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This is an early version of my FAQ. In a future edition I'll explain
what each script does and which events use them. I'll add a few new
scripts to allow you to do things that are not in the presets, and I'll
explain some of the more obscure commands and what they can be used for.
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In Version 0.8:
The FAQ includes detailed notes about the Variables, Flags, and Inputs
(including many corrections and omissions from the RPG Maker 2 help
files), details about the Direct Effects and Indirect effects, and
the typed scripts.
[C] = customize: these are flags or variables that can be changed with
the Data command
[B] = Battle only: These flags/variables can only affect the Default
Battle System
[W] = World Map Only: These flags/variables affect the world map in
some way.
[E] = Errata: the help files give incorrect or incomplete information
on this topic
Instigator = the combatant (enemy or party member) who's turn it is
in combat
Target = the combatant that the instigator is currently focused on.
Current Active Character = the last character to perform an action.
This includes the instigator while performing an action or the target
if currently active (by use of the Make Active Character command)
Var = Variable
Merchant script : the Merchant list command has a special script that
is used to sell the selected items. Display Sell list, Display Buy
List and Display Who List will only work in these scripts. Flag 3,
Flag 4, Var6, Var7 and Var54 are used with these commands.
System Flags: These are flags used internally by RPG Maker 2's
processing programs. It is unknown what these flags keep track of.
Flags
Flag 0: Off (fixed) _ This flag is always off, it can't be switched
to on. This flag is useful when you need a flag, but you don't want
to switch it on. The Script Branch : Repeat command is where you
would most likely use this flag in order to create a repeat that
never ends.
[B] Flag 1: Battle - turns On if the party is in combat (DBS only)
[B] Flag 2: Event Battle - On if the current battle is an event battle
(used the Event Battle command)
Flag 3: Bag Shop Select _ Only used in a merchant script. If the player
chooses the bag in the sell menu (Display Sell List command) this flag
turns on.
Flag 4: Sell Equipped _ Only used in a merchant script. If the player
tries to sell an equipped item, this flag will turn on.
Flag 5: Hide Class Info _ If the Display Class Info command is used and
the class has the Conceal Class Info box checked, this flag will turn on.
Flags 6-9 are System flags.
[C] Flag 10: No Menus _ If this flag is turned on, the X button will no
longer open the default menu.
[C] Flag 11: Cancel Menu _ When this flag is turned on, the player can
press O to exit Input Creation windows (Multiple Choice, Display Member
List, etc.) and cause Variable 2: User Choice to equal zero.
[C][W] Flag 12: Hide Stats World _ If turned on, the world map party
info window will not appear.
[C][B] Flag 13: Hide Stats Battle - When On, the status menu will not
appear in battle
[C][B] Flag 14: Constant Win - The battle system will jump from start
battle to end battle without the party actually having to fight. I
assume this is here to allow the designer to test the level up scripts
without having to fight a lot of battles to do it. It can also be
used to end the battle with the player's party as the victor.
[C][W] Flag 15: No Encounters - Random encounters will not occur while
this flag is on. Could be used in your own CBS to allow players to
avoid encounters with some creative scripting.
[C] Flag 16: No Movement _ If this flag is turned on, the direction
buttons are disabled and the player can no longer move the party
around the screen.
Flags 17-19 are system flags.
[C][E] Flag 20: Cursor Shortcut _ If turned on, the cursor will keep
the same position in a series of list commands. If Cancel Menu is on
(Flag 11) and the player presses O, the cursor will be reset to the
first position of the next list. If one list is longer than another
and a selection is made that is greater than the number of choices on
a subsequent list, the cursor will be set to the first choice.
Flags 21-29 are system flags.
[W] Flag 30: Vehicle Travel _ When the party enters a vehicle, this
flag turns on.
[C] Flag 31: Party Dead - On if the party is dead. Note that turning
this flag On will not kill the party. True party death is handled
internally by the game system.
Flag 32: Escape Set _ Turns on when the Set Escape command is used,
indicating that the player can use and item or ability with the
Escape command to transport the party to the set point.
Flag 33: Teleport Set _ This flag turns on the first time the Set
Teleport command is used. As long as at least one teleport point
exists, the flag will stay on.
Flag 34: Item Bag _ If the item bag in turned on (in Game Settings
or using Party : possessions : Item Bag command) then this flag
will be on. Note that this flag can't turn back off as the item
bag can't be un-removed.
Flags 35-39 are system flags.
Flag 40: Member Present _ If the Data : System : Member in Party
command is used, after setting the member number to the data base
number of the character (Data : Variable : Variable 86: Member
Number), this flag will turn on if the member is in the party.
Flag 41: Max Items _ This flag will turn on if you use Member Info:
Load on a character who has 12 items. Note that Member Info: Load
works on the character whose database number is in Variable 86:
Member Number.
Flags 42-49 are system flags.
[C][E] Flag 50: Event Condition _ This flag's condition (on or off)
can be saves with Event: Info save and viewed with Event: Info Load.
Every event (even the same event placed more than once on the same
map) has a separate flag with this same flag number. This can be
used for whatever purpose you desire. The help file indicates this
flag keeps track of something, but it doesn't do anything at all.
Note that then the party moves to a new map, this flag is set to Off
for all events.
Flags 51-59 are system flags.
[C] Flag 60: Satisfy Page _ used in a page condition of an event.
Turn this flag on if the page condition is met and turn it off if
it isn't. Note that you must set the flag on or off each time so
that the flag can be used in other page conditions.
[C] Flag 61: Satisfy Execute _ used in an execute condition of an
event (see script 220 and event 206 for an example). Turn on the
flag if the condition is met and off if it isn't. Like the previous
flag, this flag should be turned off in the first script command
before checking if the condition is met in case another event might
have turned it on.
Flags 62-69 are system flags.
[C] Flag 70: Side - Used to keep track of who's battle turn it is.
On = enemy's turn, Off = Party's turn
[B] Flag 71: Apply Side - Off is the instigator is taking an action,
On if the Target is taking an action
[B] Flag 72: Instigator's side - Used to keep track of who's side
the current instigator is on. On = enemy's side, Off = Party's Side
[B] Flag 73: Target's Side - Used to keep track of who's side the
current target is on. On = enemy's side, Off = Party's Side
[B][E] Flag 74: Leader Targeted - If the party leader is the target,
this flag turns on. The help file was not translated into English
Flags 74-79 are system flags.
[B][E] Flag 80: Action side - If a party member is taking an action,
the flag is Off, if an enemy, it is On. The help file was not
translated into English.
[C] Flag 81: Stat Check Type _ If this flag is turned on before
performing a Member Info: Load command, then any member stats that
are effected by equipment and/or class are adjusted to reflect
these effects. If this flag is off, then only Attack and Armor
will be adjusted for equipment. The stats affected are Str, Def,
Int, Agi, Luck, Attack, Armor, Max Hit Points, and Max Magic Points.
If this flag is on when Member Info: Save is used, the adjusted
stats will be saved.
[B][E] Flag 82: Traits - The help file was not translated into
English. Trait scripts run twice each turn of combat, once before
any actions are taken (Flag = Off), and once during the subject of
the trait's turn (Flag = On).
Flags 83-89 are system flags
[C] Flag 90: Ambush - On if an ambush is to occur (first turn only).
[C] Flag 91: Ambush Side - Off if the party is doing the ambushing,
and On if the enemy is.
[C] Flag 92: No Flee - If On, the party can't flee the battle
[C] Flag 93: No Insig Action - Used in Game : Direct Effect : Adv :
Flow1 after Check Start. If On, then the Check Fail script is run;
otherwise, Effect Start is run. In battle, this is used to determine
if an ability can be used (ex. do you have the MP to cast the
selected spell?)
[C] Flag 94: Insig Success _ Used in Game : Direct Effect : Adv :
Flow2 after Success Check. If On, then the Success script is run;
otherwise, Fail is run. In battle, used to determine is an attack/
ability effects the target.
[C] Flag 95: Insig Critical _ Used in Game : Direct Effect : Adv :
Flow2 after Success Check. If On, then the Critical script is run
instead of the Success one. In battle, used to determine is an
attack/ ability does extra damage.
[C] Flag 96: Target Dodge _ Used in Game : Direct Effect : Adv :
Flow2 after Check Start. If On, then the Dodge script is run. In
battle, used to determine is an attack/ ability is avoided by the
target.
[B][E] Flag 97: Target Counter _ the help file suggests that you
can turn this flag on "when you want to skip the target's response
to a direct effect just applied." Since you can't change this flag,
it doesn't seem useful for anything.
[C][E] Flag 98: Target Reaction _ if this flag is on, the target can
react to an indirect effect (Indirect Effect / Adv / Flow2 /
Reflected) or a direct effect (Direct Effect / Adv / Flow1 /
Counter attack). This is determined by Flag 99: Target Reflect.
[C][E] Flag 99: Target Reflect _ On if the target can Reflect the
instigator's indirect effect. Off if the target can Counter Attack
the instigator's direct effect. Flag 98: Target Reaction determines
if the reaction was successful.
[C][B] Flag 100: No Reward - If On, the party will not receive items
for the current battle.
Flags 101-109 are system flags.
[B] Flag 110: Member Check - On if Check Who Goes Next is used and
there are no party members left to check.
Flag 111: Has Item _ if Confirm Member Item is used and the current
character (database number in Variable 86: Member Number) has the
specified item (set with Data : Variable : Variable 134: Item number),
then this flag will turn on.
Flag 112: Has Magic _ if Confirm Member Ability is used and the
current character (database number in Variable 86: Member Number)
has the specified ability (set with Data : Variable : Variable 155:
Ability Number), then this flag will turn on.
[B] Flag 113: Call Same Enemy - On if the enemy can use Call Same
Enemy. Use Enable Call Same Enemy to turn this flag on.
[B] Flag 114: Call Other Enemy - On if the enemy can call another
enemy. Use Enable Call Other Enemy to turn this flag on.
Flag 115: Level Up _ if Check Level Up is used and the current
character (database number in Variable 86: Member Number) has
enough experience to level up, this flag will turn on.
Flag 116: Lvl up/ Ability _ if Check Level Up and Ability is
used and the current character (database number in Variable
86: Member Number) will learn a new ability when he goes up
a level and has the experience to do so, this flag will turn on.
Flag 117: Class Level up _ if Check Class Level Up is used and
the current character (database number in Variable 86: Member
Number) can gain a new class level (met both the experience
and battle conditions), then this flag will turn on.
Flag 118: Class Lvl Up/ Ability - _ if Check Class Level Up
and Ability is used and the current character (database number
in Variable 86: Member Number) will learn a new ability when
he goes up a level in a class and has the experience and battles
to do so, this flag will turn on.
[B] Flag 119: Get Item - On when the party will recieve an item for
winning a battle. Controlled by the Enemy : Reward : item percentage
you set for that enemy
[B] Flag 120: Get Rare Item - Same as above but for the enemy's rare
item percentage.
Flag 121: On when the Data : Member Info : Load command is used and
the member has an action status effecting them.
Flags 122-129 are system flags
Flag 130: Hide Item Info _ if Load Item Info is used on an item
(Database number in Variable 134: Item Number) that has the
Conceal Item Information box checked, this flag will turn on.
Flag 131: Unsellable Item - if Load Item Info is used on an item
(Database number in Variable 134: Item Number) that has the Can't
Sell box checked, this flag will turn on.
Flag 132: No Destroy Item _ if Load Item Info is used on an item
(Database number in Variable 134: Item Number) that has the Can't
Destroy box checked, this flag will turn on.
Flag 133: MemberNo Equip _ if Load Item Info is used on an item
(Database number in Variable 134: Item Number) that has the member
Can't Equip box checked for the current character (database number
in Variable 86: Member Number), this flag will turn on.
Flag 134: Member No Remove _ if Load Item Info is used on an item
(Database number in Variable 134: Item Number) that has the member
Can't Remove box checked for the current character (database number
in Variable 86: Member Number), this flag will turn on.
Flag 135: Class No Equip _ if Load Item Info is used on an item
(Database number in Variable 134: Item Number) that has the Class
Can't Equip box checked for the current character's (database
number in Variable 86: Member Number) current class, this flag
will turn on.
