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'''<code>tenkoutable.txt</code>''' (6,280 bytes, part of [[BIN textdata]]) is a per-area time-windowed state table, feeding channel "effect 0". One of six [[BIN textdata#Time-windowed world tables|time-windowed world tables]]; see that section for the shared mechanism. (The romaji "tenkou" and earlier "weather"/"class-change" guesses are '''not''' supported by the trace β don't rely on them.) == Format (10 columns, pure form) == <code>[fromWeek, fromDay, fromHour, fromMinute, target, value, toWeek, toDay, toHour, toMinute]</code> (<code>99</code> = wildcard). 232 rows. <code>value</code> (col6) β <code>{1,2,3,4,5,9,20,21,22,23,24}</code>; hours only 18β23 + 99 (evening/night-weighted, like [[textdata event.txt|<code>event.txt</code>]]); minutes <code>{0,5,15,30,55,99}</code>. Examples: <pre> 99,99,99,99,10001,24,99,99,99,99 -> always, node 0 (field), value 24 99,99,21,0,54,1,99,99,22,0 -> 21:00-22:00 (any week/day), zone 53, value 1 99,99,18,30,60,1,99,99,19,30 -> 18:30-19:30, zone 59, value 1 99,99,23,0,71,1,99,99,23,15 -> 23:00-23:15, zone 70, value 1 </pre> == What the value does == Loaded via <code>load_effecttable @ 0049fe90</code> (type 5) into each area's <code>effect0_array</code> (offset 84). <code>Character_ScanNearbyObjects</code> does: <pre> v = QueryEntryByType(zone, 5, week, dow, hour, min, 1) if (0 < v && v < 0x0b) zone->neighbor_ids[0] = v // pending_event_id </pre> i.e. the active value (clamped to 1β10) becomes the area's '''pending interaction/event id''', consumed by the interaction chain that drives BGM, lighting/transitions, and render params. The <code>20β24</code> band (only seen on always-on <code>field</code>/node rows) falls outside that clamp and is routed elsewhere. == See also == * [[BIN textdata]] * [[textdata effecttable.txt]], [[textdata tensoutable.txt]] * [[textdata event.txt]]
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