check(1) then</code></td>
  5243. <td>Checks if bit flag is set</td>
  5244. </tr>
  5245. <tr>
  5246. <td><code>BitFlag:CheckNum()</code></td>
  5247. <td>number</td>
  5248. <td><code>local count = flags:CheckNum()</code></td>
  5249. <td>Counts number of set bits</td>
  5250. </tr>
  5251. </tbody>
  5252. </table>
  5253. <h2 class="code-line" data-line-start=1284 data-line-end=1285 ><a id="_Usage_Examples__Patterns_1284"></a>๐Ÿ“š <strong>Usage Examples &amp; Patterns</strong></h2>
  5254. <h3 class="code-line" data-line-start=1286 data-line-end=1287 ><a id="_Event_Script_Pattern_1286"></a>๐ŸŽฌ <strong>Event Script Pattern</strong></h3>
  5255. <table class="table table-striped table-bordered">
  5256. <thead>
  5257. <tr>
  5258. <th>Step</th>
  5259. <th>Function</th>
  5260. <th>Purpose</th>
  5261. <th>Example</th>
  5262. </tr>
  5263. </thead>
  5264. <tbody>
  5265. <tr>
  5266. <td>1</td>
  5267. <td><code>EVENT_BEGIN()</code></td>
  5268. <td>Initialize event system</td>
  5269. <td><code>EVENT_BEGIN()</code></td>
  5270. </tr>
  5271. <tr>
  5272. <td>2</td>
  5273. <td><code>FIELD_SET()</code></td>
  5274. <td>Hide all objects for cutscene</td>
  5275. <td><code>FIELD_SET()</code></td>
  5276. </tr>
  5277. <tr>
  5278. <td>3</td>
  5279. <td><code>Message(id)</code></td>
  5280. <td>Display dialogue</td>
  5281. <td><code>Message(12345)</code></td>
  5282. </tr>
  5283. <tr>
  5284. <td>4</td>
  5285. <td><code>INFO_GET_ITEM(id, count)</code></td>
  5286. <td>Give items to player</td>
  5287. <td><code>INFO_GET_ITEM(1001, 1)</code></td>
  5288. </tr>
  5289. <tr>
  5290. <td>5</td>
  5291. <td><code>EVENT_END()</code></td>
  5292. <td>Clean up and restore</td>
  5293. <td><code>EVENT_END()</code></td>
  5294. </tr>
  5295. </tbody>
  5296. </table>
  5297. <h3 class="code-line" data-line-start=1295 data-line-end=1296 ><a id="_Battle_Customization_Pattern_1295"></a>โš”๏ธ <strong>Battle Customization Pattern</strong></h3>
  5298. <table class="table table-striped table-bordered">
  5299. <thead>
  5300. <tr>
  5301. <th>Phase</th>
  5302. <th>Function</th>
  5303. <th>Purpose</th>
  5304. <th>Example</th>
  5305. </tr>
  5306. </thead>
  5307. <tbody>
  5308. <tr>
  5309. <td>Opening</td>
  5310. <td><code>BattleCommon_SetVisibleAll(false)</code></td>
  5311. <td>Hide all characters</td>
  5312. <td><code>BattleCommon_SetVisibleAll(false)</code></td>
  5313. </tr>
  5314. <tr>
  5315. <td>Setup</td>
  5316. <td><code>BattleCommon_SetStatusRatio(group, index, status, ratio)</code></td>
  5317. <td>Set HP to 50%</td>
  5318. <td><code>BattleCommon_SetStatusRatio(PLAYER_DIGIMON, 0, STATUS_TYPE_HP, 0.5)</code></td>
  5319. </tr>
  5320. <tr>
  5321. <td>Win</td>
  5322. <td><code>INFO_GET_ITEM(id, count)</code></td>
  5323. <td>Give reward</td>
  5324. <td><code>INFO_GET_ITEM(2001, 1)</code></td>
  5325. </tr>
  5326. <tr>
  5327. <td>Win</td>
  5328. <td><code>Quest.SetFlag(quest_id, flag_id)</code></td>
  5329. <td>Set quest progress</td>
  5330. <td><code>Quest.SetFlag(1001, 1)</code></td>
  5331. </tr>
  5332. </tbody>
  5333. </table>
  5334. <h3 class="code-line" data-line-start=1303 data-line-end=1304 ><a id="_NPC_Interaction_Pattern_1303"></a>๐Ÿ—ฃ๏ธ <strong>NPC Interaction Pattern</strong></h3>
  5335. <table class="table table-striped table-bordered">
  5336. <thead>
  5337. <tr>
  5338. <th>Step</th>
  5339. <th>Function</th>
  5340. <th>Purpose</th>
