UI Elements: Difference between revisions

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|Door Entry
|When set to 1, moves the camera to be position in front of the last object that was checked and moves forward while fading out. Used for the effect of entering doors.
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Revision as of 00:02, 24 March 2018

UI elements are controlled using the opcode:

Change UI|[Element], [State]

In most cases, setting a UI element's state to 0 will hide/disable it, while 1 will show/enable it.

Shared Between Both Games

Hmmm...
To do:
Figure out which flags are actually shared
ID Element Notes
1 Speaker Name
3 HUD States 2 and 3 will respectively disable or enable the HUD without playing the animation of it appearing.
7 HUD Disabler Enabling this completely hides the HUD, including textbox.
8 Class Trial UI Crashes when used outside trials. Set to 1 to initialise with trial prep menu, set to 2 to enable UI without showing trial prep menu. (Used during Chapter 2 in DR1 When the trial resumes)
9 Sprites Enabler Seems to enable the ability for sprites to be displayed on the screen. Without this, sprites won't appear and the camera won't move.
11 Unknown Seems to get set at the start of most scripts. Appears to make the screen black for whatever reason.
12 Save Prompt
15 Map Transitions This seems to be the transitions that happen between maps.
26 Camera Control Appears to move the camera to a specified object using arguments.
41 MonoMono Machine Should be placed before any other Change UI commands, as enabling this seems to reset the other UI elements.
51 "Minimal" UI This is the UI that uses the horizontal name, rather than the vertical one and sidebar.

Danganronpa: Trigger Happy Havoc

ID Element Notes
13 Screen Shake
15 Door Entry When set to 1, moves the camera to be position in front of the last object that was checked and moves forward while fading out. Used for the effect of entering doors.

Super Danganronpa 2: Goodbye Despair

ID Element Notes
14 Screen Shake