explain quest counters more clearly
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@@ -40,9 +40,9 @@
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// stack_pop opcodes to work with arbitrary data. There is protection from stack underflows (the caller receives the
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// value 0, or the thread terminates in case of the ret opcode), but there is no protection from overflows.
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// - The quest flags are a per-character array of 1024 single-bit flags saved with the character data. (On Episode 3,
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// there are 8192 instead.)
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// there are 8192 instead.) Each character has independent sets of quest flags for each difficulty level.
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// - The quest counters are a per-character array of 16 32-bit values saved with the character data. (On Episode 3,
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// there are 48 instead.)
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// there are 48 instead.) Unlike quest flags, there is only one set of quest counters, used for all difficulties.
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// - The event flags are an array of 0x100 bytes stored in the system file (not the character file).
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using AttackData = BattleParamsIndex::AttackData;
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