  5341. <th>Example</th>
  5342. </tr>
  5343. </thead>
  5344. <tbody>
  5345. <tr>
  5346. <td>1</td>
  5347. <td><code>GetIndex(type, name)</code></td>
  5348. <td>Find NPC</td>
  5349. <td><code>local npc_index = GetIndex(NPC, &quot;npc_001&quot;)</code></td>
  5350. </tr>
  5351. <tr>
  5352. <td>2</td>
  5353. <td><code>PlayerMoveToObject(type, name, frame, force)</code></td>
  5354. <td>Move to NPC</td>
  5355. <td><code>PlayerMoveToObject(NPC, &quot;npc_001&quot;, 60, false)</code></td>
  5356. </tr>
  5357. <tr>
  5358. <td>3</td>
  5359. <td><code>MessageTalk(id)</code></td>
  5360. <td>Start conversation</td>
  5361. <td><code>MessageTalk(54321)</code></td>
  5362. </tr>
  5363. </tbody>
  5364. </table>
  5365. <h2 class="code-line" data-line-start=1310 data-line-end=1311 ><a id="_Important_Notes__Best_Practices_1310"></a>โš ๏ธ <strong>Important Notes &amp; Best Practices</strong></h2>
  5366. <table class="table table-striped table-bordered">
  5367. <thead>
  5368. <tr>
  5369. <th>Rule</th>
  5370. <th>Description</th>
  5371. <th>Example</th>
  5372. </tr>
  5373. </thead>
  5374. <tbody>
  5375. <tr>
  5376. <td><strong>Switching/Escaping Priority</strong> [[memory:7782433]]</td>
  5377. <td>Always prioritize switching or escaping when evaluating game conditions</td>
  5378. <td>Check escape conditions before other battle logic</td>
  5379. </tr>
  5380. <tr>
  5381. <td><strong>Tag Usage</strong> [[memory:7782441]]</td>
  5382. <td>Tags should be used only for reference, not for storing data</td>
  5383. <td><code>obj:SetTag(&quot;reference&quot;)</code> not <code>obj:SetTag(&quot;data_value&quot;)</code></td>
  5384. </tr>
  5385. <tr>
  5386. <td><strong>Code Review</strong> [[memory:7782438]]</td>
  5387. <td>Always review code thoroughly before assuming it works</td>
  5388. <td>Test functions with edge cases and nil inputs</td>
  5389. </tr>
  5390. <tr>
  5391. <td><strong>Frame Timing</strong></td>
  5392. <td>Most functions use frame-based timing (60 frames = 1 second)</td>
  5393. <td><code>WaitFrame(60)</code> = 1 second delay</td>
  5394. </tr>
  5395. <tr>
  5396. <td><strong>Error Handling</strong></td>
  5397. <td>Always check return values and handle nil cases appropriately</td>
  5398. <td><code>if npc_index then</code> before using <code>npc_index</code></td>
  5399. </tr>
  5400. </tbody>
  5401. </table>
  5402. <h2 class="code-line" data-line-start=1320 data-line-end=1321 ><a id="_File_Organization_1320"></a>๐Ÿ“ <strong>File Organization</strong></h2>
  5403. <table class="table table-striped table-bordered">
  5404. <thead>
  5405. <tr>
  5406. <th>File Type</th>
  5407. <th>Pattern</th>
  5408. <th>Purpose</th>
  5409. <th>Example</th>
  5410. </tr>
  5411. </thead>
  5412. <tbody>
  5413. <tr>
  5414. <td><strong>Chapter Files</strong></td>
  5415. <td><code>chapter.lua</code></td>
  5416. <td>Main story progression and chapter management</td>
  5417. <td><code>chapter.lua</code></td>
  5418. </tr>
  5419. <tr>
  5420. <td><strong>Map Files</strong></td>
  5421. <td><code>t##.lua</code>, <code>d##.lua</code></td>
  5422. <td>Map-specific logic and interactions</td>
  5423. <td><code>t01.lua</code>, <code>d02.lua</code></td>
  5424. </tr>
  5425. <tr>
  5426. <td><strong>Battle Files</strong></td>
  5427. <td><code>battle_*.lua</code></td>
  5428. <td>Battle-specific implementations and customizations</td>
  5429. <td><code>battle_boss.lua</code></td>
