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== Time-windowed world tables == Six structurally-related tables attach time-windowed properties (BGM, sound effects, visual effects, "erase" flags) to a map area (a zone or a <code>world.wlist</code> node). All six are queried the same way β "is there an entry active for this area at the current in-game time?" β and differ only in which per-area channel and value they carry. {| class="wikitable" ! File !! Columns !! Value carried !! Notes |- | [[textdata bgmtable.txt|<code>bgmtable.txt</code>]] || 14 || BGM track id + track name || per-area background music |- | [[textdata setable.txt|<code>setable.txt</code>]] || 10 || sound-effect id || rows use <code>from == to</code> β a point-in-time SE trigger |- | [[textdata erasetable.txt|<code>erasetable.txt</code>]] || 13 || 4 bool flags (what to hide/remove) || the query itself is just a presence test |- | [[textdata effecttable.txt|<code>effecttable.txt</code>]] || 10 || per-area "effect 2" channel value || |- | [[textdata tenkoutable.txt|<code>tenkoutable.txt</code>]] || 10 || per-area "effect 0" channel value || values 1β10 become the area's pending interaction/event id |- | [[textdata tensoutable.txt|<code>tensoutable.txt</code>]] || 10 || per-area "effect 1" channel value || |} The 10-column form is <code>[fromWeek, fromDay, fromHour, fromMinute, target, value, toWeek, toDay, toHour, toMinute]</code> (<code>99</code> = wildcard/"any"); <code>bgmtable</code>/<code>erasetable</code> pad this with a few extra trailing columns for their track name / flags. {| class="wikitable" ! File !! Contents |- | [[textdata naikanBGM.txt|<code>naikanBGM.txt</code>]] || Flat array, one integer per line (one per <code>world.wlist</code> area) β each area's baseline interior-ambiance/BGM index |- | [[textdata rankingitem.txt|<code>rankingitem.txt</code>]] || 13 weeks Γ 9 slots of weekly ranking-shop reward items (reward dat file + entry index per row); ranking NPCs map to a slot via a hardcoded subtype table |}
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