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383 lines (378 loc) · 34.2 KB
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{
"20": "call", // return 0 (Calls another method by name or crc with all arguments, ignoring the first one)
"21": "call2", // alias for sub20 (executes the same exact code)
"40": "typeof", // return 0 (Gets the type of the static or variable value)
"500": "log", // return 0 (no-op)
"501": "format", // return 0 (Formats a string like printf)
"503": "substring", // return 0 (params: (string: text, int: index) Returns the nth char of a string; returns undefined on a negative or out of range index)
"510": "parameter_count", // return 0 (returns the amount of input parameters of the current function)
"520": "random", // return 0 (Take one random from the n arguments and use it as the ceiling to create a random value)
"521": "crc16", // return 0 (0, the value of the argument, or the CRC16 of the string)
"522": "crc32", // return 0 (0, the value of the argument, or the CRC32 of the string)
"600": "math_abs", // return 0 (Gets the absolute representation of a value)
"601": "math_sqrt", // return 0 (Gets the square root of a value)
"602": "math_floor", // return 0 (Rounds to next integer towards negative infinity)
"603": "math_round", // return 0 (Rounds to nearest integer. At .5 towards positive infinity)
"604": "math_ceiling", // return 0 (Rounds to next integer towards positive infinity)
"605": "math_min", // return 0 (Gets the lowest of any 2 or more values)
"606": "math_max", // return 0 (Gets the highest of any 2 or more values)
"607": "math_clamp", // return 0 (Clamps a value between a minimum and maximum, given in that order)
"610": "math_sin", // return 0 (Gets the sin of the value)
"611": "math_cos", // return 0 (Gets the cos of the value)
"612": "math_tan", // return 0 (Gets the tan of the value)
"620": "math_asin", // return 0 (Gets the inverse sin of the value)
"621": "math_acos", // return 0 (Gets the inverse cos of the value)
"622": "math_atan", // return 0 (Gets the inverse tan of the value)
"14040": "set_env_time", // set_daytime -> set_env_time to match official name
"13609": "reserve_jump_map", //params: map name, startingPositionX, startingPositionY, startingPositionZ
"3502": "load_spr_image", // params: fileName (without extension) and relative file path; checks language fa (locale dependant) then the main fa to find it i.e. data/menu/mm_wmap, can be a .xa and a .xi - used to be called load_xi
"13612": "load_battle_ev", //params: battle event id, battle map
"16526": "load_anm_by_filepath",
"3702": "load_model",
"14051": "reserve_jump_map2", //params: map name, startingPositionX, startingPositionY, startingPositionZ
"16532": "get_game_locale", // params: (int: showExtended) if showExtended is falsy or undefined, it gets the current locale the full list is: jp (Japanese), en (English), fr (French), de (German), it (Italian), es (Spanish), zh (Chinese), ko (Korean), nl (Dutch), pt (Portugese), ru (Russian), tw (Taiwanese) but if it's 1 (truthy) it shows the lg variant too i.e. frca for French (Canada) or esus for Spanish (US) etc
//Added Feb. 20th. (Official Names) Source: YW1 Mobile binary
"13734": "string_get_by_texttype_idx",
"13735": "build_res_text",
"13736": "delete_res_text",
"13750": "delete_res_text2",
"15171": "set_play_data_tbox",
"15170": "create_tbox_ext",
"15151": "get_player_name", // no params; returns the player name (string)
"15150": "get_player_type", // no params; returns 2 if female (Katie/Hailey) otherwise the player is Male (Nate)
"15145": "is_not_obtain_item", // returns 1 if you have the max capacity of that item, params: (ItemID; can be a hashed string or hashed int)
"21302": "set_shadow_type",
"21301": "set_shadow_bone",
"21304": "set_shadow_scale",
"21303": "set_shadow_roty",
"21204": "set_chara_check_ground_attr",
"26003": "cut_info_count",
"26004": "cut_info_setup",
"26000": "cut_info",
"25500": "load_event_camera",
"13410": "set_enable",
"21200": "set_chara_ground",
"13401": "set_posry",
"20051": "proc_start",
"21300": "set_shadow_visible",
"20012": "set_ev_frame_stop",
"21214": "set_icon_to_chara",
"13229": "set_map_build_pos",
"26002": "start_cut",
