doc: document lobby conversation structure very important
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@@ -232,6 +232,34 @@ so, it doesn't seem like there's a particular flag that identifies maiden races,
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- card_talent_upgrade has costs to increase potential level, but it doesn't seem to have skill sets
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- card_talent_hint_upgrade has costs to raise hint levels, but it's actually universal, only six rows
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- single_mode_route_race is career goals (not only races)
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- available_skill_set has starting skills including those unlocked by potential level given under need_rank (0 for pl1, 2 for pl2)
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# lobby conversations!!!
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table is home_story_trigger.
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pos_id values:
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- 110 right side, toward the front
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- 120 same, but two characters
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- 130 same, but three characters
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- 210 left side table
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- 220
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- 310 center back seat
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- 410 center posters
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- 420
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- 430
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- 510 left school map
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- 520
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- 530
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num is how many characters are involved, but also can just check chara_id_{1,2,3} for nonzero.
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unsure what condition_type is.
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values of 2 and 3 always have two or three characters, and values of 4 (jp only) always have three, but 0 and 1 can have any number.
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gallery_chara_id is the character whose conversation it is; chara_id_{1,2,3} are the characters involved.
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gallery_chara_id is always one of the three, but it can be any one of the three.
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disp_order then is the conversation number within their gallery.
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# update diffs
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@@ -17,7 +17,7 @@ pub struct character-id
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// Game ID for trainees, i.e. costume instances of characters.
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// Generally a character ID with two digits appended.
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pub struct trainee-id
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pub struct uma-id
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game-id: game-id
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// Game ID for skills.
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@@ -1,18 +0,0 @@
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module horse/trainee
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import horse/game-id
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import horse/movement
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import horse/race
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// Details of a trainee.
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pub struct trainee-detail
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turf: level
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dirt: level
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sprint: level
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mile: level
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medium: level
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long: level
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front-runner: level
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pace-chaser: level
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late-surger: level
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end-closer: level
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