﻿#------------------------------------------------------------------
# Commands
#------------------------------------------------------------------
#---------------------------------
# General Commands
#---------------------------------
# Mod( <x>, <y> )
Return the modulo of x and y.

# AddTopGoal( <GOAL>, <value>, <point>, <AI_DIR_TYPE>, <value>, <TARGET>, <bool> )
Add a top goal to the enemy.

# AddSubGoal( <GOAL>, <value>, <anim id>, <TARGET>, <value>, <AI_DIR_TYPE>, <value> )
Add a sub goal to the current order for the enemy.

# ClearSubGoal()
Clear a sub goal from the current order.

# Replaning()
Execute replanning.

# SetStringIndexedNumber( <string>, <value> )
Set variable strings to a value.

# SetNumber( <key>, <value> )
Set a key-value.

# SetTimer( <key>, <duration> )
Set a timer.

# TimingSetNumber( <key>, <value>, <timing enum> )
Set the timing for a timer.

# StartDash()
Start dash?

# AddObserveSpecialEffectAttribute( <TARGET>, <SpEffect> )
Add specified SpEffect to target.

# DeleteObserveSpecialEffectAttribute( <TARGET>, <SpEffect> )
Delete specified SpEffect from target.

# AddObserveArea( <index>, <observe target>, <self target>, <AI_DIR_TYPE>, <radius>, <radius> )
Add an observe area that triggers if the specified target enters.

# AddObserveAreaCustom( <index>, <observe target>, <self target>, <AI_DIR_TYPE>, <radius>, <radius>, <height> )
Add an observe area that triggers if the specified target enters.

# DeleteObserve( <index> )
Delete observe area at specified index.

# SetAIFixedMoveTargetSpecifyAngle( <TARGET>, <value>, <value>, <AI_DIR_TYPE> )
Set fixed move target with specified angle.

# SetEnableUsePath( <bool> )
Set enable use path.

# SetLifeEndSuccess( <bool>
?

#---------------------------------
# Player NPC Commands
#---------------------------------
# AddNPCActProb( <npc act> )
Add specified NPC Act to the probailities list.

# ResetNPCActProb()
Reset NPC Act probabilities.

# ChangeEquipItem( <equip item id>, <slot type> )
Change equipped item.

# ChangeEquipMagicByMagicParamId( <magic id> )
Change equipped magic.

#---------------------------------
# Platoon Commands
#---------------------------------
# SetEnablePlatoonMove( <bool> )
Enables platoon movement

# SetFormationType( <unk>, <unk> )
Set formation type
 
# SetFormationParam( <index>, <x>, <y> )    
Sets the platoon position of the enemy at the index [idx] based on the enemy at index [0]

Used to make the enemies walk in a specific formation

# SetBaseMoveRate( <index>, <float> )
Set the animation speed multiplier to a value for enemy at index [idx].

# SendCommandAll( <command enum> )
Send platoon command.

#---------------------------------
# Misc Commands
#---------------------------------
# DbgAutoRemo_ResetWaitCommand()
Reset wait command for cutscene?

# ClearMoveToSomewhereSmoothMemory()
Clear MoveToSomewhere points to free memory