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ldb_chunks.h
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1 /* !!!! GENERATED FILE - DO NOT EDIT !!!! */
2 
3 /*
4  * Copyright (c) 2014 liblcf authors
5  * This file is released under the MIT License
6  * http://opensource.org/licenses/MIT
7  */
8 
9 #ifndef LCF_LDB_CHUNKS_H
10 #define LCF_LDB_CHUNKS_H
11 
15 namespace LDB_Reader {
16  struct ChunkLearning {
17  enum Index {
19  level = 0x01,
21  skill_id = 0x02
22  };
23  };
24  struct ChunkActor {
25  enum Index {
27  name = 0x01,
29  title = 0x02,
35  transparent = 0x05,
37  initial_level = 0x07,
39  final_level = 0x08,
41  critical_hit = 0x09,
45  face_name = 0x0F,
47  face_index = 0x10,
51  fix_equipment = 0x16,
53  auto_battle = 0x17,
55  super_guard = 0x18,
57  parameters = 0x1F,
59  exp_base = 0x29,
61  exp_inflation = 0x2A,
69  class_id = 0x39,
71  battle_x = 0x3B,
73  battle_y = 0x3C,
77  skills = 0x3F,
79  rename_skill = 0x42,
81  skill_name = 0x43,
85  state_ranks = 0x48,
92  };
93  };
94  struct ChunkSound {
95  enum Index {
97  name = 0x01,
99  volume = 0x03,
101  tempo = 0x04,
103  balance = 0x05
104  };
105  };
107  enum Index {
109  frame = 0x01,
111  se = 0x02,
113  flash_scope = 0x03,
115  flash_red = 0x04,
117  flash_green = 0x05,
119  flash_blue = 0x06,
121  flash_power = 0x07,
123  screen_shake = 0x08
124  };
125  };
127  enum Index {
129  priority = 0x01,
131  cell_id = 0x02,
133  x = 0x03,
135  y = 0x04,
137  zoom = 0x05,
139  tone_red = 0x06,
141  tone_green = 0x07,
143  tone_blue = 0x08,
145  tone_gray = 0x09,
147  transparency = 0x0A
148  };
149  };
151  enum Index {
153  cells = 0x01
154  };
155  };
156  struct ChunkAnimation {
157  enum Index {
159  name = 0x01,
163  unknown_03 = 0x03,
165  timings = 0x06,
167  scope = 0x09,
169  position = 0x0A,
171  frames = 0x0C
172  };
173  };
174  struct ChunkAttribute {
175  enum Index {
177  name = 0x01,
179  type = 0x02,
181  a_rate = 0x0B,
183  b_rate = 0x0C,
185  c_rate = 0x0D,
187  d_rate = 0x0E,
189  e_rate = 0x0F
190  };
191  };
193  enum Index {
195  name = 0x01,
197  type = 0x02
198  };
199  };
201  enum Index {
203  placement = 0x02,
207  row = 0x06,
209  battle_type = 0x07,
211  unknown_09 = 0x09,
213  commands = 0x0A,
217  death_event = 0x10,
219  window_size = 0x14,
221  transparency = 0x18,
223  teleport = 0x19,
225  teleport_id = 0x1A,
227  teleport_x = 0x1B,
229  teleport_y = 0x1C,
232  };
233  };
235  enum Index {
237  name = 0x01,
239  battler_name = 0x02,
245  animation_id = 0x05
246  };
247  };
249  enum Index {
251  name = 0x01,
253  speed = 0x02,
255  base_data = 0x0A,
257  weapon_data = 0x0B
258  };
259  };
261  enum Index {
263  move = 0x05,
265  after_image = 0x06,
267  pose = 0x0E
268  };
269  };
270  struct ChunkChipset {
271  enum Index {
273  name = 0x01,
275  chipset_name = 0x02,
277  terrain_data = 0x03,
286  };
287  };
288  struct ChunkClass {
289  enum Index {
291  name = 0x01,
297  auto_battle = 0x17,
299  super_guard = 0x18,
301  parameters = 0x1F,
303  exp_base = 0x29,
311  skills = 0x3F,
315  state_ranks = 0x48,
322  };
323  };
325  enum Index {
327  name = 0x01,
329  trigger = 0x0B,
331  switch_flag = 0x0C,
333  switch_id = 0x0D,
338  };
339  };
340  struct ChunkSkill {
341  enum Index {
343  name = 0x01,
345  description = 0x02,
353  type = 0x08,