"21209": "attach_chara",
"22012": "set_rot",
"22011": "set_map_shadow",
"3407": "img_is_exist",
"14001": "get_global_bit_flag",
"15260": "get_qr_result",
"26101": "npc_disable_event_app",
"21205": "set_chara_mesh_visible",
"24101": "set_weather",
"25002": "set_chara_light",
"21002": "create_chara_by_filepath",
"21210": "detach_chara",
"21217": "keep_manip_mot",
"21003": "create_chara_2d_by_filepath",
"23601": "img_set_anm",
"16385": "get_hs_equip_item_desc_text",
"21305": "set_shadow_raycast",
"21201": "set_chara_culling",
"21203": "set_chara_foot_effect",
"15461": "get_view_state",
"24100": "map_filter_fade",
"21004": "delete_chara",
"23501": "img_delete",
"13608": "reserve_event", // params: (string/hash: event, int: unk1, optional string: EventType, optional int: unk3 )
// context clues
"13668": "set_bike_state",
"13010": "display_special_scene", // (uiNum, uiParam) for a uiNum of 0 it displays a chapter where uiParam is the chapter num
"15310": "heal_party", //no params
"13792": "set_keyword", // params: (unk: unk, int: unk2, string: variableName, unk: unk4)
"15599": "get_watch_type",
"1103": "ctrl_btn_held", // param: (int: key)
"13101": "change_character", //parameters (0, baseid)
"13733": "string_get_by_texttype",// params: (string: CfgBinName, hash: TextID) i.e("winposeshopmenu_text", $local2) opens data\res\text\menuwinposeshopmenu_text_engb.cfg.bin and returns the string with TextID $local2
"14000": "set_global_bit_flag", //(flagID,value; must be 0 or 1)
// update 22th November 2025 (22/11/2025); official terms used for game-specific subs i.e. GlobalBitFlag is the official name confirmed by CExpression funcs
"14011": "set_global_byte_flag", // params: (int: FlagID, int: value; must be between 0-255)
"14012": "get_global_byte_flag", // params: FlagID; returns a value between 0-255 corresponding to the value of said GlobalByteFlag (FLAG_INFO_1)
"14003": "set_temp_bit_flag", // params: (int: FlagID, int: value; must be between 0-1)
"14004": "get_temp_bit_flag", // params: FlagID; returns a value between 0-1 corresponding to the value of said TempBitFlag (FLAG_INFO_3)
"14005": "set_temp_byte_flag", // params: (int: FlagID, int: value; must be between 0-255)
"14006": "get_temp_byte_flag", // params: FlagID; returns a value between 0-255 corresponding to the value of said TempByteFlag (FLAG_INFO_4)
// update also 22th November 2025
"15138": "get_item_property", // params: ItemID (can be hashed string or hashed int), ItemProperty (int from 0-15; 9 calls GetItemStockNum aka it gets the amount the player has of that item and 10 calls GetItemEquipNum)
// update: 25th November 2025
"15610": "load_vfx", // loads an effect by it's VisualEffectID i.e. load_vfx("sy2301_01a0"h) or load_vfx(0x12345678h)
"15160": "get_yokai_property", // params: (int: property, ParamID) gets a property of said yokai's species (this obtains inter-yokai properties like the Yo-kai's attribute or ID, but not per-yokai stats like level and XP); 26 gets the Yo-kai's BaseID and 25 gets the Yo-kai's name linked to the BaseID, in yw1 propeties 0-27 but properties up to 30 are known to exist in yw2
"5033": "assign_object_2d_advanced_ui_callback", // params: (hash: UIElementHash aka CRC32 of filename, string: normalfunction, string: touchfunction, string: clickfunction) i.e. assign_advanced_ui_callback($local2, "MenuList_MatrixNormal", "MenuList_MatrixTouch", "Menu_MatrixClick"); // assign_advanced_ui_callback; $local2 is the CRC32 hash of the button object's name
"5032": "assign_object_2d_basic_ui_callback", // params: same as assign_advanced_ui_callback but dosent have clickfunction
"5112": "set_object_2d_tint", // applies a multiplicative tint to a UI element params: (hash/string: UIElementID/Name, float: red, float: green, float: blue); this cannot be stacked - set_tint mostly works on images - use set_text_colour for text
// update: 29th November 2025
"14132": "get_trophy_property", // params: (int: trophyIndex, int: property) property 0 returns the TrophyID, property 1 gets the TextID, property 2 gets icon index/rarity so 0 for bronze, 1 for silver and 2 for gold, and property 3 checks if you've unlocked the hint
