document most quest opcodes
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+6
-4
@@ -77,19 +77,19 @@ struct ItemData {
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// QUICK ITEM FORMAT REFERENCE
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// data1/0 data1/4 data1/8 data2
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// Weapon: 00ZZZZGG SS00AABB AABBAABB 00000000
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// Weapon: 00ZZZZGG SSNNAABB AABBAABB 00000000
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// Armor: 0101ZZ00 FFTTDDDD EEEE0000 00000000
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// Shield: 0102ZZ00 FFTTDDDD EEEE0000 00000000
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// Unit: 0103ZZ00 FF00RRRR 00000000 00000000
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// Mag: 02ZZLLWW HHHHIIII JJJJKKKK YYQQPPVV
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// Tool: 03ZZZZFF 00CC0000 00000000 00000000
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// Tool: 03ZZZZUU 00CC0000 00000000 00000000
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// Meseta: 04000000 00000000 00000000 MMMMMMMM
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// A = attribute type (for S-ranks, custom name)
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// B = attribute amount (for S-ranks, custom name)
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// C = stack size (for tools)
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// D = DEF bonus
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// E = EVP bonus
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// F = flags (40=present; for tools, unused if item is stackable)
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// F = armor/shield/unit flags (40=present; low 16 bits are present color)
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// G = weapon grind
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// H = mag DEF
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// I = mag POW
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@@ -97,11 +97,13 @@ struct ItemData {
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// K = mag MIND
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// L = mag level
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// M = meseta amount
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// N = present color (weapon only; for other types this is in the flags field)
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// P = mag flags (40=present, 04=has left pb, 02=has right pb, 01=has center pb)
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// Q = mag IQ
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// R = unit modifier (little-endian)
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// S = weapon flags (80=unidentified, 40=present) and special (low 6 bits)
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// T = slot count
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// U = tool flags (40=present; unused if item is stackable)
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// V = mag color
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// W = photon blasts
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// Y = mag synchro
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@@ -150,7 +152,7 @@ struct ItemData {
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uint32_t primary_identifier() const;
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bool is_wrapped(const StackLimits& limits) const;
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void wrap(const StackLimits& limits);
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void wrap(const StackLimits& limits, uint8_t present_color);
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void unwrap(const StackLimits& limits);
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bool is_stackable(const StackLimits& limits) const;
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