Maybe they allowed for more extensive scripting using events in later games
hesopesomeso
I'd add the grp front end too, which changes the interfaces... or I guess that's not really a scripting thing
pegperegogaucho
Feel free to post events of which you know as well!
pegperegogaucho
of course they have to be usable in the level scripting though
pegperegogaucho
Maybe we could make an event database for all the other events at some point...
hesopesomeso
pretty sure if you can send an event to it, it be fine
pegperegogaucho
Go ahead 👍
hesopesomeso
0x4F00: Go to interface
Argument: interface type.
0x4F01: Go to next interface.
Argument: None.
hesopesomeso
Only the first one is useful really
pegperegogaucho
If we could only specify parameters...
hesopesomeso
```
/**
* @brief The kinterface_type enum
*/
enum class kinterface_type {
NONE = 0,
MAIN = 1,
LOAD_SAVE = 2,
OPTION = 3,
PAUSE = 4,
CLOTH = 5,
EVOLUTION = 6,
IN_GAME = 9,
OPENING = 11,
// This interface is used for reloading the current one.
// By going to this interface, it unloads the current one & loads it again.
//
// The credits state uses this: It clears the interface container (container is no longer rendering).
// And by reloading the interface, it gets loaded back (container is rendering).
RELOAD_INTERFACE = 12,
};
```
Not a complete list, I add as I go.
hesopesomeso
pegperegogaucho
Interesting, but not useful...
hesopesomeso
You could make your own script to open up an interface
pegperegogaucho
I've just tried it and i crashed my game after going to the next interface twice
hesopesomeso
lol
pegperegogaucho
That can be used for UXXL if you skip a fight, crash the game!
hesopesomeso
animated character has a load/unload event, but probably not useful