"14130": "get_trophies", // params: (opt int: TrophyRarity; 0 = Bronze, 1 = Silver, 2 = Gold) returns the amount of trophies
"14131": "get_obtained_trophies", // params: (opt int: TrophyRarity; 0 = Bronze, 1 = Silver, 2 = Gold) returns the amount of obtained trophies
"14800": "play_music", // param: (string: musicName)
"15117": "give_item", // Gives the player items. Warning: this dosen't safely handle item limits use the reference function AddItem (defined in prog common) instead as it handles it properly. params: (hash: ItemID, int: ItemQuantity)
"5002": "create_object_2d", // params: (string: elementName, int: screen, int: XPos, int: YPos, opt int: unk5, opt string: ClickEvent, opt string: ClickTextureA, opt string: ClickTextureB); screen of 0 = top, 1 = bottom
// update: 30th November 2025
"3510": "anm_is_exist", // params: (string: elementName) checks if an ANMC resource has been loaded
// update 1st December 2025
"3010": "set_overworld_render_mode", // params: (int: screenMode, opt int: modeArg) this has too many cases to explain here
// update 2nd December 2025
"2109": "set_user_input_lock_state", // params: (int: shouldLock) if 0 allows/unlocks user input if 1, locks it; used during UI modal loading to prevent race condition bugs
// update 8th December 2025
"13903": "set_quest_phase", // params: (int: QuestID, int: QuestPhase) sets the QuestPhase of a Quest to the specified value; note it's up to each quest to decide what a specific questphase means; with the exception of phase of 255 which, for any quest, means that quest is complete
"3433": "is_file_at_location", // params: (string: FilePath)
// update 9th December 2025
"16527": "load_xi2", // params: (string: elName, string: FilePath)
"1101": "ctrl_btn_pressed", // same params as other variant
// update 10th December 2025
"5009": "object_2d_is_exist", // params: (hash/string: ElementID/ElementName)
"5001": "object_2d_delete", // params: (hash/string: ElementID/ElementName), note: it is highly recommended to use does_element_exist first before attempting to delete an element
"1201": "ctrl_pen_is_on_main", // official name, formerly named "is_touchscreen_pressed", // no params
"1210": "ctrl_pen_get_lx", // official name, formerly named "get_touch_xpos", // no params
"1211": "ctrl_pen_get_ly", // official name, formerly named "get_touch_ypos", // no params
"1214": "get_touch_delta_x", // no params
"1215": "get_touch_delta_y", // no params
"1130": "get_analog_x", // no params
"1131": "get_analog_y", // no params
"15114": "get_equipped_wallpaper", // no params; in yw2 it's 1: Cool Blue, 2: Antique Blossoms etc
"14150": "get_settings_data", // params: (int: setting) in yw2, setting 0 = Wallpaper, 1 = Music, 2 = SFX, 3 = Show Clock, 4 = Objective Appearence 5 = Marker Appearence
"14151": "set_settings_data", // params: (int: setting, int: value) in yw2, setting 0 = Wallpaper, 1 = Music, 2 = SFX, 3 = Show Clock, 4 = Objective Appearence 5 = Marker Appearence
// update 11th December 2025
"13030": "get_3ds_network_eula_accept_state", // no params; returns 1 if you have else 0
"13031": "set_3ds_network_eula_accept_state", // makes the Ninteno 3DS Network TOS screen appear which will prompt you to accept
// update 14th December 2025
"2120": "get_delta_time", // no params; returns ms elapsed since last frame * 30
// update 18th December 2025
"13901": "get_watch_rank", // no params; 0 = E, 1 = D, 2 = C, 3 = B, 4 = A, 5 = S
"13900": "set_watch_rank", // params: (int: rank) 0 = E, 1 = D, 2 = C, 3 = B, 4 = A, 5 = S
"13752": "show_special_modal", // params: (int: modal, int: unk, int: param) i.e. 17, 0, 5 shows UI congratulating the player for ranking up to rank S
"3402": "load_img", // params: (string: elName, string: filePath)
// update 20th December 2025
"14805": "is_music_playing", // params: (string: musicName)
"14806": "smooth_end_music", // params: (string: musicName, optional float: fadeTime, optional int: stepCount)
"14809": "fade_out_music", // params: (string: musicName, float: duration)
"5430": "object_2d_assign_res", // params: (string/hash: elName, string/hash: resourceName, optional: sprX, optional: sprY)