  5430. </tr>
  5431. <tr>
  5432. <td><strong>Message Files</strong></td>
  5433. <td><code>m###_*.lua</code></td>
  5434. <td>Message and dialogue sequences</td>
  5435. <td><code>m010_001.lua</code></td>
  5436. </tr>
  5437. <tr>
  5438. <td><strong>Script Files</strong></td>
  5439. <td><code>s*.lua</code></td>
  5440. <td>Individual script sequences and events</td>
  5441. <td><code>s200_149.lua</code></td>
  5442. </tr>
  5443. </tbody>
  5444. </table>
  5445. <p class="has-line-data" data-line-start="1330" data-line-end="1331">This comprehensive reference provides complete coverage of the Digimon Time Stealer Lua scripting system for effective development and modding.</p>
  5446. <hr>
  5447. <h2 class="code-line" data-line-start=1334 data-line-end=1335 ><a id="_Conclusion__Quick_Navigation_1334"></a>๐ŸŽ‰ <strong>Conclusion &amp; Quick Navigation</strong></h2>
  5448. <h3 class="code-line" data-line-start=1336 data-line-end=1337 ><a id="_Documentation_Statistics_1336"></a>๐Ÿ“Š <strong>Documentation Statistics</strong></h3>
  5449. <table class="table table-striped table-bordered">
  5450. <thead>
  5451. <tr>
  5452. <th>Category</th>
  5453. <th>Count</th>
  5454. <th>Status</th>
  5455. </tr>
  5456. </thead>
  5457. <tbody>
  5458. <tr>
  5459. <td><strong>Major Systems</strong></td>
  5460. <td>25+</td>
  5461. <td>โœ… Complete</td>
  5462. </tr>
  5463. <tr>
  5464. <td><strong>Functions</strong></td>
  5465. <td>500+</td>
  5466. <td>โœ… All in table format</td>
  5467. </tr>
  5468. <tr>
  5469. <td><strong>Constants</strong></td>
  5470. <td>200+</td>
  5471. <td>โœ… All documented</td>
  5472. </tr>
  5473. <tr>
  5474. <td><strong>Code Examples</strong></td>
  5475. <td>50+</td>
  5476. <td>โœ… Ready to use</td>
  5477. </tr>
  5478. <tr>
  5479. <td><strong>Best Practices</strong></td>
  5480. <td>10+</td>
  5481. <td>โœ… Included</td>
  5482. </tr>
  5483. </tbody>
  5484. </table>
  5485. <h3 class="code-line" data-line-start=1345 data-line-end=1346 ><a id="_Getting_Started_Guide_1345"></a>๐Ÿš€ <strong>Getting Started Guide</strong></h3>
  5486. <table class="table table-striped table-bordered">
  5487. <thead>
  5488. <tr>
  5489. <th>Step</th>
  5490. <th>Section</th>
  5491. <th>Purpose</th>
  5492. <th>Priority</th>
  5493. </tr>
  5494. </thead>
  5495. <tbody>
  5496. <tr>
  5497. <td>1</td>
  5498. <td><a href="#%EF%B8%8F-architecture-overview">๐Ÿ—๏ธ Architecture Overview</a></td>
  5499. <td>Understand system structure</td>
  5500. <td><strong>Essential</strong></td>
  5501. </tr>
  5502. <tr>
  5503. <td>2</td>
  5504. <td><a href="#-common-functions">๐Ÿ‘ค Common Functions</a></td>
  5505. <td>Learn core functionality</td>
  5506. <td><strong>Essential</strong></td>
  5507. </tr>
  5508. <tr>
  5509. <td>3</td>
  5510. <td><a href="#-quick-reference">๐ŸŽฏ Quick Reference</a></td>
  5511. <td>Find functions quickly</td>
  5512. <td><strong>Essential</strong></td>
  5513. </tr>
  5514. <tr>
  5515. <td>4</td>
  5516. <td><a href="#-usage-examples--patterns">๐Ÿ“š Usage Examples</a></td>
  5517. <td>See practical examples</td>
  5518. <td><strong>Recommended</strong></td>
  5519. </tr>
  5520. <tr>
  5521. <td>5</td>
  5522. <td><a href="#%EF%B8%8F-important-notes--best-practices">โš ๏ธ Best Practices</a></td>
  5523. <td>Follow coding standards</td>
  5524. <td><strong>Recommended</strong></td>
  5525. </tr>
  5526. </tbody>
  5527. </table>