Flag 136: Class no Remove Equip _ if Load Item Info is used on an
item (Database number in Variable 134: Item Number) that has the
Class Can't Remove box checked for the current character's
(database number in Variable 86: Member Number) current class,
this flag will turn on.
Flags 137-139 are system flags.
Flag 140: No Remove Weapon _ if Member Info: Load is used and the
current character (database number in Variable 86: Member Number)
can't remove the equipped weapon (the Can't Remove box is checked
for the character or his current class), then this flag will turn on.
Flag 141: No Remove Helmet _ if Member Info: Load is used and the
current character (database number in Variable 86: Member Number)
can't remove the equipped helmet (the Can't Remove box is checked
for the character or his current class), then this flag will turn on.
Flag 142: No Remove Armor _ if Member Info: Load is used and the
current character (database number in Variable 86: Member Number)
can't remove the equipped armor (the Can't Remove box is checked
for the character or his current class), then this flag will turn on.
Flag 143: No Remove Shield _ if Member Info: Load is used and the
current character (database number in Variable 86: Member Number)
can't remove the equipped shield (the Can't Remove box is checked
for the character or his current class), then this flag will turn on.
Flag 144: No Remove Accessory _ if Member Info: Load is used and the
current character (database number in Variable 86: Member Number)
can't remove the equipped Accessory (the Can't Remove box is checked
for the character or his current class), then this flag will turn on.
Flags 145-149 are system flags.
Flag 150: Ability Type - Triggered by the Load Ability Info command
for the current ability (database number is in Variable 155:
Ability Number). If On, the ability is a skill, if Off, the ability
is a spell.
Flag 151: Hide Ability Info - Triggered by the Load Ability Info
command for the current ability (database number is in Variable
155: Ability Number). If the Don't Display Info box is checked,
the flag will turn on.
Flags 152-159 are system flags.
Flag 160: Dir Death Check - On when you used Load Direct Effect
Info and Check Death Before is selected.
Flags 161-169 are system flags.
Flag 170: Indirect Effect - When Using Data : Target : Status :
Confirm, this flag turns On if the target has an abnormal status
effecting them.
Flag 171: Indirect Success - When checking Data : Target : Status :
Apply, this flag turns On if the status effect was successfully
applied.
Flag 172: Indirect End - When Using Data : Target : Status : Remove,
the flag turns On if the status effect was successfully removed.
Flag 173: Indirect End Condition - When the Game : Indirect Effect :
Adv : Modify : Priority Match conditions are met, so that indirect
effects can be combined, this flag turns On.
Flags 174-179 are system flags.
[C] Flags 180-189: Normal Flags - Every character and Enemy has
these. Substitute Attribute for Variable can be used to load the
current active character or enemy's Normal Flags. Substitute Variable
for Attribute can be used to save any changes to these flags. For
Characters, Member Info: Load and Member Info: Save will do the
same thing.
[C][E] Flags 190-199: Battle Flags - Same as above. Note that the
help file says you can't use normal flags and Battle flags at the
same time, but in testing this isn't true. Battle Flag 0 is used
by the preset system to keep track of who is defending in battle.
[C] Flags 200-260 are Sample flags. These can be used like any
other unused flag (flags 261-899) except some are used in the
preset data. The following are the uses sample flags:
Flag 210: Sample Flag 10 _ keeps track of the member in Member
Order 0's (the leader) numb state in battle so that the state
will continue after battle is finished.
Flag 211: Sample Flag 11 _ keeps track of the member in Member
Order 1's numb state in battle so that the state will continue
after battle is finished.
Flag 212: Sample Flag 12 _ keeps track of the member in Member
Order 2's numb state in battle so that the state will continue
after battle is finished.
Flag 213: Sample Flag 13 _ keeps track of the member in Member
Order 3's numb state in battle so that the state will continue
after battle is finished.
Flag 250: Sample Flag 50 _ in the item chest script (#253), this
flag keeps track of whether the item was taken or not. When the
item is taken, the flag is turned on. Each chest you make will
need a different flag to keep track of the item in that particular
chest.
Flag 251: Sample Flag 51 _ in the money chest script (#254), this
flag keeps track of if the money was removed from the chest. This
flag turns on when the money is taken.
Flag 252: Sample Flag 52 _ used in several scripts, this flag keeps
track of when the world map can be displayed. This is used with the
world map item to prevent the player using the item when not standing
on the world map.
Flag 253: Sample Flag 53 _ this flag is used to keep track of whether
the party can use a vehicle on the current map. If the flag is on, the
party can use a vehicle here (as long as all other conditions are met).
Flag 254: Sample Flag 54 _ this flag is used with the boat vehicle to
prevent the party leaving the boat anywhere but at a dock. Script
267: On boat turns this flag off when the party touches a dock so
the party can exit.
Flag 255: Sample Flag 55 _ if all conditions for using a vehicle
are met, this flag is turned on
Flag 256: Sample Flag 56 _ this flag controls the escape command
(found in the smoke bomb item of the preset data) so that the party
can only use escape when in a dungeon. If it is on, then the party
can use escape. Note that you will need to turn this flag on in
any dungeons you create so that the smoke bomb item can be used.
Also remember to turn the flag off when they leave.
Flag 257: Sample Flag 57 _ used in Game Start 1 (Script 270) and
Game Start 2 (Script 271) to prevent these scripts from repeating
once the game has begun. A page condition checks if this flag
is on in both Game Start 1 and 2. The flag is turned on in
game stat 1's script.
Flag 258: Sample Flag 58 _ keeps track of when the teleport spell
is used. This is used in the Deploy script to bring any vehicles
to the town the party teleports to. Read the notes in script 274:
Deploy for information on how to use this ability in your own games.
Flag 259: Sample Flag 59 _ this flag is turned on when you are in
the air (the balloon vehicle) or at sea (the boat) so that the map
will appear when you are in these vehicles. Play the preset game
to see this feature in action.
Flag 260: Sample Flag 60 _ also used with the item chest (script
253), this flag keeps track of if the chest is open o not and is
used in a page condition. Since it is possible to open the chest
but not take the item, this flag makes it possible to close the
chest and open it later when you are ready to take the item. Since
this flag is turned off each time the script runs, you can use this
flag with all your item chests.
[C] Flags 261-989 - unused flags that you can use in any way you wish.
[C] Flags 990-999 - temporary flags. These flags are used to
temporarily keep track of information. Several scripts use these
flags, but you can use them as well since the information is not
kept beyond the current script. Note that old information from
past scripts can carry over, so it is a good idea to set the temp
flags you use to off at the beginning of the script they are used in.
System Variables are used by the game system and can't be used by the
game designer.
General variables:
Var0: 0 (fixed) _ this variable will always equal zero no matter what.
Use it whenever you need to use a variable that equals 0. This is the
default variable in the Data : Variable command and lets you make one
variable equal another variable or a number without doing any
mathematical equations.
Var1: System Generate _ a number is placed in this variable when
something occurs within the system. This number is used in
Script 0: Error Messages to display a message on the screen to
tell the player or game designer what has occurred. Note that an
error does not need to occur for this to function. For example,
changing the message speed will trigger this variable and the
error message script.
[C] Var2: User Choice _ whenever the player makes a choice in game
through an input creation command (multiple choice, member list,
etc.), this variable stores that choice. If Flag 11: Cancel menu
is on, this variable will store a zero when the menu is canceled.
Changing this Variable to -1 will prevent lists from reusing the
last stored variable (useful when imbedding multiple choice commands
- see game manual for more information).
Var3: User Input _ when the Input : Number command is used, the number
entered in the display is stored in this variable.
[E] Var4: User Button _ when the Input : Button command is used,
the code for the button pressed is stored in this variable. The
button codes are: -1 no button was pressed during the commands
execution (used when a wait time is used with the command), 0 up,
1 down, 2 left, 3 right, 4 triangle, 5 circle [Help incorrectly
says X],
6 square, 7 X [Help incorrectly says circle], 8 start button,
9 select button, 10 L1, 11 L2, 12 L3, 13 R1, 14 R2, 15 R3
[E] Var5: Teleport Location _ used with direct effect/ custom/
target/ teleport selection. When the target is teleport, a menu
will appear displaying the possible teleport locations (created
with the set teleport command). The variable stores the list number
(i.e. the first location is number 0, second = 1, etc.) of the
location chosen. When the Teleport command is used, this number
will determine what teleport point the party goes to.
Note: If the Teleport command is used without the teleport menu,
the party will teleport to the last location selected or the first
location, if the menu was never opened. If no teleport points
were set, an error message will be displayed instead.
Var6: Item Quality _ used in merchant list scripts. When Display
Buy List or Display Sell list are used, the quality of the item
bought or sold is stored in this variable.
Var7: Item Price _ used in merchant list scripts. When Display
Buy List or Display Sell list are used, the cost of the item bought
or sold is stored in this variable.
[C] Var8: Bank Balance _ this variable keeps track of how much money
is currently in the party's bank account. See Script 248: Bank for
an example of this variable in use.
[C] Var9: Inn Room Rate _ the Inn command normally sets this rate and
uses the number in an Inn Script. See Script 245: Inn for an example
on an inn script. Note that the Inn command is used in Script 244:
Inn Greeting to call the Inn script.
Var10: # input min _ if an Input : Number command has a minimum
number set, that number is stored here.
Var11: # input max _ if an Input : Number command has a maximum
number set, that number is stored here.
Var12-Var14: System Variables
[C] Var15: Encounter Ratio - This number is multiplied by the
encounter rate set in Game Settings : Battle : Encounter. Normally
equals 100 (i.e. 100 percent). If set to zero, no encounters will
occur. Can be used to temporary change the encounter rate.
Var16: Screen Effect _ this variable stores the code of the screen
wipe used in the Apply Wipe command. -1 = no wipe, 0 = shatter,
1 = Melt
[B][E] Var17: Battle Result - stores the result of the last battle.
0 = Lose turn count exceeded, 1 = victory, 2 = Defeat, 3 = Escape,
4 = Cancel (cancel happens when all the enemy run away)
[B] Var18: Participate Member - the number of party members that
participated in battle
[B] Var19: Participate Enemy - the number of enemies that were
encountered at the start of battle.
[B] Var20: Experience Received - amount of experience each member
receives at the end of battle
[B] Var21: Money Received - the amount of money the party received
from the battle.
[C][B][E] Var22: Battle Turns - This is how many times a direct
effect will repeat in one battle turn. Use in Direct Effect : Adv :
Flow 1 : Turn End slot. Allows an enemy or character to attack more
than once per turn. See the Direct Effect "Angelic Spear" for an
example of how this is used. The help file is not very clear on how
this variable works.
[C][B][E] Var23: Lose Turn Count - Number of turns until the battle
ends and the party loses. If set to zero (the default), battles have
no set length. Note that this does not kill the party (although Party
Dead will equal ON), but simply ends the battle early. However,
Script 28: Battle Exit only runs if Party Dead is Off. Use Var17
(which will equal 0) to check if the battle ended due to this variable
and to reset the screen color and Sound.
[B] Var24: B Member Target - This is the total number of participants
in the battle (Var18 + Var19)
[B] Var25: Unit Number - Contains the Battle Unit's Database Number.
Var26-28: System Variables
[C] Var29: Target Resist W - The target's resistance to the
instigator's weapon property (stored in Var37). Goes from -100
(weapon has no effect) to +100 (weapon does double damage)
[C] Var30: Target Resist M - The target's resistance to the
instigator's magic property (stored in Var36). Goes from -100
(ability has no effect) to +100 (ability does double damage)
Var31-32: System Variables
[C][B] Var33: Damage Rate A - Stores the A value of the battle
formula: Damage total = (A/100) - B
[C][B] Var34: Damage Rate B - Stores the B value of the above formula.
[C][B] Var35: Damage Total - the result of the above calulation.
[B] Var36: Insti Property M - The Magic Property Number (from 0-99)
of the instigator's ability that is currently being used.