"5247": "oject_2d_set_offset", // params: (string/hash: elName, int: XDelta, int: YDelta) applies an offset to the element from it's base position by XDelta piexls in the X-axis and YDelta pixels in the Y-axis. Does not stack
"13904": "get_quest_type", // params: (string/hash: QuestID) returns the QuestType; in YW2: 3 = Favor, 2 = Quest, 1 = Story Chapter
"13902": "finalize_state_change", // params: (int: isFinalise) after completing a quest run sub13902(1) - also used for QRs
// update 23rd December 2025
"5005": "object_2d_set_visibility", // finally decided to double check and document it; params: (hash/string: elName, int: visibility)
"5045": "object_2d_get_property", // params: (string/hash: elName, int: property)
// update 26th December 2025
"5202": "object_2d_set_scale", // params: (hash/string: elName, float: scaleX, float: scaleY)
"5600": "object_2d_set_anm_res", // params: (hash/string: elName, hash/string: anmRes)
"4143": "ctrl_camera_fov", // params: (0, int: fov (radians), transitionDurationScale, interpolation)
"4302": "ctrl_camera_shake", // params: (0, float: amplitudeX, float: amplitudeY, float: durationScale, int: shakeType)
"4161": "ctrl_camera_near_clip", // params: (0, float: nearClip)
"3302": "load_sky", // loads a sky (.xk) file params: (string/hash: resName, string: filePath) i.e. sub3302("mb_res_a_sky", "sky/default");
// update 4th January 2026
"5642": "object_2d_set_anm", // params: (parentEl, anmId, XPos, YPos)
"3501": "delete_res", // params: (anmID)
"14802": "play_music2", // params: (musName)
"6009": "object_3d_is_exist", // params: (resName)
"6001": "delete_object_3d", // params: (resName)
// update 16th Januray 2026
"2106": "get_user_input_lock_state", // no params; getter version of set_user_input_lock_state()
"5241": "object_2d_get_drag_delta", // params: (elName, out_dx, out_dy) mutates the values
"5052": "object_2d_get_rect_bounds", // params: (elName, out_x, out_y, out_w, out_h) mutates the values
"5008": "object_2d_set_visibility2", // same params as set_element_visibility; differences are unclear (skips anim?)
"5043": "object_2d_bind_ev_callback", // params: (element, callback)
"14803": "play_music3", // params: (musName) - note: maybe rename to play_music_stream?
"13732": "get_system_text", // params: (TextID) returns the system text found at data\res\text\system_text_<locale>.cfg.bin associated with that ID
"5911": "set_object_2d_text", // params: (hash/string: el, string: text) formerly called attach_text
// update 1st February 2026
"2110": "run_engine_command", // I debated for a while as to how to handle this; params: (int: engineCommand, any: paramA, any: paramB...) handles things from asynchronous network ops to save file I/O and more!
// update 2nd February 2026
"13050": "get_gamecoin_num", // no params; returns the amount of Play Coins the player has
"13051": "sub_gamecoin_num", // params: (int: count) reduces the player's Play Coins by count. A negative count will do nothing and you cannot subtract past 0 Play Coins and a float input will get truncated to an integer (and the same range checks apply) - overflows do not work either (in short increasing playcoins is impossible)
"17000": "set_text_format", // params: (hash/string: element, int: unkFlags, optional string: font, optional string/int: style?)
"5102": "set_object_2d_opacity", // finally stopped being lazy and confirmed it so I can document it - params: (hash/string: element, float: opacity) 1f = fully opaque and 0f = invisible
"5103": "set_object_2d_opacity_fade", // params: (hash/string: element, float: TargetOpacity, int: FrameCount, optional int: unk3) 1f = fully opaque and 0f = invisible
"3307": "sky_is_exist", // params: (string: skyName) checks if the specified sky has been loaded
// update 3rd Februrary 2026
"15154": "get_chara_property_by_party_idx", // params: (int: Property, int: PartySlot) - propertyy undefined returns the handle, property 4 returns HP Rate (0f - 1f), 3 returns the actual HP, 5 is the same as property 4 but for the Soul Guage / params: (hash/string: BaseID) checks if the player has atleast one medal of that Yo-kai
"15172": "get_tbox_item_info",
"14095": "repop_encount_enemy", // no params; Alternatively RepopEncountEnemy() from prog common can be used.