355  sp_type = 0x09,
357  sp_percent = 0x0A,
359  sp_cost = 0x0B,
361  scope = 0x0C,
363  switch_id = 0x0D,
365  animation_id = 0x0E,
367  sound_effect = 0x10,
373  state_effect = 0x14,
375  pdef_f = 0x15,
377  mdef_f = 0x16,
379  variance = 0x17,
381  power = 0x18,
383  hit = 0x19,
385  affect_hp = 0x1F,
387  affect_sp = 0x20,
414  };
415  };
417  enum Index {
419  type = 0x03,
421  weapon_anim = 0x04,
423  movement = 0x05,
425  after_image = 0x06,
427  attacks = 0x07,
429  ranged = 0x08,
431  ranged_anim = 0x09,
433  ranged_speed = 0x0C,
435  battle_anim = 0x0D
436  };
437  };
438  struct ChunkItem {
439  enum Index {
441  name = 0x01,
443  description = 0x02,
445  type = 0x03,
447  price = 0x05,
449  uses = 0x06,
451  atk_points1 = 0x0B,
453  def_points1 = 0x0C,
455  spi_points1 = 0x0D,
457  agi_points1 = 0x0E,
459  two_handed = 0x0F,
461  sp_cost = 0x10,
463  hit = 0x11,
465  critical_hit = 0x12,
467  animation_id = 0x14,
469  preemptive = 0x15,
471  dual_attack = 0x16,
473  attack_all = 0x17,
481  half_sp_cost = 0x1B,
485  cursed = 0x1D,
487  entire_party = 0x1F,
491  recover_hp = 0x21,
495  recover_sp = 0x23,
499  ko_only = 0x26,
505  atk_points2 = 0x2B,
507  def_points2 = 0x2C,
509  spi_points2 = 0x2D,
511  agi_points2 = 0x2E,
515  skill_id = 0x35,
517  switch_id = 0x37,
525  actor_set = 0x3E,
529  state_set = 0x40,
535  state_chance = 0x43,
537  state_effect = 0x44,
543  use_skill = 0x47,
547  class_set = 0x49,
552  };
553  };
555  enum Index {
557  kind = 0x01,
559  basic = 0x02,
561  skill_id = 0x03,
563  enemy_id = 0x04,
571  switch_id = 0x08,
573  switch_on = 0x09,
575  switch_on_id = 0x0A,
577  switch_off = 0x0B,
581  rating = 0x0D
582  };
583  };
584  struct ChunkEnemy {
585  enum Index {
587  name = 0x01,
589  battler_name = 0x02,
591  battler_hue = 0x03,
593  max_hp = 0x04,
595  max_sp = 0x05,
597  attack = 0x06,
599  defense = 0x07,
601  spirit = 0x08,
603  agility = 0x09,
605  transparent = 0x0A,
607  exp = 0x0B,
609  gold = 0x0C,
611  drop_id = 0x0D,
613  drop_prob = 0x0E,
615  critical_hit = 0x15,
619  miss = 0x1A,
621  levitate = 0x1C,
625  state_ranks = 0x20,
631  actions = 0x2A
632  };
633  };
635  enum Index {
637  enemy_id = 0x01,
639  x = 0x02,
641  y = 0x03,
643  invisible = 0x04
644  };
645  };
647  enum Index {
649  flags = 0x01,
651  switch_a_id = 0x02,
653  switch_b_id = 0x03,
655  variable_id = 0x04,
659  turn_a = 0x06,
661  turn_b = 0x07,
663  fatigue_min = 0x08,
665  fatigue_max = 0x09,
667  enemy_id = 0x0A,
669  enemy_hp_min = 0x0B,
671  enemy_hp_max = 0x0C,
673  actor_id = 0x0D,
675  actor_hp_min = 0x0E,
677  actor_hp_max = 0x0F,
681  turn_enemy_a = 0x11,
683  turn_enemy_b = 0x12,
687  turn_actor_a = 0x14,
689  turn_actor_b = 0x15,
693  command_id = 0x17
694  };
695  };
696  struct ChunkTroopPage {
697  enum Index {
699  condition = 0x02,
704  };
705  };
706  struct ChunkTroop {
707  enum Index {
709  name = 0x01,
711  members = 0x02,
717  terrain_set = 0x05,
719  pages = 0x0B
720  };
721  };
722  struct ChunkTerrain {
723  enum Index {
725  name = 0x01,
727  damage = 0x02,
733  boat_pass = 0x05,
735  ship_pass = 0x06,
737  airship_pass = 0x07,
739  airship_land = 0x09,
741  bush_depth = 0x0B,
743  footstep = 0x0F,
745  on_damage_se = 0x10,
759  background_b = 0x1E,
783  grid_a = 0x2E,
785  grid_b = 0x2F,