(See Magic Properties)
[B] Var37: Insti Property W - The Weapon Property Number (from 0-99)
of the instigator's equipped weapon. (See Weapon Properties)
Var38-40: System Variables
[C][B] Var41: Insti Success# - The instigator's chance of success
ratio (the weapon's direct effect : success%)
[C][B] Var42: Insti Critical# - The instigator's critical hit success
ratio (the weapon's direct effect : rate)
[C][B][E] Var43: Target Dodge# - the target's successful dodge ratio.
Dodge is calculated in a formula in the preset battle formula and this
value is not used. I'm not sure where this value comes from or what it
can be used for.
[C] Var44: Shared Damage# - Ratio of damage shared with others. 0 = no
damage is shared, 50 = target takes half and others that half, 100 =
others take all damage and target takes none.
Var45-47: System Variables
[B] Var48: Insti Member - The database number of the instigator if a
party member.
[B] Var49: Insti Enemy - The enemy's Battle Order Number, if an enemy
is the instigator.
[B] Var50: Target Member - The database number of the target if a
party member.
[B] Var51: Target Enemy - The enemy's Battle Order Number, if an enemy
is the target.
Var52: System Variable
[C] Var53: Member Order - The position of the character in the party.
Data : Member Info : Use Battle Order can be used with this variable
to find what member is in what position (loads the database number
into Var86: Member Number). 0 = leader, 1 = second spot (behind
leader), 2 = third spot, 3 = back of party
[C] Var54: Member Menu Order _ used in merchant list scripts. When
selecting a member in a Input : Display Who List command, the database
number of that character is stored here.
[C][B] Var55: Enemy Battle Order - the order the enemy line up in. 0 =
left most position, 1 = right of the first enemy, etc. up to 99 (far
right). Note if new enemies are called into battle, they will get
higher battle numbers, but may appear anywhere on the screen. (for
example, if there are four enemies, the first one dies, and then a
fifth enemy is called. The new enemy will appear in the first enemies
place, but will have an order number of four.)
Var56-57: System Variables
[C] Var58: Trait Number _ this number is used by the Screen Display :
Content : Description : Trait command to display the description of
the trait with this database number. You need to use Data : Variable :
Variable 58: Trait Number to specify the trait you want described on
the screen. Note that this message is displayed in a message window.
[B] Var59: Action: Instigator _ used by a trait script to keep track
of the battle order (enemy) or database number (party member) that the
trait applies to.
[B][C] Var60: Action: Action _ This is the code for the type of action
taken in battle. 0: offensive, 1: defense, 2: Magic, 3: Skill, 4: item
[B][C] Var61: Action: Itm/abty _ This is the database number of the
item or ability used by the instigator in battle.
[B] [C] Var62: Action: B Member - The number of the character
(var86: Member Number) or enemy (Var55: Enemy Battle Order) when the
target is on the instigator's side (Flag 70: Side) (ex. when healing
a party member)
[B] [C] Var63: Action: Enemy - the number of the enemy (Var55: Enemy
Battle Order) or character (var86: Member Number) when target is on
opposite side (Flag 70: Side).
[B] [C] Var65: Action: Rand/Abty - If the ability is not random,
the value is -1, otherwise the number of the ability that was randomly
chosen is stored here.
Var66: System Variable
Event Info:
Var67: Event X _ this is the X coordinate (North-South) of the current
event. This variable is loaded by the Event Info Load command.
Var68: Event Y _ this is the Y coordinate (East-West) of the current
event. This variable is loaded by the Event Info Load command.
Var69: Event Z _ this is the Z coordinate (Height) of the current
event. This variable is loaded by the Event Info Load command.
Var70: Event Direction _ this is the code for the direction the
current event is facing. This variable is loaded by the Event
Info Load command. Code: 0 = E, 1 = SE, 2 = S, 3 = SW, 4 = W,
5 = NW, 6 = N, 7 = NE
[E] Var71: Event Number _ contrary to the help message, this variable
actually contains no data; however, every event (event duplicate
events) can store a different value in this variable. Use Event Info
Save to save this number once changed (using the Data : Variable
command). You can use Event Info Load to check what value you gave
to the current event. This is useful for keeping track of duplicate
events on the same map. Note: all values are set back to zero when
the party moves to a new map.
Var72-74: System Variables
Party Info:
Var75: Member Total _ when Game Info : Load is used, this variable
stores the total number of members in the party.
Var76: System Variable
[C] Var77: Total Money _ when Game Info : Load is used, this variable
stores the total money carried by the party.
Var78: Total Party Items _ when Game Info : Load is used, this variable
stores the total number of items the party members are carrying.
Var79: Total Bag Items _ when Game Info : Load is used, this variable
stores the total number of items in the party's bag.
Var80: Total Items _ when Game Info : Load is used, this variable stores
the total number of items (party members plus bag) that party has.
[E] Var81: Map Number _ when Game Info : Load is used, this variable
loads the database number of the map the party is on. The World
Organization database number is used.
Var82: Party X _ when Game Info : Load is used, this variable loads
the north/south coordinate value of the party leader.
Var83: Party Y _ when Game Info : Load is used, this variable loads
the east/west coordinate value of the party leader.
Var84: Party Z _ when Game Info : Load is used, this variable loads
the height value of the party leader.
Var85: Party Direction _ this is the code for the direction the party
leader is facing. This variable is loaded by the Game Info : Load
command. Code: 0 = E, 1 = SE, 2 = S, 3 = SW, 4 = W, 5 = NW, 6 = N,
7 = NE
Characters:
[C] Var86: Member Number _ this variable stores the database number
of the last character to perform an action (ex. Equipped an item,
attacked in battle, was targeted in battle, took poison damage,
etc.). Out of battle, this is usually the party leader since moving
counts as an action for the leader. This variable can also be used
to load information about a character using Member Info : Load. Load
Item Info can also use this variable when determining information
related to the character (see Flags 131 to 134)
[C] Var87: Total Member Item _ using Member info : load will store
the total quantity of items the character specified in Var86: Member
Number is carrying.
[C] Var88: Class Number _ using Member info : load will store the
class database number of the current class of the character specified
in Var86: Member Number.
[C] Var89: Ex-class _ using Member info : load will store the class
database number of the last class the character specified in Var86:
Member Number had before switching to his current class.
[C] Var90: Class Rank _ using Member info : load will store the
class Rank number of the current class of the character specified
in Var86: Member Number.
[C] Var91: Level _ using Member info : load will store the level
of the character specified in Var86: Member Number.
Var92: Exp to Level _ using Member info : load will store the
amount of experience the character specified in Var86: Member
Number needs to go up to the next level.
Var93: Exp to Class Level - using Member info : load will store
the amount of experience needed to level up in the current class
of the character specified in Var86: Member Number.
Var94: Victories to Level _ using Member info : load will store
the number of victories needed to level up in the current class
of the character specified in Var86: Member Number.
[C] Var95: Experience _ using Member info : load will store the
amount of experience the character specified in Var86: Member
Number currently has.
[C] Var96: Attack Order _ using Substitute Target Attribute for
Variable will store the battle order (usually the same as Agility
but can be altered in battle) of the character specified in Var86:
Member Number or the enemy specified in Var55: Enemy Battle Order.
This variable determines what order the characters and enemies will
be allowed to take their actions. The highest value goes first and
the lowest goes last.
Attack Order can be changed in the Turn Start option of Direct Effect/
Adv/ Flow1 or Indirect Effect/ Adv/ Flow1. This variable can be
changed (use Substitute Variable for Target Attribute to save the
change) or the commands Always Goes First or Always Goes Last can be used.
Attributes (Variables 97-107):
The following stats can be loaded into memory using either Member
Info : Load (for characters), Substitute Attribute for Variable,
or Substitute Target Attribute for Variable (for both characters
and enemies). Using Member Info : Save (for characters), Substitute
Variable for Attribute, or Substitute Variable for Target Attribute
(for both characters and enemies) will save any changes you made.
Stat changes in battle are not saved after battle ends. Use Data:
Target: attributes to permanently change stats in battle.
If Flag 81: Stat Check Type is on, then the effect of equipped items
on the stats will also be reflected in the numbers. If the info was
loaded with Flag 81 on, the info can't be saved. This is a safety
feature to prevent the altered stats being saved as the default stats.
Note that the attribute names can be changed and they can be used in
you game in any way you wish. How the preset data uses the stats are
mentioned with each attribute. Note that Agility is always used for
Battle Order and that Attack and Armor are calculated using a build
in formula.
[C] Var97: Hit Points _ the current hit points of the character or
enemy selected.
[C] Var98: Magic Points _ the current magic points of the character
or enemy selected.
[C] Var99: Strength _ the strength of the character or enemy selected.
Used to increase damage done in the presets.
[C] Var100: Defend _ the defense rating of the character or enemy
selected. Used to determine damage received in the presets.
[C] Var101: Intelligence _ the Intelligence of the character or
enemy selected. Used to increase damage done by spells in the presets.
[C] Var102: Agility _ the agility of the character or enemy selected.
Used for Battle Order. Also used in the presets to determine if the party
can flee battle and whether the party or enemy can ambush each other.
[C] Var103: Luck _ the Luck of the character or enemy selected. Used
with agility to determine if the party can flee battle in the presets.
[C] Var104: Attack _ the attack strength of the character or enemy
selected. This is set to Strength plus Weapon rank (item/ custom/
equip). If Flag 81: Stat Check Type is on then the effects of other
equipped item's are also reflected in the stat. Note that this
attribute is calculated each time it is loaded and can't be
permanently changed directly.
[C] Var105: Armor _ the defense strength of the character or enemy
selected. This is set to Defense plus Armor rank (item/ custom/
equip). If Flag 81: Stat Check Type is on then the effects of other
equipped item's are also reflected in the stat. Note that this
attribute is calculated each time it is loaded and can't be
permanently changed directly.
[C] Var106: Max Hit Points _ the maximum hit points of the character
or enemy selected.
[C] Var107: Max Magic Points _ the maximum magic points of the
character or enemy selected.
Var108: Target X _ when Member Info : Load is used, this variable
loads the north/south coordinate value of the character specified
in Var86: Member Number.
Var109 Target Y _ when Member Info : Load is used, this variable
loads the east/west coordinate value of the character specified in
Var86: Member Number.
Var110: Target Z _ when Member Info : Load is used, this variable
loads the height value of the character specified in Var86: Member Number.
Var111: Target Direction _ when Member Info : Load is used, the code
for the direction the member specified in Var86: Member Number is
facing is loaded. Code: 0 = E, 1 = SE, 2 = S, 3 = SW, 4 = W, 5 = NW,
6 = N, 7 = NE
Var112: Class Experience _ using Member info : load will store the
class experience of the current class of the character specified
in Var86: Member Number.
Var113: Class Victories _ using Member info : load will store the
number of victories won with the current class of the character
specified in Var86: Member Number.
Var114: Indirect Rate _ using Member info : load will store the rate
of the indirect effect (condition) that is effecting the character
specified in Var86: Member Number (if any).
Var115: Indirect Length _ using Member info : load will store the
length of time left until an indirect effect (condition) on the
character specified in Var86: Member Number ends. If there is no
indirect effect or the effect is permanent until removed, the value
will be zero.
Var116: System Variable
Var117: Item number 1 _ using Member info : load will store the
database number of the item held in the first position of the
inventory of the character specified in Var86: Member Number.
If there is no item, the value will be -1.
Var118-128: Item Number 2-12 _ these variables are similar to var117,
but contain the second through to the last item the member is carrying.
When an item is removed, all the items move up the list so that the
last spot will always be empty if the character has fewer than 12
items. You can use Var87: Total Member Items along with these
variables to determine what items the character has. Note that if an
item has a value of -1 then that slot is empty and there is no need
to check the higher valued slots.
Var129: Weapon Equipment _ using Member info : load will store the
database number of the weapon the character specified in Var86: Member
Number has equipped. If the value is -1, then no weapon is currently
equipped.
Var130: Helmet Equipment _ using Member info : load will store the
database number of the helmet the character specified in Var86:
Member Number has equipped. If the value is -1, then no helmet is
currently equipped.