"2001": "return_title", // no params; immediately kicks the player back to the title screen without warning or saving - generally don't use this but if you do use ReturnTitle() from prog common as it handles 0x141DC04D for you
"14510": "create_boke_filter", // params: (hash/string: targetElement, float: intensity)
"14511": "create_sepia_filter", // params: (hash/string: targetElement, float: intensity)
"14512": "create_monochrome_filter", // params: (hash/string: targetElement, float: intensity)
"14530": "delete_filter", // params: (hash/string: targetElement, float: unkNum)
"14540": "set_filter_fade", // params: (hash/string: targetElement, float: intensity)12
"14303": "start_white_fade_out", // params: (int: layer?, float: duration, int: isWait)
"14304": "start_white_fade_in", // params: (int: layer?, float: duration, int: isWait)
"14305": "is_fade_not_over", // params: (int: layer?)
"15118": "delete_item", // params: (string/hash: ItemID, int: ItemQuantity)
"14804": "play_music4", // params: (string/int: musName/trackNumber) - seems to be mainly for sfx
// update 4th Februrary 2026
"15300": "set_yokai_level", // params: (hash: Yo-kai Handle, int: level)
"15102": "create_yokai", // returns handle, params: (hash: ParamID, int: unk set to 2, int: unk set to 0, int: unk set to 3, int: unk set to 0, int: unk set to -1, int: unk set to 1)
"15912": "minigame_get_item", // params: (hash: outItemID, int: outQuantity)
"13407": "play_anim", // params: (hash/string: Actor, string: animName, int: unk, float: duration?)
"13760": "get_linked_system_text", // params: (hash/string: TextID, int: Number) set Number to 0 unless you need it - similar behaviour to get_system_text()
"13623": "is_event_not_over", // no params; checks if the currently executing event is over or not - returns 1 if executing else if no event is playing 0
"5242": "object_2d_move", // params: (string/hash: elName, int: XPos, int: YPos) moves the element to the specified position
// update 5th Februrary 2026
"5622": "set_object_2d_anm_res_animated", // params: (hash/string: elName, hash/string: anmRes, optional unsigned: animationNum)
// update 7th Februrary 2026
"4181": "ctrl_camera_far_clip", // params: (int: layer? set to 0, float: distance)
"4202": "ctrl_camera_depth_level_3D", // params: (0, float: time?, float: depthLevel?, numeric: unk3)
"4207": "ctrl_camera_depth_level_rate_3D",
"4212": "ctrl_camera_depth_range_2D",
"4222": "ctrl_camera_depth_range_3D",
"4227": "ctrl_camera_depth_range_rate_3D",
"5046": "set_object_2d_property", // params: (string/hash: elName, int: property, numeric: propertyValue)
"14044": "get_weather_now", // no params; official name
"14041": "get_weather_event_state", // params: (int: weatherEvent)
"6103": "object_3d_apply_blink_effect", // params: (hash/string: target, float: intensity, float: frameDuration, int: unk3) - works on models may work on other elements
"5100": "object_2d_opacity_animation_is_occuring", // params: (hash/string: targetElement) returns 1 if an animation is occuring else 0
"14808": "smooth_end_bgm", // params: (string: musicName, optional int: fadeTime)
"14810": "get_current_bgm", // no params; used with 14808 in StopCurrentBGM (defined @ progcommon)
"15340": "get_party_num", // no params; returns the amount of Yo-kai the player can befriend without taking into account 0x0646F45E - use GetPartyMemberMax from prog menu instead
"3420": "get_img_width", // params: (string/hash: resourceName) returns int: imageWidth in pixels
"3421": "get_img_height", // params: (string/hash: resourceName) returns int: imageHeight in pixels
// update 8th Februrary 2026
"5113": "object_2d_set_tint_animated", // params: (hash/string: elementName, float: red, float: green, float: blue, int: duration, int: animType)
"16510": "load_image_by_filepath", // params: (hash/string: elementName, string: filePath) e.g. $local1 = sub16510($local2, "data/menu/img/<LG>/link_image00");
"15226": "get_local_link_id", // no params; returns a CRC-32 ID that seems to be console specific i.e. maybe hash of LocalFriendCodeSeed - idk too lazy to check ;p
// update 2nd March 2026
"3710": "model_is_exist", // no params; returns 1 if the model resource has been loaded yet else 0
"15126": "get_money", // no params; official name is GetMoney - gets the players current money in yen, e.g. $/£/1.23 = 123¥/₩
"15127": "set_money", // params; (int: Money) official name is SetMoney - sets the players current money in yen, e.g. $/£/1.23 = 123¥/₩
"15124": "get_jungle_points", // no params; gets the plays current JP
"15125": "set_jungle_points", // params: (int: JP) sets the plays current JP
"15978": "get_battle_points", // no params; gets the player's BP/KP used online
"15979": "set_battle_points", // params: (int: BP/KP) sets the player's BP/KP used online
"15128": "get_gym_points", // no params; gets the player's current GP
"15129": "set_gym_points", // params: (int: GP) sets the player's current GP to the specified value
"4002": "register_camera", // params: (string: cameraName, int: mode) type 0 = Locked (Normal), 1 = Unlocked (Preview?), 2 = Unk, 3 = Unk, 4 = Unk, 5+ = Unk
"4010": "assign_camera_layer", // params: (int: layer, string: cameraName) layer 0 is the default used for normal overworld & menu rendering = camera layer 1 is higher and can be used to override it and so on.