787  grid_c = 0x30
788  };
789  };
790  struct ChunkState {
791  enum Index {
793  name = 0x01,
795  type = 0x02,
797  color = 0x03,
799  priority = 0x04,
801  restriction = 0x05,
803  a_rate = 0x0B,
805  b_rate = 0x0C,
807  c_rate = 0x0D,
809  d_rate = 0x0E,
811  e_rate = 0x0F,
813  hold_turn = 0x15,
819  affect_type = 0x1E,
835  cursed = 0x26,
876  };
877  };
878  struct ChunkTerms {
879  enum Index {
881  encounter = 0x01,
889  victory = 0x05,
891  defeat = 0x06,
893  exp_received = 0x07,
901  attacking = 0x0B,
907  defending = 0x0E,
909  observing = 0x0F,
911  focus = 0x10,
915  enemy_escape = 0x12,
933  dodge = 0x1B,
935  use_item = 0x1C,
937  hp_recovery = 0x1D,
951  level_up = 0x24,
955  battle_start = 0x26,
957  miss = 0x27,
963  shop_buy1 = 0x2B,
965  shop_sell1 = 0x2C,
967  shop_leave1 = 0x2D,
979  shop_sold1 = 0x33,
985  shop_buy2 = 0x38,
987  shop_sell2 = 0x39,
989  shop_leave2 = 0x3A,
1001  shop_sold2 = 0x40,
1007  shop_buy3 = 0x45,
1009  shop_sell3 = 0x46,
1011  shop_leave3 = 0x47,
1023  shop_sold3 = 0x4D,
1049  gold = 0x5F,
1053  battle_auto = 0x66,
1067  menu_save = 0x6E,
1069  menu_quit = 0x70,
1071  new_game = 0x72,
1073  load_game = 0x73,
1075  exit_game = 0x75,
1077  status = 0x76,
1079  row = 0x77,
1081  order = 0x78,
1083  wait_on = 0x79,
1085  wait_off = 0x7A,
1087  level = 0x7B,
1095  exp_short = 0x7F,
1097  lvl_short = 0x80,
1099  hp_short = 0x81,
1101  sp_short = 0x82,
1103  sp_cost = 0x83,
1105  attack = 0x84,
1107  defense = 0x85,
1109  spirit = 0x86,
1111  agility = 0x87,
1113  weapon = 0x88,
1115  shield = 0x89,
1117  armor = 0x8A,
1119  helmet = 0x8B,
1121  accessory = 0x8C,
1127  file = 0x94,
1131  yes = 0x98,
1133  no = 0x99
1134  };
1135  };
1136  struct ChunkMusic {
1137  enum Index {
1139  name = 0x01,
1141  fadein = 0x02,
1143  volume = 0x03,
1145  tempo = 0x04,
1147  balance = 0x05
1148  };
1149  };
1151  enum Index {
1153  actor_id = 0x01,
1155  level = 0x02,
1157  weapon_id = 0x0B,
1159  shield_id = 0x0C,
1161  armor_id = 0x0D,
1163  helmet_id = 0x0E,
1166  };
1167  };
1168  struct ChunkSystem {
1169  enum Index {
1171  ldb_id = 0x0A,
1173  boat_name = 0x0B,
1175  ship_name = 0x0C,
1179  boat_index = 0x0E,
1181  ship_index = 0x0F,
1185  title_name = 0x11,
1189  system_name = 0x13,
1193  party_size = 0x15,
1195  party = 0x16,
1201  title_music = 0x1F,
1207  inn_music = 0x22,
1209  boat_music = 0x23,
1211  ship_music = 0x24,
1217  cursor_se = 0x29,
1219  decision_se = 0x2A,
1221  cancel_se = 0x2B,
1223  buzzer_se = 0x2C,
1225  battle_se = 0x2D,
1227  escape_se = 0x2E,
1235  dodge_se = 0x32,
1239  item_se = 0x34,
1255  font_id = 0x48,
1265  save_count = 0x5B,
1273  show_frame = 0x63,
1275  frame_name = 0x64,
1278  };
1279  };
1280  struct ChunkSwitch {
1281  enum Index {
1283  name = 0x01
1284  };
1285  };
1286  struct ChunkVariable {
1287  enum Index {
1289  name = 0x01
1290  };
1291  };
1292  struct ChunkDatabase {
1293  enum Index {
1295  actors = 0x0B,
1297  skills = 0x0C,
1299  items = 0x0D,
1301  enemies = 0x0E,
1303  troops = 0x0F,
1305  terrains = 0x10,
1307  attributes = 0x11,
1309  states = 0x12,
1311  animations = 0x13,
1313  chipsets = 0x14,
1315  terms = 0x15,
1317  system = 0x16,
1319  switches = 0x17,
1321  variables = 0x18,
1333  classes = 0x1E,
1335  classD1 = 0x1F,
1338  };
1339  };
1340 }
1341 
1342 #endif