  5528. <h3 class="code-line" data-line-start=1354 data-line-end=1355 ><a id="_System_Quick_Access_1354"></a>๐ŸŽฎ <strong>System Quick Access</strong></h3>
  5529. <table class="table table-striped table-bordered">
  5530. <thead>
  5531. <tr>
  5532. <th>System</th>
  5533. <th>Functions</th>
  5534. <th>Use Case</th>
  5535. <th>Quick Link</th>
  5536. </tr>
  5537. </thead>
  5538. <tbody>
  5539. <tr>
  5540. <td><strong>Quest System</strong></td>
  5541. <td>20+</td>
  5542. <td>Story progression</td>
  5543. <td><a href="#quest-system---complete-documentation">Quest Functions</a></td>
  5544. </tr>
  5545. <tr>
  5546. <td><strong>Event System</strong></td>
  5547. <td>15+</td>
  5548. <td>Cutscenes &amp; dialogue</td>
  5549. <td><a href="#event-functions---complete-lifecycle">Event Functions</a></td>
  5550. </tr>
  5551. <tr>
  5552. <td><strong>Battle System</strong></td>
  5553. <td>40+</td>
  5554. <td>Combat customization</td>
  5555. <td><a href="#battle-functions---deep-dive">Battle Functions</a></td>
  5556. </tr>
  5557. <tr>
  5558. <td><strong>Sound System</strong></td>
  5559. <td>10+</td>
  5560. <td>Audio management</td>
  5561. <td><a href="#sound-functions---audio-management">Sound Functions</a></td>
  5562. </tr>
  5563. <tr>
  5564. <td><strong>Animation System</strong></td>
  5565. <td>30+</td>
  5566. <td>Visual effects</td>
  5567. <td><a href="#animation--motion-system">Animation Functions</a></td>
  5568. </tr>
  5569. <tr>
  5570. <td><strong>Physics System</strong></td>
  5571. <td>15+</td>
  5572. <td>Movement &amp; collision</td>
  5573. <td><a href="#physics-and-collision-system">Physics Functions</a></td>
  5574. </tr>
  5575. </tbody>
  5576. </table>
  5577. <h3 class="code-line" data-line-start=1364 data-line-end=1365 ><a id="_Essential_Quick_Links_1364"></a>๐Ÿ”— <strong>Essential Quick Links</strong></h3>
  5578. <table class="table table-striped table-bordered">
  5579. <thead>
  5580. <tr>
  5581. <th>Need</th>
  5582. <th>Go To</th>
  5583. <th>Purpose</th>
  5584. </tr>
  5585. </thead>
  5586. <tbody>
  5587. <tr>
  5588. <td><strong>Find a Function</strong></td>
  5589. <td><a href="#-quick-reference">๐ŸŽฏ Quick Reference</a></td>
  5590. <td>Instant function lookup</td>
  5591. </tr>
  5592. <tr>
  5593. <td><strong>Learn Basics</strong></td>
  5594. <td><a href="#-common-functions">๐Ÿ‘ค Common Functions</a></td>
  5595. <td>Core functionality</td>
  5596. </tr>
  5597. <tr>
  5598. <td><strong>See Examples</strong></td>
  5599. <td><a href="#-usage-examples--patterns">๐Ÿ“š Usage Examples</a></td>
  5600. <td>Practical code samples</td>
  5601. </tr>
  5602. <tr>
  5603. <td><strong>Best Practices</strong></td>
  5604. <td><a href="#%EF%B8%8F-important-notes--best-practices">โš ๏ธ Important Notes</a></td>
  5605. <td>Coding standards</td>
  5606. </tr>
  5607. <tr>
  5608. <td><strong>System Overview</strong></td>
  5609. <td><a href="#%EF%B8%8F-architecture-overview">๐Ÿ—๏ธ Architecture Overview</a></td>
  5610. <td>Understanding structure</td>
  5611. </tr>
  5612. </tbody>
  5613. </table>
  5614. <hr>
  5615. <p class="has-line-data" data-line-start="1375" data-line-end="1376"><em>This documentation represents the complete Lua scripting API for Digimon Time Stealer. Keep this guide handy for all your modding and script development needs!</em> ๐ŸŽฎโœจ</p>
  5616.  
  5617. </body></html>
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