"13220": "get_current_map2", // no params; returns the file name of the current map e.g. t101i02
"14817": "get_open_stream_by_idx", // params: (int: Stream) returns the handle of the music playing in the specified stream
"14807": "is_music_fade_progress", // params: (int: MusicHandle) returns 1 if the music hasn't finished fading else 0
"14822": "is_music_loaded_by_handle", // params: (int: MusicHandle)
"14827": "update_bgm_stream", // no params; UpdateBicycleBGM in prog common is a wrapper over this
"4021": "camera_is_exist", // params: (int: layer) returns 1 if a camera exists at the specified layer else 0
"13522": "set_camera_rot_hv", // params: (float: h, float: v)
"5910": "delete_object_2d_text", // params: (string/hash: Element) clears all the text attached to the specified element
"13203": "get_current_map", // no params; returns the file name of the current map e.g. t101i02
"5248": "set_object_2d_animation_smooth", // params: (int: XOffset, int: YOffset, int: frameDuration, int: easing?) - note: since it's a setter (0, 0, 30, 0) animates it over to it's original position
"13634": "get_entity_pos", // params: (unk: entity, variable: outX, variable: outY, variable: outZ, variable: outRot (radians))
"15119": "get_item_num", // params: (string/hash: ItemID)
"16500": "create_telop_element", // params: (string/hash: telopResourceName, int: screen, int: XPos, int: YPos)
"16511": "load_telop_by_filepath", // params: (string/hash: telopResourceName, string: filePath) e.g. sub16511("evcaption", "data/menu/ev_caption/telop_tsutinoko");
"13005": "load_telop_handle", // params: (string: filePath) returns handle e.g. $object0 = sub13005("data/menu/battle_telop/pierrot_time_<LG>.xi");
"16513": "load_telop_by_handle", // params: (string: telopRresourceName, unk: handle, int: unk) e.g. $local1 = sub16513("res_img_pierrot_curtain", $object0, 1010);
"16503": "create_telop_element_handle", // returns element handle params: (string/hash: telopResourceName, int: screen, int: XPos, int: YPos, int: unk) e.g. $object0 = sub16503("map_jump_curtain_effect", 0, 200, 4, 1010); $local1 = sub5800($object0, 0xD1B8BEF4h);
"5800": "attach_object_2d_vfx", // params: (unk: handle/element, hash/string: vfx) use load_vfx first e.g. $local1 = load_vfx(0xD1B8BEF4h); $object0 = sub16503("map_jump_curtain_effect", 0, 200, 4, 1010); $local1 = sub5800($object0, 0xD1B8BEF4h);
"15612": "is_vfx_loading", // no params; returns 1 if the vfx is still being loaded else 0
"3401": "delete_res3", // params: (string/hash: resName) unloads the specified resource
"15611": "delete_vfx", // params: (string/hash: vfx)
"5932": "object_2d_set_text_color", // params: (string/hash: textElement, float: R | int colour, float: G, float: B) e.g. set_text_colour(0x12345678h, 6) or set_text_colour(0x12345678h, 1.0f, 0.7f, 0.3f)
"25551": "ctrl_camera_roll", // params: (int: cameraLayer, numeric: rollAngle (radians?), numeric: duration, int: mode)
"4103": "ctrl_camera_pos_interp", // params: (int: layer, numeric: XPos, numeric: YPos, numeric: ZPos, numeric: duration, int: mode)
"3701": "delete_model", // params: (string/hash: modelName)
"4001": "delete_camera", // params: (string/hash: cameraName)
"4123": "ctrl_camera_ref_interp", // params; (int: layer, numeric: XPos, numeric: YPos, numeric: ZPos, numeric: duration, int: mode)
"4105": "is_camera_interp_not_over", // params: (int: layer)
"4011": "get_camera_by_layer", // params: (int: layer)
"4500": "load_camera_motion", // params: (string/hash: cameraName, string?: motion?, int: mode?)
