explain quest counters more clearly

This commit is contained in:
Martin Michelsen
2026-05-30 09:52:19 -07:00
parent 9187a3ceb0
commit 1dee20713b
2 changed files with 15 additions and 15 deletions
+2 -2
View File
@@ -40,9 +40,9 @@
// stack_pop opcodes to work with arbitrary data. There is protection from stack underflows (the caller receives the
// value 0, or the thread terminates in case of the ret opcode), but there is no protection from overflows.
// - The quest flags are a per-character array of 1024 single-bit flags saved with the character data. (On Episode 3,
// there are 8192 instead.)
// there are 8192 instead.) Each character has independent sets of quest flags for each difficulty level.
// - The quest counters are a per-character array of 16 32-bit values saved with the character data. (On Episode 3,
// there are 48 instead.)
// there are 48 instead.) Unlike quest flags, there is only one set of quest counters, used for all difficulties.
// - The event flags are an array of 0x100 bytes stored in the system file (not the character file).
using AttackData = BattleParamsIndex::AttackData;