Difference between revisions of "System function setup routine"

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  r4 = 0x04 - movement RSM display? also ability range?
 
  r4 = 0x04 - movement RSM display? also ability range?
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 +
r4 = 0x08
 +
*r5 = 2 defaults to end of routine (fail)
  
 
  r4 = 0x0a - job level up/level up event
 
  r4 = 0x0a - job level up/level up event

Revision as of 17:56, 21 March 2013

r4 = 0x01 - ability range?
*r5 = 1(range=3) or 0(range!=3) | r6 = ENTD ID | r7 = 0 - 
r4 = 0x04 - movement RSM display? also ability range?
r4 = 0x08
*r5 = 2 defaults to end of routine (fail)
r4 = 0x0a - job level up/level up event
*r6 = attacker unit ID | r7 = defender unit ID | store 01 in 0x10(r29)
*r6 = attacker unit ID | r7 = 0 | store 01 in 0x10(r29)
*store 00 in 0x10(r29) - display fail?
*r5 = 0x183f - level up event
*r5 = 0x183e - job level up event
*r5 = 0x1838 -
*r5 = 0x1828 -
*r5 = 0x1800 + post action message (for all post action messages)
r4 = 0x0b - learn on hit
*r5 = learned ability ID? | r6 = ENTD ID | r7 = 00 | control check stored at 0x10(r29)
r4 = 0x0c - Post movement display - treasure/crystal
*r5 = 0 | r6 = ENTD ID | 0 stored at 0x10(r29) | r7 = 0 - prep? and status changes
*r5=r6= ENTD ID | 1 stored at 0x10(r29) | r7 = 0 - player unit or controlled unit display
*r5=r6= ENTD ID | 0 stored at 0x10(r29) | r7 = 0 - Enemy units display
r4 = 0x0e - Trap
*r5 = type of trap | r6 = unit ENTD ID | r7 = 0 | 1 stored at 0x10(r29)
r4 = 0x0f - move find item
*r5 = item to display | r6 = unit ENTD ID | r7 = 0 | 1 stored at 0x10(r29) - player unit
*r5 = item to display | r6 = unit ENTD ID | r7 = 0 | 0 stored at 0x10(r29) - enemy unit