"6852": "object_3d_play_chara_anim",
"26051": "setup_seamless_event", // no params;
"26050": "setup_visual_event", // no params;
"26001": "start_first_cut", // no params;
"4611": "register_camera2", // params: (string: cameraName, int: mode) type 0 = Locked (Normal), 1 = Unlocked (Preview?), 2 = Unk, 3 = Unk, 4 = Unk, 5+ = Unk
"13630": "run_menu_rpg", // params: (int: MenuCode, ...optional any: menuParams)
"13637": "is_menu_run_not_over", // no params;
"13638": "set_save_run_mode", // params: (int: SaveRunMode) - 1 when in SaveRun, not set for SaveRunEx or other menus, 2 for SaveRun2, 3 for SaveRun3 else 0
"2502": "bright_fade_camera", // params: (int: cameraLayer, float: intensity, numeric: duration)
"2509": "is_bright_fade_camera_not_over", // params: (int: cameraLayer)
"13230": "is_map_build_not_over", // no params;
"22000": "is_chara_evp_not_over", // no params;
"22002": "set_chara_evp_motion", // params: (hash/string: handle, string: animation, opt int: unk, opt float: speed?)
"22003": "is_chara_evp_motion_not_over", // params: (hash/string: handle)
"13405": "get_posry", // params: (string/hash: handle, variable: outX, variable: outY, variable: outZ, variable: outRot) - rot is y rotation I believe and you can set any of the out params to 0 if you don't need the out value which level5 generally does for their out XQ instructions
"21211": "set_chara_lookat", // params: (string/hash: handle, int: mode, ...) mode 2 = lookat pos, 3 = lookat chara, 5 = reset lookat
"21212": "set_chara_lookat_vector", // params: (float: vectorA, float: vectorB) both should be normalised to range 0f to 1f or be -1f
"23000": "start_chara_motion_path", // params: (hash/string: handle, numeric: targetX, numeric: targetY, numeric: targetZ, numeric: duration, float: directionWeight, string/hash: unkID)
"23005": "start_chara_rot_steering", // params: (string/hash: handle, int: mode?, numeric: yawDeg, numeric: duration, int: unkNum, int: unkSpeedOrDelay, string: anim) mode 0 = Absolute rotation steering, 1 = Offset-relative steering
// "22002": "set_chara_motion_state", // TODO: verify key, collides with 22002 (set_chara_evp_motion). params: (string/hash: handle, string: anim, uint/int: flags, int: unkSetTo0)
"23002": "reset_chara_motion_path", // no params;
"23001": "is_chara_motion_not_over", // no params;
"2104": "start_menu_event", // params: (int: MenuNum, opt any: menuParams)
"2100": "is_menu_event_not_over", // no params;
"5031": "object_2d_set_pen_callback", // params: (int/hash: UIElement, string/hash: CallbackFunction)
"13614": "show_map_capsule", // params: (string/hash: MapID) plays the crank-a-kai scene on the specified map e.g. Oni Crank-a-kai is "e200g001"
"15423": "run_command_chara_by_id", // params: (int: PartySlot, int: PartIndex?, hash/string: BtlCommandID)
"15411": "get_object_by_party_idx", // params: (int: PartySlot) returns the object
"15402": "get_entity_hp", // params: (int: PartySlot, int: PartIndex)
"15602": "play_cmnd",
"15620": "drain_effect_all",
"6813": "object_3d_is_chara_load_not_over",
"3342": "load_font_by_filepath", // e.g. sub3342("mm_res_name_fnt", "fnt/ft_sml");
"15153": "get_party_chara_by_slot", // params: (int: slot) returns the BaseID of the character at the specified slot: 0 = Top-Left, 1 = Top-Middle, 2 = Top-Right, 3 = Bottom-Right, 4 = Bottom-Middle, 5 = Bottom-Left
"13144": "get_chara_name_by", // params: (string/hash: BaseID) returns the Name of the character at the specified BaseID
"15377": "is_volatile_party", // no params; official name
"15350": "get_official_party_handle",
"15351": "set_official_party_handle",
"15378": "get_volatile_party_handle",
"3301": "delete_sky",
// update 15th April 2026
"15270": "get_player_metadata", // params: (int: Metadata) 5 = total play time in seconds
"14016": "set_trophy_flag", // params: (int: TrophyData, string/hash: TrophyID, int: value) TrophyData 1 = TrophyGetFlag e.g. to complete Trophy 0x6BE22B04 run sub14016(1, 0x6BE22B04h, 1);
//1110: "assign_controller_callback",
//1113: "get_user_input_data" // params: (int: Key)
"3570": "init_sprite_container", // params: (string/hash: Element)
"3571": "attach_sprite_element", // params: (string/hash: Element, string/hash: Resource, int: XOffset, int: YOffset, int: slot?)