Var131: Armor Equipment _ using Member info : load will store the
database number of the armor the character specified in Var86:
Member Number has equipped. If the value is -1, then no armor is
currently equipped.
Var132: Shield Equipment _ using Member info : load will store the
database number of the shield the character specified in Var86:
Member Number has equipped. If the value is -1, then no shield is
currently equipped.
Var133: Access Equipment _ using Member info : load will store the
database number of the accessory the character specified in Var86:
Member Number has equipped. If the value is -1, then no accessory
is currently equipped.
Items:
[C] Var134: Item Number _ the database number of the current item
(if an item is being used). You can also set this variable to the
number of an item you wish to learn about using Load Item Info.
Variables 135-152 contain this items info when loaded.
Var135: Item: Type _ using Load Item Info will store the type code for
the item specified in Var134: Item Number. 0: Weapon; 1: Armor; 2:
Helmet; 3: Shield; 4: Accessory; 5: other
Var136: Item: Buy Price _ using Load Item Info will store the buying
price of the item specified in Var134: Item Number. This value is
set when the item is created.
Var137: Item: Sell Price _ using Load Item Info will store the selling
price of the item specified in Var134: Item Number. If no price was
specified, the default price (normally set at 50% of the buying price)
will be used.
Var138: Item: Property W _ using Load Item Info will store the weapon
property value of the item specified in Var134: Item Number. Enemies
can be set up to have weaker or stronger defenses against certain
types of weapons. (See Weapon Properties)
Var139: Item: Use Direct _ using Load Item Info will store the direct
effect database number of any direct effect that occurs when the item
specified in Var134: Item Number is used. Note that weapons use
Var151: Atk Direct when used in battle.
Var140: Item: Use Indirect _ using Load Item Info will store the
indirect effect database number of any indirect effect that occurs
when the item specified in Var134: Item Number is used. Note that
weapons use Var152: Atk Indirect when used in battle.
Var141: Item: Equip HP _ using Load Item Info will store the amount
hit points changes when the item specified in Var134: Item Number
is equipped.
Var142: Item: Equip MP _ using Load Item Info will store the amount
magic points changes when the item specified in Var134: Item Number
is equipped.
Var143: Item: Equip Str _ using Load Item Info will store the amount
strength changes when the item specified in Var134: Item Number is
equipped.
Var144: Item: Equip Def _ using Load Item Info will store the amount
defend changes when the item specified in Var134: Item Number is
equipped.
Var145: Item: Equip Int _ using Load Item Info will store the amount
intelligence changes when the item specified in Var134: Item Number
is equipped.
Var146: Item: Equip Agi _ using Load Item Info will store the amount
agility changes when the item specified in Var134: Item Number is
equipped.
Var147: Item: Equip Luck _ using Load Item Info will store the amount
luck changes when the item specified in Var134: Item Number is equipped.
Var148-149: System Variables
Var150: Item: Equip Indirect _ using Load Item Info will store the
indirect effect database number of the indirect effect (if any) that
effects the character when he equips the item specified in Var134:
Item Number. This effect is set in Item Editor/ Custom/ Equipped
along with the attributes.
Var151: Item: Atk Direct _ using Load Item Info will store the direct
effect database number of the direct effect that occurs when the
weapon specified in Var134: Item Number is used in battle. This
effect is needed to do damage with the weapon.
Var152: Item: Atk Indirect _ using Load Item Info will store the
indirect effect database number of any indirect effect that occurs
when the weapon specified in Var134: Item Number is used in battle.
Var153-154: System Variables
Abilities:
[C] Var155: Ability Number _ the database number of any ability that
is being used. You can use Load Ability Info with this number to
learn more about the ability. This info is stored in Var156-160.
Var156: Ability: Cost _ the cost of the ability specified in Var155:
Ability Number. This can be MP, HP, or any other loss as specified
in the direct effect scripts of the ability.
Var157: Ability: Direct _ the direct effect database number of the
effect that occurs when the ability specified in Var155: Ability
Number is used.
Var158: Ability: Indirect _ the indirect effect database number of
the effect (if any) that occurs along with the direct effect when
the ability specified in Var155: Ability Number is used.
Var159: Ability: Usable _ the code for the area that the ability specified
in Var155: Ability Number can be used in. 0 = world, 1 = battle, 2 = both
Var160: Ability: Random _ the code for the randomness of the ability
specified in Var155: Ability Number. 0 = random ability, 1 = random
effect, 2 = not random
Var161: Random Ability _ this variable stores the number of a random
ability when a ability with the random condition is used. The number
will also be placed in Var155: Ability Number. If the last ability
used was a normal ability (no random effect) then -1 will be stored here.
Var162: System Variable
Direct Effects:
[C] Var163: Direct Effect _ the database number of the direct effect
that is being used. You can use Load Direct effect Info with this
number to learn more about the ability. This info is stored in Var164-169.
Var164: Direct: Rate _ this is the rate number for the Direct Effect
specified in Var163: Direct Effect. This rate can be used as a value
(damage) or a percentage (change to hit). Note that for weapons, rate
is the percent chance of the weapon getting a critical hit in the presets.
Var165: Direct: Success # _ this is the percent chance that the Direct
effect specified in Var163: Direct Effect will be successful. Normally
used in the Success Check formula.
Var166: Direct: Type _ this is the code for the type of the direct effect
specified in Var163: Direct Effect. 0 = offence; 1 = defense; 2 = other.
These types are reflected in the battle menus when you pick a skill or
spell to use in combat.
[E] Var167: Direct: Target _ this is the menu type of the direct effect
specified in Var163: Direct Effect. 0 = no menu; 1 = target menu; 2 =
location menu. Note that this variable (as well as the two following)
has been incorrectly named.
[E] Var168: Direct: Menu _ this is the range code of the direct effect
specified in Var163: Direct Effect. 0 = single target; 1 = single random
target; 2 = group; 3 = random group; 4 = all targets. Note that this
variable (as well as the one above and below) has been incorrectly named.
[E] Var169: Direct: Range _ this is the target type of the direct effect
specified in Var163: Direct Effect. 0 = friend; 1 = enemy; 2 = both. Note
that this variable (as well as the two above) has been incorrectly named.
Var170-171: System Variables
Indirect Effects:
[C] Var172: Indirect Effect _ this is the indirect effect database number
of the indirect effect in use or that you wish to learn more about.
Variables 173-177 contain the variables stored when Load Indirect Effect
Info is used.
Var173: Indirect: Resist W _ this is how much weapon resistance
(-100 to +100) that the indirect effect specified in Var172: Indirect
Effect will give the target against the weapon property specified in
Var37: Insti Property W (See Weapon Properties). Resistance to various
weapon types is specified in Indirect Effects/ Custom/ Resist W. Note
that this value is only useful during combat when a weapon targets the
character affected by the indirect effect. A value of -100 will cause
the target to take double damage, a value of 0 is normal damage, and a
value of +100 is no damage. Any other value is the percentage of the
damage gained/ loss (ex. +50 causes half damage).
Var174: Indirect: Resist M _ this is how much magic resistance (-100
to +100) that the indirect effect specified in Var172: Indirect Effect
will give the target against the magic property specified in Var36:
Insti Property M (See Magic Properties). Resistance to various ability
types is specified in Indirect Effects/ Custom/ Resist M. Note that
this value is only useful during combat when an ability targets the
character affected by the indirect effect. A value of -100 will cause
the target to take double damage, a value of 0 is normal damage, and a
value of +100 is no damage. Any other value is the percentage of the
damage gained/ loss (ex. +50 causes half damage).
Var175: Indirect: Priority _ this is the priority level of the condition
that the indirect effect specified in Var172: Indirect Effect causes to
the character. This value is set in Indirect Effect/ Custom/ Settings.
Different effects can be applied to the character depending on the
priority level. The higher number always takes priority over a lower
number. For Example, if a character is both poisoned (priority 500, and
turned to stone (priority 750) the effects for turning to stone will be
displayed and not the effects for poison. See Character/ Custom/ priority
for more information.
Var176: Indirect: Rate _ this is the rate value of the indirect effect
specified in Var172: Indirect Effect. This rate can be used to store
any value you want associated with the effect. (Ex. Amount of damage
poison does each step)
Var177: Indirect: Type _ this is the code for the status condition that
the indirect effect specified in Var172: Indirect Effect will inflict on
the target of the effect. 0 = action status; 1 = condition status; 2 =
magic status; 3 = skill status; 4 = custom status
Var178-179: System Variables
[C] Var180 - 189: Normal Variables 0-9 - Every character and Enemy has
these. Substitute Attribute for Variable can be used to load the current
active character or enemy's Normal Variables. Substitute Variable for
Attribute can be used to save any changes to these variables. For
Characters, Member Info: Load and Member Info: Save will do the same thing.
[C][E] Var190-199: Battle Variables 0 -9 - Same as above. Note that the
help file says you can't use normal Variables and Battle Variables at the
same time, but in testing this isn't true.
Warning: For some reason Normal Variable 0 and Battle Variable 0 for
Member 0 will reset to zero whenever they are changed. For all other
members, these variables work fine.
[C] Var200-260: Sample Variables _ these variables are not used by the
preset data and are free to be used like any other unnamed variable.
[C] Var261-989: Variables _ these are variables you can use in your game.
[C] Var990-999: Temp Variables _ these Variables are used to temporarily
keep track of information. Several scripts use these variables, but you
can use them as well since the information is not kept beyond the current
script. Note that old information from past scripts can carry over, so it
is a good idea to set the temp variables you use to zero or some other
specific value at the beginning of the script they are used in.
Inputs:
Inputs hold text strings and are used to store names and other important
text.Input 0: Empty _ this is a null text string.
Input 1: Common Name _ this is the most used Input since the name of a
database item is loaded into this text variable whenever a load command
is used. Member info: load will load the name of the character specified
in Var86: Member number, Load Item Info will load the name of the item
specified in Var134: Item Number, Load Direct Effect Info will load the
name of the direct effect specified in Var163: Direct Effect, Load Ability
Info will load the name of the ability specified in Var155: Ability Number,
Substitute Attribute for Variable and Substitute Target Attribute for
Variable will load the name of the member specified in Var86: Member number
or the enemy specified in Var55: Enemy Battle Order depending on the
side (specified in Flag 71: Apply Side) at the time the command is used.
Input 2: Leader Name _ this Input always contains the name of the
party's leader.
Input 3: Input _ this Input is used with the Input : Text command.
You can use this to pass the text on to another text string. For
example, you can use the Name command to change the name of a character
to the name entered by the player into this Input.
Input 4: Current Map _ this Input always contains the name of the current map.
[C][E] Input 5: Event _ this Input is empty when an event appears on a map
(this includes every time the party leaves and returns to the map). Event IInfo
Save can be used to save a text string for the current event and Event
Info Load can be used to retrieve the text. Note that the help file says
that this Input contains the name of the event. This is not true; the Input
is always empty unless you store a text string here. Remember, if the party
leaves the map, the string will become null again.
Input 6: Origin _ this will contain the origin text of the character
specified in Var86: Member number when Member Info : Load is used.
Input 7: Sex _ this will contain the sex of the character specified in
Var86: Member number when Member Info : Load is used.
Input 8-17: System Inputs
[C] 18: Normal Input _ Member info load and Substitute Attribute for
Variable will load the text given to the character specified in Var86:
Member Number. This Input has no specific use and can be used in any
way you wish. Member info save and Substitute Variable for Attribute
will save this info.
[C] 19: Battle Input _ Member info load, Substitute Attribute for Variable,
and Substitute Target Attribute for Variable will load the text given to
the character specified in Var86: Member Number. This Input has no specific
use and can be used in any way you wish. Member info save, Substitute
Variable for Attribute, and Substitute Variable for Target Attribute will
save this info. Enemies can also have a Battle Input (use the substitute
commands to load and save the input for the enemy specified in Var55:
Enemy Battle Order when Flag 71: Apply Side = On [enemy]).
[C] Input 20 _ 89: Inputs _ these are blank Inputs you can use to store
text strings in your game.
[C] Input 90-99: Temp Inputs _ you can use these Inputs to temporarily
store text. Useful when using Input 1: Common Name to temporarily store
a name before loading in another.
