This page holds many functions that should serve as a helpful reference. Some functions hold specific numbers because they are so broadly used and treated as if they are reserved they will be labeled as "Function #: Name". It's a best to write any custom functions with a label of 152+. Common function examples that do not have a specific number tied to them will be labeled as "Custom Function #: Name" and placed after the regular functions.
Keep in mind that these snipets are meant to be guides, and show some level of standard, but may not always be suitable for direct reuse.
As you learn to use QEdit you will find that any of these may need changes, additions, or that some functions will have strange quirks.
Please update any function with the appropriate notes for the betterment of the community, and please keep these in numerical order.
You'll also notice some commonly used registers used here. For more information see common_registers
It is highly recommended that you take the time to understand the following before using this page
- How setting registers works
- How calling vs. jumping works
- What the reserved registers are
There will be comments in this page to help explain in line what things do. Note that QEdit does not support comments and they will have to be removed from your code.
With the exception of 0, none of these needs to use the number listed. These are just as I've seen them, and only serve as an example. These will be as/if the community decides on a standard for functions.
Function 0: Main
NOTE: This is the only reserved function, and always runs when a quest is loaded. This is your "main".
The following code is the bare minimum 0 required to start a quest.
This only sets the variables needed to load into pioneer2 in this example, then calls 150 to set the quest to started.
Whatever you do, just be sure that in your chain of functions that 0 sets off, that R0 gets set (done here in 150 -> 151).
0: set_episode 00000000 set_floor_handler 00000000, 150 leti R60, 00000000 leti R61, 00000000 leti R62, 00000000 leti R63, 00000000 leti R64, 00000000 map_designate_ex R60 ret
Function 1: Ret
This function is commonly used to be a "do nothing" sort of script. You'll see frequently that this is used in scripts to quickly terminate switches
Function 2: Start Cinematic
This function essentially disables the character, hides hud, and zooms in with cinematic bars
2: p_action_disable npc_nont disable_movement2 R250 hud_hide cine_enable cam_zmin ret
Function 3: End Cinematic
This undoes the changes that 2 does, but in reverse order. This should help avoid errors, and let the player play again.
3: cam_zmout cine_disable hud_show enable_movement2 R250 npc_talk p_action_enable ret
Function 150-151: First Map
Here we see a common use of function 1.
If we follow the example from function 0, you will note this is called every time you load into Pioneer 2, so we only jump to 151 if the quest is not yet started, otherwise do nothing by jumping to 1.
Technically speaking the only thing required here is to set R0, but to be slightly more illustrative I've put here to play the jingle in here.
Often what is added here is teleporting the player, a call to 2, Quest Giver NPC Intro speech, a call to 3, then setting R0 (sometimes this is done before talking, or during talking), then the music.
150: switch_jmp R0, 2:151:1 151: set R0 bgm 00000001 ret
The labels and non-reserved registers here are purely for example. When using the code in the following functions, please adjust for your needs.
Notice that again, you will need to remove comments (text after and including #'s) when putting this into QEdit.
Count Up Timer
In use this set of functions you'll likely use this in its own thread.
# Registers # R1 = start time # R2 = current time \ display time # Timer Start 1: gettime R1 # store start time for reference sync_register R1, R1 # sync the register so all clients share the same start time window_time # display the timer jmp 2 # Timer Loop 2: gettime R2 # get current time sub R2, R1 # calculate the elapsed time winset_time R2 # display elapsed time call 3 # wait 30 frames (~1 second) jmp_on 5, 1:255 # exit if we win jmp_on 6, 1:235 # exit if we lose jmp 2 # otherwise loop # Wait 1 second 3: call 4 call 4 call 4 call 4 call 4 ret # Wait 1/5 second 4: sync sync sync sync sync sync ret # Fake Exit Point (Win) 5: ret # Fake Exit Point (Lose) 6: ret