This is the glossary for the Ryonancing Saga Creators' Guide. Note that the original Japanese names for entries are given in brackets, so that you can verify them when examining original files.
In altered display mode, the display of a character is changed based on its turning angle, zoom factor, and inversion switch. This mode is toggled via the chr_zoomturn command.
Since altered display mode needs a lot of computation time, you are adviced to use it only when necessary and to revert from it, once it is no longer needed.
Also note that altered display mode ends automatically when you enter the town.
This is the game state when the player party encounters a party of hostiles and is fighting them.
In the current versions, the battle arena is the place where the fighting takes place.
Body locations are used for placing certain graphics and or animations. They seem to hip (腰), head (頭), and center (中心).
The character number is the general ID number of a character.
Unusual conditions like being poisoned that characters can find themselves in.
Each condition has a unique internal ID number which is called condition number.
Damage type describes what kind of damage is to be dealt on a specific occasion, examples being 'acid' or 'lightning'. The damage types are defined in the file 'attribute.txt' in the StartData directory.
This seems to be only an internal thing. Each damage type has a individual number, based on its place within the attribute.txt file in the StartData directory.
While the general meaning is clear, I am not sure yet how these pre-defined formations are used in the game. Sorry.
An internal ID number for the pre-defined formations. Probably not accessed directly.
The inversion switch is a flag which each character has and which is each character stores individually and independently. When the inversion switch is ON, the character is displayed inverted (TN:mirrored? I don't know exactly) when in altered display mode.
This number is used to identify the slots in the adventurer party or in the enemy group. If you are talking about the party number of a character, you are referring to which position that character has in their respective group.
Skills are special techniques and magic characters (both players and enemies) may use. Please note, that currently some skills are programmed only to work correctly for one side while not having the desired effect when used by a member of the other side.
Each skill has a unique internal ID number which is called skill number.
Skill texts are the text files which contain the information about skills. Each skill has one text file associated with it, which contains its program code.
Each skill belongs to a certain skill type. The skill types which are available are defined in skillkind.txt.
State denotes an activity state/pose of a character (player or enemy) like 'crouching'. Do not confuse them with conditions which refer to 'health states', so to speak.
The states that are used by the game are all listed in the state roster in state.txt. States not listed there are not available for usage.
An internal ID number each state has. Probably never adressed directly but rather accessed using shorthands based on the name of the state.
In the current version, the town is basically used as the main menu of the game.
The turning angle is a special value every character has and each character stores that value individually and independently. During altered display mode, the character is turned clockwise, based on the value of the turning angle.
Angles start at 0 and 256 would be a complete turn. In clockwise direction, a turning angle of 0 would be no turn, one of 64 would be 90°, and one of 128 would be 180°.
The zoom factor is a special value every character has and each character stores that value individually and independently. During altered display mode, the character is enlarged or shrunk based on the value of the zoom factor.
A zoom factor of 256 means 1:1, 128 means shrunken by factor 2, while 512 means enlarged by factor 2.