"3572": "finalize_sprite_container", // no params
"5243": "tween_object_2d", // params: (string/hash: Element, int: x, int: y, int: duration, int: mode?)
"5240": "object_2d_tween_is_not_over", // params: (string/hash: Element)
"5246": "object_2d_get_offset", // params: (string/hash: Element, variable: outX, variable: outY)
"5013": "object_2d_set_parent", // params: (string/hash: ChildElement, string/hash: ParentElement)
"2211": "spawn_coroutine", // params: (string/hash: Function)
"5003": "create_object_2d2", // params: (string: elementName, int: screen, int: XPos, int: YPos); difference between this and create_element is currently unclear
"14815": "get_current_mus", // no params; difference between this and get_current_bgm is currently unclear
"18000": "get_stamina", // params: (variable: outStamina, opt variable: outState, opt variable: outDelta) sets outStamina to a float representing the stamina normalised to the 0f-1f range
"13109": "get_character", // params: (int: characterType, opt: characterIdent) returns the handle of the specified character (1, 1) gets the player, (3, string/hash: BaseID) gets an NPC e.g., (3, "i002000") gets the medallium
"13134": "get_camera_pos", // params: (variable: outX, variable: outY, variable: outZ)
"4402": "overworld_pos_to_screen", // params: (int: 0, float/int: x, float/int: y, float/int: z, variable: outSX, variable: outSY, variable: outSZ)
"13659": "get_entity_height", // params: (string/hash: EntityHandle) returns float height
"13666": "get_dist_scale", // params: (string/hash: EntityHandle) returns float scale
"5245": "object_2d_move_animation_is_not_over", // params: (string/hash: Element) returns 1 if still occuring else 0
"13980": "get_gate_mode", // no params; official name, returns the gate mode as an int 0 = Battle Room, 1 = Speed Room, 2 = Expert Room, 3 = ???, 4 = Bizzare Room
"15298": "generic_reserve_handle", // no params;
"13906": "get_quest_item", // params: (string/hash?: QuestID, int/variable?: 0/variable? variable: outItemID, variable: outItemQty?)
"5437": "assign_object_2d_res_rect", // params: (string/hash: elName, string/hash: resourceName, int: x, int: y, int: width, int: height)
"2220": "set_coroutine", // params: (string/hash: function)
"2221": "set_coroutine_ex", // params: (string/hash: function, ...any: ...params)
"2223": "is_coroutine_set", // no params;
// update 27th April 2026
"14801": "play_music5", // params: (string/int: musName/trackNumber)
//"5006": "set_object_2d_input_enabled", // params: (hash/string: element, int: enabled)
"5203": "object_2d_set_scale_animated", // params: (hash/string: element, float: scaleX, float: scaleY, int/float: duration, int: easing)
"6002": "create_object_3d",
"4148": "ctrl_camera_tilt_interp", // params: (int: layer, float: tiltAngle, float: duration, int: mode)
"4145": "is_camera_tilt_not_over", // params: (int: layer)
"5253": "set_object_2d_pos_relative", // params: (hash/string: element, int: x, int: y) - sets the element position relative to it's parent
"13155": "run_vehicle", // params: (int: vehicleType, int: unk, any: rideParam, hash/string: charaHandle, optional int: unkFlag) - YW3 ONWARDS! vehicleType 0 = Raft, 1 = Cart, 2 = Pony/Horse
"13950": "hanako_run", // params: (string/hash: YSID) runs the Yo-kai Spot
"19000": "is_debug", // no params; returns 1 on developer builds
"3852": "load_xr_by_filepath",
"5000": "object_2d_delete_all",
"6000": "object_3d_delete_all",
"26100": "npc_chara_delete_all",
"3802": "mobiclip_load",
"3801": "mobiclip_delete",
"3800": "mobiclip_delete_all",
"3812": "mobiclip_is_over",
"3820": "mobiclip_get_current_time",
"3813": "mobiclip_is_load_not_over",
"3804": "mobiclip_pause",
"6045": "object_3d_get_property",
"6046": "object_3d_set_property",
"13730": "keyword_substitute"
// 256, 51, 41
}