*********************************************************************
Direct Effects
Direct effects are used for any action in the game that can be directed
at a target and are instantaneous. This includes magic, skills, weapon
attacks, and item use. All slots in the direct effects editor are filled
with system events that contain content scripts. In the notes I refer to
entering scripts in the slots because it is the scripts that need to be
written to get the direct effect to work. The system event is just there
to connect the script to the direct effect.
A note about flags: Direct effects used specific flags to determine which
scripts are run. If these flags are not present, then the effect will run
as if the effect was successful. The following slots will not function
unless the specified flags are used:
Check Fail _ requires Flag 93: No Insig Action to be on.
Counter _ requires Flag 97: counter to be on.
Critical _ requires Flag 94: Insig Success and Flag 95: Critical Success
to be on.
Fail _ requires Flag 94: Insig Success to be off
Dodge _ requires Flag 96: Dodge to be on.
Basic information
Name _ this is the name of the direct effect.
Setting _ if the effect is in an ability (magic or skill), then this
category will place the ability in the proper list. Offence _ attack
abilities, Defense _ protective abilities, Other _ anything that
doesn't fit into the other two categories.
Rate _ this can be a number or a percentage. In the presets this number
is used for amount healed, ability adjustment, spell damage, or percent
chance of a critical hit (weapons add to the attack stat for damage).
Success _ this is the percent chance the direct effect will be successful.
The script used in the Success Check slot normally uses this value to
determine success.
Target _ choose the target of the attack. There are three options:
1) Disable target menu - this will remove the option to pick a target.
This is used if the user is the target or if the direct effect doesn't
need a target (for example Flee, which targets the battle field (battle
ends if it is successful)).
2) Target - You can choose a single target; single random target, group,
random group, or all targets. You can also choose to target the party,
the enemy, or both.
3) Teleport - this is used if the target is a teleport point. A display
of all set teleport points will appear for the player to choose from.
This is only useful for a teleport item or ability.
Directing _ The scripts in these slots will occur based on what happens
in result below. The presets use these slots for visual effects and
sound effects. Group _ if the effect targets a group (make sure any
visual effect in this script uses the Viewpoint command instead of
Target), Success _ if the direct effect is successful (see Success),
Critical _ if the effect is a critical success (see Critical), Custom _
if a custom result occurs (see Custom), and/or Fail _ if the effect
fails (see Fail).
Flow 1
Turn Start - This script runs when the battle turn begins. This is
most useful for affecting Attack Order (Var96) since this is calculated
at the beginning of each turn.
Turn End - This script runs after all actions are completed for the
turn but before the turn ends.
Check Start _ this script runs when the effect begins. No script is
needed, but if there is a chance that the effect may not work (requires
an item, magic points, hit points, or anything else) then a script here
can determine if the effect can be used. Flag 93: No Insig Action is
used in the direct effect to determine if the script in Check Fail
(Flag 93 = On) or Effect Start (Flag 93 = Off) is run. If Flag93 is
off but Flag 97: Target Counter is on, then Counter is run instead.
Check Fail _ if Flag 93: No Instig Action is on, then the script in
this slot is run. Here is where you normally explain why the effect
failed, although this is not required. The effect will end when this
script does.
Effect Start _ this script runs if the effect can be used (Flag 93:
No Instig Action = off). In the presets, a message explaining that
the effect was successfully used will appear here. Although no script
is required in this slot, the presets usually put one so that the
player knows what is happening.
Counter _ this script runs if Flag 93: No Instig Action and Flag 99:
Target Reflect are off but Flag 98: Target reaction is on. A message
can appear here explaining that the target countered the effect so
that it affects the instigator. Make Active Character should be used
to switch the instigator and target around causing the rest of the effect
to switch them as well.
Consume _ anything in this script will happen between the time the effect
was successfully used but before the target is checked. No script is
needed, and consumption is not required in this script, but this slot
is normally used to remove something (MP, an item, etc.) that is used
up when the effect is used.
Check Death _ This is the first point at which the target is looked at.
At this point, select if the target will be checked for the death
condition before Flow 2 or after. Before is useful when dealing damage
or trying to heal a dead character. After is useful if trying to remove
the death condition. There may be other times you want to choose one
over the other.
Flow 2
Multiple targets
First Effect and After Effect are only used if the target is Group or All.
Rate is used in the Success script to determine how effective the effect
was (see Rate). By using a variable in the following scripts, you can
use that variable to affect Rate and therefore cause the effect to be
different for the first target then for the others. Note that you are
not limited to changing Rate. Any battle friendly commands can be used
to affect the first target differently then the rest.
First Effect _ If the first target in a multi-target attack is affected
differently then the others, the affect goes here. The example in the
help file is of a boomerang that causes Rate - 0 damage to the first target.
After Effect _ this is when secondary targets receive a different effect
then the first target. For example, the script might use Data : Variable :
Var = Var - 1 to reduce the rate of damage by one for each target hit (use
this variable in the Success script).
Success Check _ Here is where you check if the target was affected by the
direct effect. Three flags are used: Flag 94: Insig. Success, Flag 95:
Insig. Critical, and Flag 96: Dodge. If Flag 94 is on, Success is run.
If Flag 94 and Flag 95 are on, Critical is run. If Flag 94 is off, Fail
is run. If Flag 96 is on, the other flags are ignored, and Dodge is run.
Result
Success _ Flag 94 is on and Flag 95 is off. This is what happens if the
direct effect is successful. Note: this is the only slot you need to use.
You can make a direct effect with all slots empty except this one and it
will work fine.
Critical _ Flag 94 and Flag 95 are on. What happens when the success is
a critical one.
Custom _ Flag 94 is on. Any extra scripting that occurs on a success
(critical or otherwise). Useful when you want to change targets. The
preset example is Absorb HP. This spell damages the target (success) and
heals the instigator (custom).
Fail _ Flag 94 is off. This is what happens if the direct effect fails.
Dodge _ Flag 96 is on. Flag 94 is ignored. What happens when the target
dodges the attack.
Indirect effects occur over time and are sometimes referred to as a
status effect. This includes poison, numb, sleep, blind, silence, etc.
The presets have several indirect effects that cover a wide range of
status effects. There are several types of status effects, which are
discussed under Modify / Type.
Basic Information
Name _ the name of the indirect effect
Description _ this is a description of the status effect the indirect
effect causes.
Text _ this is the name that is used in game to describe the status effect.
Symbol _ this is the symbol that will appear in the character's stat window
when they are inflicted with this status effect.
Priority _ this is the level of priority that this status effect gets over
other status effects that the target can be inflicted with. You can set
up the priority of each character and enemy to react to status effects
based on the priority level (adv / status set). Death gets the highest
priority (999) since you can't react if you're dead. The preset effects
in order of priority are Death, Flee (once a battle is over, no other
battle effects matter), poison, sleep, and agility up. All other effects
have a one priority.
Rate _ if the indirect effect can change an attribute (cause damage,
increase/ decrease a stat, etc.) that rate can be used to keep track of
how much the attribute changes. For example, Poison has a rate of 1 since
it causes one point of damage per step or battle turn.
Length _ set how long the status effect lasts on the world map and/or in
battle. There are four slots here: World Steps (how many steps until the
effect ends), World End (the percent chance the effect will end), Battle
Turns/ targets (how many turns or times targeted until the effect ends),
and Battle End (the percent chance the effect will end). If all values
are set to zero, the effect won't end until cured (removed). You can
select whether a battle effect lasts for a number of turns or number of
times targeted. The latter is useful if the effect is something like a
magic shield that is destroyed after a specific number of attacks.
Resist W _ you can set up the indirect effect to increase/ decrease
the targets ability to resist the effects of different types of weapons.
These types are set up in Weapon Properties (see Weapon Properties).
Resist M _ you can set up the indirect effect to increase/ decrease the
targets ability to resist the effects of different types of magic.
These types are set up in Magic Properties (see Magic Properties).
Modify Type
There are five types of status effects an indirect effect can produce:
Action Status - this affects the target's ability to act. There are two
types of action status effects:
1) Defeat - the target is considered to be defeated for battle purposes
(ex. death, stone, numb)
2) Incapacitate _ the target is not defeated but loses all actions until
the effect ends (ex. sleep, bind)
Condition Status _ this affects the targets attributes. Each status type
has it's own name so that the type can be cured (removed) as a group. Ex.
Poison type statuses can be removed by antidote and blind type statuses
require eye drops. Condition status effects can be helpful (agility up)
as well as harmful (armor down). Up to 10 different types can be made.
The preset conditions are: Poison, blind, seal attack, seal magic, armor
up, attack up, agility up, armor down, attack down.
Conditions of the same type can be combined, so that several effects can
infect the target at the same time. You can choose to combine rates (so
more damage is done or more points are lost/ gained) or combine lengths
(so that the effect will last longer). Conditions can also be over written,
so that the new effect will remove the old one.
Magic _ this status effect affects the ability to use magic. There is only
one preset magic status effect, Seal Magic, which stops all magic from being
used. There are ten types possible.
Skill _ this status effect affects the ability to use a skill. There is only
one preset skill status effect, Seal Skill, which stops all skills from being
used. There are ten types possible.
Note that neither the Indirect Effect for Magic nor the one for Skill have
any scripts to control what they do. That is because their effects are
applied in the magic and skill formulas themselves. For example the Start
Seal script (script 62) is used in skills that don't require a cost and checks
to see if Skills has been sealed before allowing the ability to be used.
Magic and Skill status effects are similar to condition status effects
and basically give you 30 types of conditions you can create.
Custom - these status effects are special and are useful for creating
special status effects that are part of equipment or unique to a character.
You can set characters to start with a custom condition if that character,
for example, has a special ability other characters don't have. Custom
conditions can only be added and removed individually through items or
when characters are created. There is no command that will remove a
custom effect; however, they can be given a time limit like any other
condition.
Flow 1
Note: In the presets, all Flow 1 scripts display messages explaining the
event that triggered the script. For example, Script 101: New Poison
explains that the target's "veins flow with poison."
Result
New Success - When the indirect effect first appears on the target,
the script in this slot is run.
Combined Success - if two conditions combine, the script in this slot
will run.
Fail - if a new condition fails to take effect, the script in this slot
will run.
End
Forced End - If a status effect is removed by a cure or an item, then
the script in this slot will run.
Natural End - If a status effect ends due to the length condition being
met (see Length), then this script will run.
Fail - if the status effect fails to be removed, this script will run.
Flow 2
Usable - where can the indirect effect be used? Battle, World, or both.
World Result - If the effect can occur on the world map, what does the
effect do?
Battle - If the effects occurs in battle, what happens? Battle slots are
broken into six types depending on what point in battle the effect occurs.
1) Turn Start - this script runs at the beginning of every turn.
2) Character End - this script runs each time the target ends his turn.
3) Turn End - this script runs at the end of every turn.
4) Reflected - this script runs if Flag 99: Target reflect is on.
5) Check Start - this script runs when the effect is first applied
(before Flow 1).
6) After Result - this script runs right after the status effect
is applied (after Flow 1).
The preset data uses the following weapon properties: Hit, Slash, Pierce,
Chop, Smash, Blunt, Impale, Lash, Stab, Bow, and Dragon. There is room
for up to 100 weapon properties.
[This script is too long to copy and is available in all three modes so
there is no point copying it here. This script contains all the messages
that appear when you make an error as well as the message that appears
when you change the text speed or turn on vibrate. The main reason you
would want to edit this script is to change the message that appears
when you select in the X menu talk or look and there is no event to
talk to or search.]
