E02 Functions Format and Command Index

There are different areas of the game that will use these user-made "functions", each of which may have more than one "Function" actively running at a time. It is important to remember that the currently running "Function" takes priority over everything else; It does not allow the rest of the game, or even other "Functions", to process until it has finished, or has been told to "wait" for a certain condition, in which case it passes priority to the next active "Function", and the next, until they have all finished their cycles or have been told to "wait". At that point, other parts of the game are allowed to process for the current game "frame", and the current game "frame" is drawn to the screen. Once that is done, and the cycle returns to the "Function" that was instructed to "wait", it will check the "wait" condition again and either continue from its current position, or wait for another game "frame", and another, until the condition is met.

"Functions" are lists of Commands that can be called upon to tell the game what to do at any particular time. Each command has a different effect, and some must be accompanied by "Parameters" to explain exactly how the action should be performed. Within these functions, there are a few identifying marks that must/can be used: All Command IDs and each of their Parameter values, as well as Label definitions, may be listed on their own lines, or they may all be listed on the same line, and separated by their identifying marks. Comments may be added to the end of any line, or may occupy their own lines. Labels may be used as the Destination Parameter for any command that controls Function flow so that those commands don't need to be updated every time the Function is expanded/shrunk during development. Labels may appear in any order by ID, but ID values must not be skipped. ID values start at 0.

Each "Command" has it's own "Parameter" format that must be followed when creating a "Function". Some may be more complex than others, as certain commands have certain parameters that determine how the listing looks from that point onward. Each one of them is described thoroughly in the corresponding documentation in the "Funcs" folder, referenced by the File and Command index listings below.

"Function Listings" are used to set up the "Functions" for each part of the game. Most are self-contained files whose filename is listed in something such as a "Game Def" or "Zone Def", whereas in "Status Scripts" and "Character Defs", they appear at the bottom of the script itself.

"Function listings" use the following format, for example:
For more examples, please view any of the various official, fully listed and commented script packages available for E02. Reading the scripts and looking up the command ID in the documentation to view the descriptions of each command along the way may be helpful in understanding their usage.


Command Types

There are different areas of the game that may call on "Functions", and certain "Commands" are only intended to be used in one/some of them, while others can be used anywhere. The description of each contains a tag to signify what parts of the game can call it:
These tags have nothing to do with the identifier attatched to the name of the function, but are listed below the name within each description. The identifiers "Stat_", "Ani_", and "Func_" serve only to distinguish between Status Object only functions, Animation only Functions, and Functions of any other type (usually universal, but not always)

Functions that can use the values stored inside "Registers"/"Game Variables" as parameters by use of the "R" and "r" tags will have those parameters labled with (REG). Any time a "Register" itself as opposed to the value stored within it is necesary as a parameter according to the descriptions below, the "U" tag rule applies. (Read about "Game Variables" for more information)


Files Index

Within the documents in the "Funcs" folder are descriptives listing of all available "Commands". First, the ID number, then it's name, followed by it's type tag, a full description, and its parameter listing format. Each file also has an index listing of the commands it contains, ordered by relevancy (not numerical order by ID).

Command Index

Below is a full, numeric index of all commands. Their order by ID number reflects nothing but the order in which they were created. This list is intended for quick searches for IDs by function name, which should be helpful after getting used to the naming scheme. The "D" and "E" links refer to Descriptions and Examples for each.