UI Plugin¶
UI Plugin API.
ui@winTalk¶
void ui@winTalk(int unk, string unk2)
Dummy function.
ui@pcTalk¶
void ui@pcTalk(int type)
Triggers playable character talk. Type maps to pctalk01.
Calls game::ScriptCfs::startPcTalk
.
ui@winTalkWait¶
void ui@winTalkWait()
Waits for talk to finish (if any talk UI is open) before resuming execution.
ui@winTalkNoName¶
void ui@winTalkNoName(int id)
Shows text on-screen without a dialog or name. ID will map to bdat file [script_msg_ms] with matching script name. Calls game::ScriptUI::openNoNameSubtitleSEV
.
Tip
This is used during High Entia Tomb cutscenes when the ancestor AI speaks to Melia.
ui@fadeIn¶
void ui@fadeIn(int unk, int unk2 = 0)
Dummy function.
ui@fadeOut¶
void ui@fadeOut(int unk, int unk2 = 0)
Dummy function.
ui@fadeWait¶
void ui@fadeWait()
Dummy function.
ui@createCol6Sys¶
void ui@createCol6Sys()
Opens Colony 6 Reconstruction UI.
ui@createCol6Hint¶
void ui@createCol6Hint()
Unknown.
ui@createCol6Invite¶
void ui@createCol6Invite(int npcId, int extraReconstruction, int extraPopulation)
Creates & processes a colony 6 npc invitation. ID is FLD_npclist.
ui@createCol6Init¶
void ui@createCol6Init()
Dummy function.
ui@checkCol6Bat¶
void ui@checkCol6Bat()
Opens Colony 6 attack ui if one is expected. Calls game::ScriptUI::openIfColony6Attack
.
ui@simpleEventStart¶
void ui@simpleEventStart()
Dummy function.
ui@simpleEventEnd¶
void ui@simpleEventEnd()
Dummy function.
ui@setTrust¶
void ui@setTrust(int spc1, int spc2, int kizunaFlag, int increase)
Changes the trust between two playable characters.
ui@setItemMulti¶
void ui@setItemMulti(int itemId1 = 1, int itemId2 = nil, int itemId3 = nil, int itemId4 = nil, bool unk = nil)
Brings up a multi-item selection prompt.
ui@setKizunaTalk¶
void ui@setKizunaTalk(int kznId)
Shows a kizuna (relation) dialog.
ui@winSys¶
void ui@winSys(int msgId)
Shows a generic system dialog. ID will map to bdat file [script_msg_ms] with matching script name.
ui@winSysSelect¶
void ui@winSysSelect(int selectMsgId1, int selectMsgId2, int selectMsgId3)
Shows a generic system dialog with selection. ID will map to bdat file [script_msg_ms] with matching script name.
Tip
This is used for the last point of no return or confirmations before proceeding.
ui@getSelectNum¶
int ui@getSelectNum()
Gets the dialog selection item index chosen (when ui@winSysSelect
is used).
ui@mesGetArts¶
int ui@mesGetArts(int pcId, int artId)
Shows an art unlocked message.
ui@mesAddPT¶
int ui@mesAddPT(int unk)
Dummy function.
ui@mesSubPT¶
int ui@mesSubPT(int unk)
Dummy function.
ui@mesVisionON¶
int ui@mesVisionON()
Dummy function.
ui@mesVisionOFF¶
void ui@mesVisionOFF()
Dummy function.
ui@mesMonadoON¶
void ui@mesMonadoON()
Dummy function.
ui@mesMonadoOFF¶
void ui@mesMonadoOFF()
Dummy function.
ui@ptChangeNotice¶
void ui@ptChangeNotice()
Shows a party change dialog.
ui@save¶
void ui@save()
Shows a save dialog.
ui@kizunaTalkStart¶
void ui@kizunaTalkStart()
Starts a relation/heart-to-heart talk.
ui@kizunaTalkEnd¶
void ui@kizunaTalkStart()
Ends a relation/heart-to-heart talk.
ui@kizunaTalkEnd¶
bool ui@isPrioReq()
Unknown.
ui@gameClear¶
void ui@gameClear()
Opens save dialog with the game cleared flag.
ui@setLastTalkNpc¶
void ui@setLastTalkNpc(int rltMeet)
Unknown. ID is matched through FLD_npclist->rlt_meet.
ui@isSETalkVoiceWait¶
bool ui@isSETalkVoiceWait()
Returns whether talk voice is ongoing.
ui@setSETalkVoiceWait¶
void ui@setSETalkVoiceWait()
Dummy function.
ui@clearSETalkVoiceWait¶
void ui@clearSETalkVoiceWait()
Dummy function.
ui@createTrialSelect¶
void ui@createTrialSelect()
Creates time attack/trial dialog.
ui@joinNopongerDialog¶
void ui@joinNopongerDialog(int nopongerId)
Creates a nopon ponspector join dialog (Future Connected).
ui@isJoinPc¶
bool ui@isJoinPc(int nopongerId)
Returns whether a nopon ponspector has joined (Future Connected).
ui@isEndMeliaClearSave¶
bool ui@isEndMeliaClearSave()
Returns whether Future Connected has been completed.