Script 01: World Wipeout
000- Other Wait 3F
001- Text: Message 'The Party Has Perished'
002- Input Buttons: Constant Wait
003- Text: Close Message Window
Script 2: Wipeout Recover
000- Screen Effect: Color= Black Trans=0% 30F
001- Data: Flag (Stat check Type) On
002- Data: Variable: (Member Order)=(0 fixed)+(0 fixed)
003- Data: Member Info: Change to Member order
004- Target Data: HP=999
005- Target Data: MP=999
006- Target Data: Action Status Remove
007- Target Data: Condition Status Remove (Poison)
008- Data: Flag (Stat check Type) Off
010- Data: Flag (Sample Flag 52) Off
012- Data: Flag (Sample Flag 53) Off
014- Data: Flag (Sample Flag 54) Off
016- Data: Flag (Sample Flag 56) Off
018- Data: Flag (Sample Flag 57) Off
019- Data: Game Info: Load
020- Data: Variable: (Total Money)=(Total Money) divided by (+2)
021- Data: Game Info: Save
022- Teleport: Warp to Saved
Script 3: To Map/Facing
000- Screen Effect: Color= Black Trans= 0% 0F
001- Script Branch: Condition: Variable (Party:Dir)=(0 fixed)
002- Party: Direction Change (Party) E 1F
003- Script Condition End
004- Script Branch: Condition: Variable (Party:Dir)= +1
005- Party: Direction Change (Party) SE 1F
006- Script Condition End
007- Script Branch: Condition: Variable (Party:Dir)= +2
008- Party: Direction Change (Party) S 1F
009- Script Condition End
010- Script Branch: Condition: Variable (Party:Dir)= +3
011- Party: Direction Change (Party) SW 1F
012- Script Condition End
013- Script Branch: Condition: Variable (Party:Dir)= +4
014- Party: Direction Change (Party) W 1F
015- Script Condition End
016- Script Branch: Condition: Variable (Party:Dir)= +5
017- Party: Direction Change (Party) NW 1F
018- Script Condition End
019- Script Branch: Condition: Variable (Party:Dir)= +6
020- Party: Direction Change (Party) N 1F
021- Script Condition End
022- Script Branch: Condition: Variable (Party:Dir)= +7
023- Party: Direction Change (Party) NE 1F
024- Script Condition End
025- Screen Effect: Linger Amount = 0 0F
026- Sound: Map Music
027- *Treatment when teleporting to a map
028- Script: Call (Deploy)
029- *Treatment when party has wipedout under
030- Script Branch: Condition: Flag (Party Dead) Off
031- Screen Effect: Color= Black= 100% 30F
032- Script: Condition End
Script 4: Exit Map
000- Script Branch Condition: Flag (Sample Flag 58) On
001- Screen Effect: Color= Black Trans=0% 30F
002- Script Control: Force Script End
003- Script: Condition End
004- * treatment of teleport with no sound effects
005- Map: Remove
006- Script Branch Condition: Flag (Party Dead) Off
007- Screen Effect: Color=Black Trans=100% 0F
008- Script Control: Apply Together
009- Sound: SFX (Sweeping) Volume=90 Pitch=-2 Tempo=300
010- Sound: SFX (Sweeping) Volume=99 Pitch=-7 Tempo=300
011- Screen Effect: Color=Black Trans=0% 30F
012- Other: Wait 17F
013- Sound: SFX (Sweeping) Volume=90 Pitch=-2 Tempo=300
014- Sound: SFX (Sweeping) Volume=99 Pitch=-7 Tempo=300
015- Other: Wait 13F
016- Data: Game Info Load
017- Script: Condition End
018- Script Branch Condition: Flag (Party Dead) On
019- Screen Effect: Color=Black Trans=0% 30F
020- Data: Flag: (Party Dead) Off
021- Script: Condition End
022- * treatment of wipeout with no sound effects
Script 15: Battle Enter
000- Sound: Tempoary Save
001- Sound: BGM (-None-) Volume=100 Pitch=+0 Tempo=100
002- Script Control: Apply Together
003- Sound: Battle Music
004- Script Branch: Condition: Flag (Sample Flag 59) On
005- Map: Remove
006- Script: Condition End
007- Script Branch: Condition: Variable: (Screen Effect)=-1
008- Screen Effects: Mask(256,221)~(256,221) Color=Black 30F
009- Script: Condition End
010- Script Branch: Condition: Variable (Screen Effect)=/-1
011- Screen Effect: Color=black Trans=100% 0F
012- Screen Effect: Color=black Trans=0% 40F
013- Script Control: Apply in order
014- Effect: Apply wipe
015- Script: Condition End
Script 16: Battle Opening
000- Camera Default 0F
001- Screen Effect: Default (Mask) 0F
002- Screen Effect: Color= Black Trans=0% 0F
003- Screen Effect: Color= Black Trans=100% 30F
004- Text Message
Script 18: Ambush
000- Battle: Check Who Goes First
001- Script Branch: Repeat: Flag (Member Check) Off
002- Script Branch: Condition: Flag (Instigator Side) Off
003- Script Branch: To End
004- Script: Condition End
005- Battle: Check Who Goes Next
006- Script: Branch End
007- Battle: Substitute Target Attribute For Variable
008- Data: Variable: (Temp Variable0)=(Luck)+(Agility)
009- Battle: Check Who Goes First
010- Script Branch: Repeat: Flag (Member Check) Off
011- Script Branch: Condition: Flag (Instigator Side) On
012- Script Branch: To End
013- Script: Condition End
014- Battle: Check Who Goes Next
015- Script: Branch End
016- Battle: Substitute Target Attribute For Variable
017- Data: Variable: (Temp Variable0)=(Luck)+(Agility)
018- Data: Variable (Temp Variable0)=(TempVariable0)-(TempVariable1)
019- Script Branch: Condition: Variable (TempVariable0)<+5
020- Data: Variable: (Temp Variable0)=(0 fixed)+(+5)
021- Script: Condition End
022- Script Branch: Condition: Variable (TempVariable0)<+20
023- Data: Variable: (Temp Variable0)=(0 fixed)+(+20)
024- Script: Condition End
025- Data: Variable: (Temp Variable1)=(+0)?(+100)
026- Script Branch: Condition: Variable (TempVariable1)< (Temp Variable0)
027- Data: Flag: (Ambush) On
028- Data: Flag: (Ambush Side) Off
029- Script: Condition End
030- Script Branch Condition Flag: (Ambush) Off
031- Battle: Check Who Goes First
032- Script Branch: Repeat: Flag (Member Check) Off
033- Script Branch: Condition Flag (Instigator Side) Off
034- Script Branch: To End
035- Script: Condition end
036- Battle: Check Who Goes Next037- Script: Branch End
038- Battle: Substitute Target attribute for Variable
039- Data: Variable: (TempVariable1)=(Luck)+(Agility)
040- Battle: Check Who Goes First
041- Script Branch: Repeat: Flag (Member Check) On
042- Script Branch: Condition: Flag (Instigator Side) On
043- Script Branch: To end
044- Script: Condition end
045- Battle: Check Who goes Next
046- Script: Branch End
047- Battle: Substitute Target Attribute for Variable
048- Data: Variable: (TempVariable1)=(Luck)+(Agility)
049- Data: Variable: (TempVariable0)=(TempVariable0)-(TempVariable1)
050- Script Branch: Condition: Variable (TempVariable0)<+5
051- Data: Variable: (TempVariable0)=(0 fixed)+(+5)
052- Script: Condition End
053- Script Branch: Condition: Variable (Temp Variable 0) >+20
054- Data: Variable: (Temp Variable0)=(0 fixed) +(+20)
055- Script: Condition End
056- Data: Variable: (Temp Variable1)=(+0)?(+100)
057- Script Branch: Condition: Variable (TempVariable1) < (TempVariable0)
058- Data: Flag (Ambush) On
059- Data: Flag (Ambush Side) On
060- Script: Condition End
061- Script: Condition End
062- Script Branch: Condition: Flag (Ambush) On
063- Script Branch: Condition: Flag (Ambush Side) Off
064- Text: Message 'they have not spotted us...
065- Script: Condition End
066- Script Branch: Condition: Flag (Ambush Side) On
067- Text: Message 'We've been ambushed!!!
068- Script: Condition End
069- Other: Wait 10F
070- Text: Close Message Window
071- Other Wait 10F
072- Script: Condition End
Script 19: Flee Check
000- Script Branch: Condition: Flag (Event Battle) On
001- Data: Flag: (No Flee) On
002- Script: Condition End
003- Script Branch: Condition: Flag (Event Battle) Off
004- Data: Flag: (No Flee) On
005- Battle: Check who goes first
006- Script Branch: Repeat: Flag (Member Check) Off
007- Script Branch: Condition: Flag (Instigator Side) Off
008- Script Branch: End
009- Script: Condition End
010- Battle: Check who goes next
011- Script: Branch end
012- Battle: substitute Target attribute for variable
013- Data: Variable: (TempVariable0)=(Luck)+(Agility)
014- Battle: Check who goes first
015- Script Branch: Repeat: Flag (Member Check) Off
016- Script Branch: Condition: Flag (Instigator Side) On
017- Script: Branch: To End
018- Script: condition end
019- Battle: Check who goes next
020- Script: Branch End
021- Battle: substitute Target attribute for variable
022- Data: Variable: (TempVariable1)=(Luck)+(Agility)
023- Data: Variable: (TempVariable0)=(TempVariable0)-(TempVariable1)
024- Script Branch: Condition: Variable (TempVariable0)<+0
025- Data: Variable: (TempVariable0)=(0 fixed)+(0 fixed)
026- Script: condition end
027- Script Branch: Condition: Variable (TempVariable0)>+100
028- Data: Variable: (TempVariable0)=(0 fixed)+(+100)
029- Script: Condition End
030- Data: Variable: (TempVariable1)=(+0) ? (+100)
031- Script Branch: Condition: Variable (TempVariable1)< (TempVariable0)
032- Data: Flag: (No Flee) Off
033- Script: Condition End
034- Script: Condition End
Script 20: Party Flee
000- Sound: Stop
001- Sound: Replay Saved
002- Text Content: Input Display (Leader Name)
003- Script Branch: Condition Variable (ParticipateMemb)=/ +1
004- Text Message 's party has'
005- Script: Condition End
006- Text: Message 'successfully fled'
007- Input: Buttons: Constant Wait
008- Text: Close Message Window
Script 21: Enemy Flee
000- Sound: Stop
001- Sound: Replay Saved
002- Text Message 'your enemy appears to be weak'
003- Script Branch: Condition: Variable (ParticipateEnemy)=/ +1
004- Text Message 'They are no match for your party...'
005- Script: Condition End
006- Text Message 'The enemy has fled'
007- Input: Buttons: Constant Wait
008- Text Close Message Window
009- Script Branch: Condition: Flag (Sample Flag 59) = On
010- Map Display (326,286)~(486,426) Trans= 50% 30F
011- Script Condition End
Script 22: Party Defeated
000- Sound: Stop
001- Sound: BGM (death music)
002- Other: Wait 3F
003- Script Branch: Condition: Flag (Sample Flag 59) On
004- Data: Flag: (Sample Flag 59) On
005- Script: Condition End
006- Script Branch: Condition: Flag (Sample Flag 54) Off
007- Data: Flag: (Sample Flag 54) Off
008- Script: Condition End
009- Data: Flag: (Party Dead) On
010- Data: Flag: (Temp Flag 0) Off
011- Script Branch: Condition: Variable (Lose Turn count)=-1
012- Data: Flag: (Temp Flag 0) On
013- Script: Condition End
014- Script Branch: Condition: Variable (Participate Memb)=/+1
015- Data: Flag: (Temp Flag 0) On
016- Script: Condition End
017- Script Branch: Condition: Flag (Temp Flag 0) On
018- Text: Clear Message
019- Text Context: Input: Display (Leader Name)
020- Text: Message 's party has been defeated...
021- Script: Condition End
022- Input Buttons: Constant Wait
023- Text: Close Message Window
Script 23: Enemy Defeated
000- Sound: Stop
001- Sound: Replay Saved
002- Other: Wait 3F
003- Text: Clear Message
004- Text: Message 'Victory!!!'
005- Script Branch: Condition: Variable (ParticipateEnem)=/ +1
006- Text Message 'The enemies have been defeated!'
007- Script: Condition End
008- Script Branch: Condition: Variable (ParticipateEnem) +1
009- Text: Message 'The Enemy has been defeated!
