Difference between revisions of "Riven NAME resources"
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They contain a list of strings with an associated value, and their purpose is to store names for variables, cards, hotspots and other entities. They have the following structure: | They contain a list of strings with an associated value, and their purpose is to store names for variables, cards, hotspots and other entities. They have the following structure: | ||
Revision as of 04:14, 6 February 2008
| Riven | |||
| Mohawk | Overview | ||
| BLST | CARD | FLST | HSPT |
| MLST | NAME | PLST | RMAP |
| SFXE | SLST | tBMP | tMOV |
| tWAV | VARS | VERS | ZIPS |
| Scripts | Variables | ||
| External commands | |||
They contain a list of strings with an associated value, and their purpose is to store names for variables, cards, hotspots and other entities. They have the following structure:
| unsigned short | field_count |
| unsigned short | string_offsets[field_count] |
| unsigned short | values[field_count] |
| char* | strings
In saved games there's only one NAME resource; it stores the name of each variable in the VARS (the record index in the NAME matches the one in the VARS). In data files there are more NAMEs: ID 1 stores card names, ID 2 hotspot names, ID 3 external command names and ID 4 variable names. In this case, the record index is equal to the number used in script commands to access the variable. Finally, ID 5 stores stack names and it's used by command 27 to change island. |