Miscellaneous global data¶
This page contains documentations about some minor languageid agnostic data the game uses.
Language prompt help lines¶
LanguageHelp
is a TextAsset in Ressources/data
loaded on boot by LoadEssentials into the languagehelp
array. Each lines contains the prompt text to render during the languageid selection whose line corresponds to the selected languageid. This is meant to be refreshed every time the selection changes which is handled by the Languages list Type.
LetterPrompts¶
There are several TextAssets in Ressources/data
whose name starts with LetterPrompt
followed by the corresponding letter prompt id. Each of them corresponds to the text shown in a LetterPrompt command depending on the prompt presented. The data gets loaded in the course of the command on CreateLetterPrompt
, but also on boot by FontSet
. This is because due to the way TextMesh data gets cached on Unity, the game will reserve the first letter slot permanently on boot by doing a SetText call in non Dialogue mode where the text is every letter prompt data in a row, one for each fonttype all in Single Letter Rendering. This very large string forces Unity to put the text meshes data into its cache which improves performance.
For more information on each letter prompt id, consult the details of the LetterPrompt commands. The files are named like so:
LetterPrompt0
LetterPrompt1
LetterPrompt2
LetterPrompt3
LetterPrompt4
LetterPrompt5
NOTE: There are additional files that have similar namings, but are unused:
LetterPrompt4b
LetterPrompt101
LetterPrompt102
LetterPrompt103
Leaves destination positions during battle transition¶
LeafPos
is a TextAsset in Ressources/data
loaded on boot by LoadEssentials into the leafpos
array that tells where the leaves in the standard battle transitions will end up on the screen once they are done moving. While their starting position and final rotation are random, their destination position aren't and they are determined by this data. It is possible to add or remove leaves by changing the amount of lines as each leaf corresponds to one line.
Fishing¶
In the Ressources/data/fishing
directory, some ScriptableObject are present containing data about the fishing minigames.
The Items
asset contains data about the bait items groups (FishingItems) and the fish
sub directory contains the worm types informations (one FishData asset per worm type).
Unused¶
There are some unused TextAsset in the game located in Ressources/data
that are never loaded by the game, but the data is still present:
boardgame/1data
: This is presumably a remnant of the unused PartyGame which had a SetText commands and other assets left. It is unknown how the layout of the data was layed out, but it seems this represented the data of a board whose id was 1.commands/SnakemouthEmpty
: This is a remnant of the unused GlobalCommand feature.BoardData
: Seems to be similar toboardgame/1data
, but the placement of the asset suggests it was intended to refer to every board. The layout is unknown.CookIcons
: It seems to be an earlier version of Recipes data as the name and the contents suggests it was intended to contain sprite index information as well as a custom description. The final version of the game ended up determining both of them dynamically from the Item associated with the recipes.MapOrder
: It seems to be an early version of an ordering system similar to the other library pages, but for the areas. It only contains the numbers from 0 to 10 in order which would indicate the file became redundant. It ended up being unneeded anyway because the game never needs to present an ItemList of Areas.Letters
: It seems to be an earlier version of the optimization mentioned above about LetterPrompt data where the text was directly specified in its own asset.FortuneData
: It seems to be an earlier version of Fortune Teller data before this information ended up being hardcoded.