010- Script: Condition End
011- Script Branch Condition: Variable (EXP Received)=+1
012- Text Content: Variable: Display (EXP Received) Digits not fixed
013- Text Message 'point of'
014- Text Content: Menu Text: Display (Experience)
015- Text Message: 'Received'
016- Script: Condition End
017- Script Branch: Condition: Variable (EXP Received)=> +2
018- Text Content: Variable: Display (EXP Received) Digits not fixed
019- Text Message 'points of'
020- Text Content: Menu Text: Display (Experience)
021- Text Message: 'Received'
022- Script: Condition End
023- Data: Variable: (Random Ability)=(+0) + (-1)
024- Script: Call (Victory Numb)
025- Data: Variable: (Sample Variable 05)=(EnemyBattleOrder)+(0 Fixed)
Script 24: Victory Numb
000- Data: Variable (Member Order)=(0 fixed)+(0 fixed)
001- Data: Member Info: Change to Member Order
002- Script Branch: Repeat: Variable (Member Number) =/-1
003- Target Data: Action Status Confirm (Death)
004- Script Branch: Condition: Flag (Indirect Effect) Off
005- Target Data: Action status Confirm (Numb)
006- Script Branch: Condition: Flag (Indirect Effect) Off
007- Script Branch: Condition: Variable (Member Order)=+0
008- Data: (Sample Flag 10) On
009- Script: Condition End
010- Script Branch: Condition: Variable (Member Order)=+1
011- Data: (Sample Flag 11) On
012- Script: Condition End
013- Script Branch: Condition: Variable (Member Order)=+2
014- Data: (Sample Flag 12) On
015- Script: Condition End
016- Script Branch: Condition: Variable (Member Order)=+3
017- Data: (Sample Flag 13) On
018- Script: Condition End
019- Script: Condition End
020- Target Data: Action Status Remove
021- Script: Condition End
022- Data: Variable: (Member Order)=(Member Order)+(+1)
023- Data: Member Info: Change to Member Order
024- Script: Branch End
Script 25: Battle Success
000- Script: Call (Numb End)
001- Text: Message
002- Text Content: Variable: Display (Money received) Digits not fixed
003- Text: Message
004- Text Content: Menu Text: Display (G)
005- Text: Message 'obtained'
006- Battle: Give Money
007- Script Branch: Condition: Flag (Get Item) On
008- Text: Message
009- Battle: Give Items
010- Script Branch: Condition: Flag (Get Rare Item) On
011- Text: Message 'Sweet!!!!
012- Script: Condition End
013- Data: Variable: (EnmyBattleOrder)=(SampleVariable05)+(0 fixed)
014- Data: Get Item Name
015- Text Content: Input: Display (Common Name)
016- Text: Message 'found on
017- Data: Get Enemy Name
018- Text Content: Input: Display (Common Name)
019- Text: Message !
020- Script: Condition End
021- Input: Buttons: Constant Wait
022- Text: Close Message Window
023- Sound: Replay Saved
Script 26: Numb End
000- Data: Variable: (Member Order)=(0 fixed)+(0 fixed)
001- Script Branch: Condition: Flag (Sample Flaf 10) On
002- Data: Variable: (Member Order)=(+0)+(+0)
003- Data: Member Info: Change to Member Order
004- Target Data: Action Status Apply (Numb)
005- Data: Flag: (Sample Flag 10) Off
006- Script: Condition End
007- Script Branch: Condition: Flag (Sample Flag 11) On
008- Data: Variable: (Member Order)=(+0)+(+1)
009- Data: Member Info: Change to Member Order
010- Target Data: Action Status Apply (Numb)
011- Data: Flag: (Sample Flag 11) Off
012- Script: Condition End
013- Script Branch: Condition: Flag (Sample Flag 12) On
014- Data: Variable: (Member Order)=(+0)+(+2)
015- Data: Member Info: Change to Member Order
016- Target Data: Action Status Apply (Numb)
017- Data: Flag: (Sample Flag 12) Off
018- Script: Condition End
019- Script Branch: Condition: Flag (Sample Flag 13) On
020- Data: Variable: (Member Order)=(+0)+(+3)
021- Data: Member Info: Change to Member Order
022- Target Data: Action Status Apply (Numb)
023- Data: Flag: (Sample Flag 13) Off
024- Script: Condition End
000- Script Branch: Condition: Flag (Party Dead) Off
001- Script Branch: Condition: Flag (Sample Flag 59) On
002- Map Display (326,286)~(486,426) Trans=50% 30F
003- Script: Condition End
004- Screen Effect: Color=Black=100% 30F
005- Script: Condition End
Script 29: Battle Victory
[This script is used to check for a class level increase]
000- Data: Member Info Load
001- Battle: Check Class Level Up
002- Script Branch: Condition: Flag (Class Lv Up) On
003- Text Message ''(
004- Data: Get Member Name
005- Text Content: Input Display (Common Name)
006- Text Message 'Is promoted to'
007- Data: Get Class Title Name
008- Text Content: Input Display (Common Name)
009- Text Message !!!
010- Battle: Check Class Level Up & Ability
011- Script Branch: Repeat: Flag (ClassLvlUP/Abty) On
012- Text Message ''
013- Data: Get Ability Name
014- Text Content: Input Display (Common Name)
015- Text Message Ability Learned
016- Battle: Check Class Level UP & Ability
017- Script: Branch End
018- Script: Condition End
Script 30: Member Start
(It's an Empty Script. Used when each character enters the battle.
Similar to Script 38: Enemy Appear)
Script 31: Battle Victory
[This Battle Victory is used in the character Battle End slot]
000- Data Flag (Temp Flag 0) Off
001- Script: Call (Level UP)
Script 32: Level UP
000- Data Flag (Temp Flag 1) Off
001- Script Branch Condition: Flag (Temp Flag 1) Off
002- Battle: Give Exp
003- Script Condition End
004- Battle: Check Level Up
005- Data Variable: (TempVariable9)=(0 fixed)+(0 fixed)
006- Script Branch:Repeat: Flag (Level UP) On
007- Data: Flag (Temp Flag 1)On
008- Script Branch: Condition: Flag (Temp Flag 0)Off
009- Text Message: ''
010- Data Flag: (Temp Flag 0)On
011- Script Condition End
012- Script Branch Condition: Flag (Temp Flag 0)On
013- Script Condition End
014- Sound SFX (Item Obtained) Volume=100 Pitch+0 Tempo=100
015- Data Get Member Name
016- Text Content: Input: Display (Common Name)
017- Text: Message 'gained a
018- Text Content: Menu Text: Display (Level)
019- Text Message: !
020- Script Branch Condition: Variable (Strength)>(0 Fixed)
021- Text Content: Menu Text: Display(STR)
022- Text Message '+'
023- Text Content: Variable: Display (Strength)Digits not fixed
024- Text: Message '.'
025- Script Condition End
026- Script Branch: Condition: Variable (Strength)< (0 fixed)
027- Text Content: Menu Text: Display (Strength)
028- Text Message: .
029- Text Content: Variable: Display (Strength)Digits Not Fixed
030- Text Message '.'
031- Script Condition End
032- *Strength attribute treatment*(Note)
033- Script Branch Condition: Variable (Defence)>(0 Fixed)
034- Text Content: Menu Text: Display(DEF)
035- Text Message '+'
036- Text Content: Variable: Display (Defence)Digits not fixed
037- Text: Message '.'
038- Script Condition End
039- Script Branch: Condition: Variable (Defence)< (0 fixed)
040- Text Content: Menu Text: Display (Defence)
041- Text Message: .
042- Text Content: Variable: Display (Defence)Digits Not Fixed
043- Text Message '.'
044- Script Condition End
045- *Defence attribute treatment*(Note)
046- Script Branch Condition: Variable (Intelligence)>(0 Fixed)
047- Text Content: Menu Text: Display(INT)
048- Text Message '+'
049- Text Content: Variable: Display (Intelligence)Digits not fixed
050- Text: Message '.'
051- Script Condition End
052- Script Branch: Condition: Variable (Intelligence)< (0 fixed)
053- Text Content: Menu Text: Display (Intelligence)
054- Text Message: .
055- Text Content: Variable: Display (Intelligence)Digits Not Fixed
056- Text Message '.'
057- Script Condition End
058- * Intelligence attribute treatment*(Note)
059- Script Branch Condition: Variable (Agility)>(0 Fixed)
060- Text Content: Menu Text: Display(AGI)
061- Text Message '+'
062- Text Content: Variable: Display (Agility) Digits not fixed
063- Text: Message '.'
064- Script Condition End
065- Script Branch: Condition: Variable (Agility)< (0 fixed)
067- Text Content: Menu Text: Display (Agility)
068- Text Message: .
069- Text Content: Variable: Display (Agility) Digits Not Fixed
070- Text Message '.'
071- Script Condition End
072- * Agility attribute treatment*(Note)
073- Script Branch Condition: Variable (Luck)>(0 Fixed)
074- Text Content: Menu Text: Display(LUCK)
075- Text Message '+'
076- Text Content: Variable: Display (Luck)Digits not fixed
077- Text: Message '.'
078- Script Condition End
079- Script Branch: Condition: Variable (Luck)< (0 fixed)
080- Text Content: Menu Text: Display (Luck)
081- Text Message: .
082- Text Content: Variable: Display (Luck)Digits Not Fixed
083- Text Message '.'
084- Script Condition End
085- * Luck attribute treatment*(Note)
086- Script Branch Condition: Variable (Max HP)>(0 Fixed)
087- Text Content: Menu Text: Display(Max HP)
088- Text Message '+'
089- Text Content: Variable: Display (Max HP)Digits not fixed
090- Text: Message '.'
091- Script Condition End
092- Script Branch: Condition: Variable (Max HP)< (0 fixed)
093- Text Content: Menu Text: Display (Max HP)
094- Text Message: .
095- Text Content: Variable: Display (Max HP)Digits Not Fixed
096- Text Message '.'
097- Script Condition End
098- * Max HP attribute treatment*(Note)
099- Script Branch Condition: Variable (Max MP)>(0 Fixed)
100- Text Content: Menu Text: Display(Max MP)
101- Text Message '+'
102- Text Content: Variable: Display (Max MP)Digits not fixed
103- Text: Message '.'
104- Script Condition End
105- Script Branch: Condition: Variable (Max MP)< (0 fixed)
106- Text Content: Menu Text: Display (Max MP)
107- Text Message: .
108- Text Content: Variable: Display (Max MP)Digits Not Fixed
109- Text Message '.'
110- Script Condition End
111- Battle: Check Level UP & Ability
112- Script Branch Condition: Flag (LvlUp/Ability)On
113- Data Flag: (Temp Flag 1)Off
114- Script Condition End
115- Script Branch Repeat: Flag (LvlUp/Ability)On
116- Text Message ''
117- Data Get Ability Name
118- Text Content: Input: Display (Common Name)
119- Text Message 'Ability Learned'
120- Battle: Check Level UP & Ability
121- Script Branch End
122- Battle: Check Level Up
123- Script Branch End
124- Script Branch: Condition: Flag (Temp Flag 1)On
125- Script Condition End
[There is no special sound for dodging although you can create one and put
it here]
Script 38: Enemy Appear
000- Data Get Enemy Name
001- Text Consent: Input: Display (Common Name)
002- Text Message 'is ready to attack'
003- (Note- this command is used for the ability attack trait)
004- Data Variable (Sample Variable22)=(-1)+(0 fixed)
Script 39: Enemy Death
000- Other Wait 10F
001- Text: Clear Message
002- Battle: Enemy Action (Death)Apply
003- Text Clear Message
000- Data: Set Battle Action (Attack)
001- Battle: Substitute Target Attribute for Variable
002- Script Branch: Condition: Variable (Magic Points)=> +2
003- *check member Max HP- HP > =30
004- Battle: Check who goes first
005- Script Branch: Repeat: Flag: (Member Check) Off
006- Script Branch: Condition: Flag: (Instigator Side) On
007- Battle: Substitute Target Attribute for Variable
008- Data: Variable: (TempVariable0)=(Max hit points)-(hit points)
009- Script Branch: Condition: Variable (TempVariable0)=> +30
010- Data: Set Battle Action (Use Skill)
011- Data: Variable: (Action B Member)=(Insti Enemy)+(0 fixed)
012- Data: Substitute Database Number for Variable
013- Script Branch: To End
014- Script: Condition End
015- Script: Condition End
016- Battle: Check who goes next
017- Script: Branch End
018- Script: Condition End
019- Battle: Change Back Active Character
Script 52: Cure Poison (Enemy Only)
000- *Cure poison
001- Data: Set Battle Action (Attack)
002- Battle: Substitute Target Attribute for Variable
003- Script Branch: Condition: Variable (Magic Points)=> +4
004- Target Data: Condition Status confirm (Poison)
005- Script Branch: Condition: Flag (Indirect Effect) On
006- Data: Set Battle Action (Use Skill)
007- Data: Variable: (Action B Member)=(Insti Enemy)+(0 fixed)
008- Data: Substitute Database Number for Variable
009- Script: Condition End
010- Script: Condition End
Script 53: Sleep (Enemy Only)
000- Data: Set Battle Action (Attack)
001- Battle: Substitute Target Attribute for Variable
002- Script Branch: Condition: Variable (Magic Points)=> +8
003- Battle: Check who goes first
004- Script Branch: Repeat: Flag: (Member Check) Off
005- Script Branch: Condition: Flag: (Instigator Side) Off
006- Target Data: Action Status Confirm (Sleep)
007- Script Branch: Condition: Flag: (Indirect Effect) Off
008- Data: Set Battle Action (Use Magic)
009- Data: Variable: (Action: Enemy)=(Insti Member)+(0 fixed)
010- Data: Substitute Database Number for Variable
011- Script Branch: To End
012- Script: Condition End
013- Script: Condition End
014- Battle: Check who goes next
015- Script: Branch End
016- Script: Condition End
017- Battle: Change Back Active Character
Script 54: Revive (Enemy Only)
000- Data: Set Battle Action (Attack)
001- Battle: Substitute Target Attribute for Variable
002- Script Branch: Condition: Variable (Magic Points)=> +20
003- Battle: Check who goes first
004- Script Branch: Repeat: Flag: (Member Check) Off
005- Script Branch: Condition: Flag: (Instigator Side) On
006- Target Data: Action Status Confirm (Death)
007- Script Branch: Condition: Flag: (Indirect Effect) On
008- Data: Set Battle Action (Use Magic)
009- Data: Variable: (Action B Member)=(Insti Enemy)+(0 fixed)
010- Data: Substitute Database Number for Variable
011- Script Branch: To End
012- Script: Condition End
013- Script: Condition End
014- Battle: Check who goes next
015- Script: Branch End
016- Script: Condition End
017- Battle: Change Back Active Character
Script 55: Observe/Suicide (Enemy Only)
000- Script: Call (HP Ratio)
001- Script Branch: Condition: Variable (Temp Variable0)< +30
002- *when HP is < 30%
003- Data: Set Battle Action (Use Skill)
004- Data: Substitute Database Number for Variable
005- Script: Condition end
006- Script Branch: Condition: Variable (Temp Variable0)=> +30
007- *when HP is > = 30%
008- Data: Set Battle Action (Use Skill)
009- Data: Substitute Database Number for Variable
010- Script: condition End.
Script 56: Flee (Enemy Only)
000- Data: Set Battle Action (Attack)
001- Battle: Substitute Target Attribute for Variable
002- *check enemy level > 20
003- Battle: Check who goes first
004- Script Branch: Repeat: Flag (Member Check) Off
005- Script Branch: Condition: Flag (Instigator Side) Off
006- Battle: Substitute Target Attribute for Variable
007- Data: Member Info: Load
008- Script Branch: Condition: Variable (Level) > +20
009- Data: Set Battle Action (Use Skill)
010- Data: Substitute Database Number for Variable
011- Script Branch: To end
012- Script: Condition End
013- Script: Condition End
014- Battle: Check who goes next
015- Script Branch End
016- Battle: Change Back Active Character
Script 57: Charge (Enemy Only)
003- Data: Substitute Attribute for Variable
004- Script Branch: Sort: Variable (BattleVariable5)
005- Script Branch: Apply if Number is +0
006- Data: Variable: (TempVariable9)=(+51) ? (+100)
007- Script Branch: Condition: Variable (TempVariable9)<= +50
008- Data: Set Battle Action (Attack)
009- Script Branch: Condition: Flag (Traits) On
010- Data: Variable: (BattleVariable5)=(-1)+(0 fixed)
011- Script: Condition End
012- Script: Condition End
013- Script Branch: Condition: Variable (TempVariable9) >+50
014- Data: Set Battle Action (Use Skill)
015- Data: Substitute Database Number for Variable
016- Script: Condition End
017- Script: Eondition End
018- Script Branch: Apply if Number is +1
019- Data: Set Battle Action (Use Skill)
020- Data: Substitute Database Number for Variable
021- Script Branch: to end
022- Script Branch: Apply if Number is +2
023- Data: Set Battle Action (Use Skill)
024- Data: Substitute Database Number for Variable
025- Script Branch: Condition: Flag (Traits) On
026- Data: Variable: (BattleVariable5)=(-1)+(0 fixed)
027- Script: Condition End
028- Script Branch: To End
029- Script: Branch End
030- Script Branch: Condition: Flag (Traits) On
031- Data: Variable: (BattleVariable5)=(BattleVariable5)+(+1)
032- Script: condition End
033- Data: Substitute Variable for Attribute
Script 58: Ability
000- Script Branch: Condition: Flag (Traits) On
001- *this is a special trait
002- *two condition: <more>
003- * 1 attack target <more>
004- Script Branch: Condition Variable (SampleVariabl22)=/ -1
005- Battle Check Who Goes First
006- Script Branch: Repeat: Flag (Member Check) Off
007- Script Branch: Condition Flag (Instigator Side) Off
008- Script Branch: Condition Variable (SampleVariabl22)= (Insti Member)
009- Target Data: Action Status Confirm (Death)
010- Script Branch: Condition Flag (Instigator Side) Off
011- Data: Set Battle Action (Use Magic)
012- Data: Substitute Database Number for Variable
013- Data: Variable: (Action Enemy)=(InstiMember)+(0 fixed)
014- Script: Condition End
015- Script Branch: Condition Flag (Indirect Effect) On
016- Data: Variable: (SampleVaribl22)=(-1)+(0 fixed)
017- Script: Condition End
018- Script Branch: To End
019- Script: Condition End
020- Script: Condition End
021- Battle: Check Who Goes Next
022- Script: Branch End
023- Script: Condition End
024- * 2 Aim at target <more>
025- Script Branch: Condition Variable (SampleVariabl22) = -1
026- 2a Get living enemy info <more>
027- Data: Variable: (Temp Variable0)=(0 fixed)+(0 fixed)
028- Battle: Check Who Goes First
029- Script Branch: Repeat: Flag (Member Check) Off
030- Script Branch: Condition: Flag (Instigator Side) Off
031- Target Data: Action Status Confirm (Death)
032- Script Branch: Condition: Flag (Indirect Effect) Off
033- Data: Variable: (Temp Variable 0)=(Temp Variable 0)+(+1)
034- Script Condition end
035- Script Condition end
036- Battle: Check Who Goes Next
037- Script: Branch End
038- *2b Check living enemies
039- Data: Variable: (Temp Variable0)=(Temp Variable0)
=(+1)
040- Data: Variable: (Temp Variable0)=(+0)? (Temp Variable0)
041- Data: Variable: (Temp Variable1)=(0 fixed)+(0 fixed)
042- Battle: Check who goes First
043- Script Branch: Repeat: Flag (Member Check) Off044- Script Branch:
Condition: Flag (Instigator Side) Off
045- Target Data: Action Status Confirm (Death)
046- Script Branch: Condition: Flag (Indirect Effect) Off
047- Data: Variable: (Temp Variable 0)=(Temp Variable 1)
048- *make randomly selected enemy your target
049- Data: Set Battle Action (Use Skill)
050- Data: Substitute Database Number for Variable
051- Data: Variable: (Action: Enemy)=(Insti Member)+(0 fixed)
052- Data: Variable: (Sample Variable22)=(Temp Variable1)+(+1)
053- Script Branch: To End
054- Script: Condition end
055- Data: Variable:(TempVariable1)=(TempVariable1)+(+1)
056- Script: Condition End
057- Script: Condition End
058- Battle: Check who goes Next
059- Script: Branch End
060- Script: Condition End
061- Battle: Change Back Active Character
062- Script: Condition End
Script 59: Heal
000- Data: Set Battle Action (Attack)
001- Battle: Substitute Target Attribute for Variable
002- Script Branch: Condition: Variable (Magic Points) => +2
003- *check member Max HP -HP > =30
004- Battle: Check who goes first
005- Script Branch: Repeat: Flag (Member Check) Off
006- Script Branch: Condition: Flag (Instigator Side) Off
007- Data: Flag: (Stat Check Type) On
008- Battle: Substitute Target Attribute for Variable
009- Data: Variable: (TempVariable0)=(Max Hit points)-(Hit points)
010- Script Branch: Condition: Variable (TempVariable0)=>+30
011- Data: Set Battle Action (Use Skill)
012- Data: Variable: (Action B Member)=(Insti Member)+(O Fixed)
013- Data: Substitute Database Number for Variable
014- Script Branch: to End
015- Script: Condition End
016- Script: Condition End
017- Battle: Check who goes next
018- Script Branch: to End
019- Script: Condition End
020- Battle: Change Back Active Character
021- Data: Flag: (Stat Check Type) On
Script 60: Start MP
000- Data: Flag (No Instg Action) Off
001- Data: Load ability Info
002- Battle: Substitute Target Attribute for Variable
003- *substitute instigator attribute for variable
004- Data: Variable (TempVariable0)=(MagicPoints)-(Ability Cost)
005- *subtract consumed MP Cost
006- Script Branch: Condition: Variable (Temp Variable0)< (0 fixed)
007- *when not enough Mp
008- Data: Flag (No Instg Action) On
009- *failed
010- Script: Condition End
011- Script Branch: Condition: Flag (Ability Type) Off
012- *when ability is a magic
013- Target Data: Magic Status Confirm (Silence)
014- Script Branch: Condition: Flag (Indirect Effect) On
015- * Magic Sealed
016- Data: Flag (No Instg Action) On
017- * failed
018- Script: Condition End
019- Script: Condition End
020- * check if the ability is a skill
021- Script Branch: Condition: Flag (Ability Type) On
022- *when ability is a skill
023- Target Data: Skill Status Confirm (Seal)
024- Script Branch: Condition: Flag (Indirect Effect) On
025- *skill sealed
026- Data: Flag (No Instg Action) On
027- *failed
028- Script: Condition End
029- Script: Condition End
Script 61: Start HP
000- Data: Flag (No Instg Action) Off
001- Data: Load ability Info
002- Battle: Substitute Target Attribute for Variable
003- *substitute instigator attribute for variable
004- Data: Variable (TempVariable0)=(HitPoints)-(Ability Cost)
005- *subtract consumed MP Cost
006- Script Branch: Condition: Variable (Temp Variable0)<= (0 fixed)
007- *when not enough HP
008- Data: Flag (No Instg Action) On
009- *failed
010- Script: Condition End
011- Script Branch: Condition: Flag (Ability Type) Off
012- *when ability is a magic
013- Target Data: Magic Status Confirm (Silence)
014- Script Branch: Condition: Flag (Indirect Effect) On
015- * Magic Sealed
016- Data: Flag (No Instg Action) On
017- * failed
018- Script: Condition End
019- Script: Condition End
020- * check if the ability is a skill
021- Script Branch: Condition: Flag (Ability Type) On
022- *when ability is a skill
023- Target Data: Skill Status Confirm (Seal)
024- Script Branch: Condition: Flag (Indirect Effect) On
025- *skill sealed
026- Data: Flag (No Instg Action) On
027- *failed
028- Script: Condition End
029- Script: Condition End
Script 62: Start Seal
000- Data Flag (No Instg Action)Off
001- Data Load Ability Info
002- Script Branch Condition: Flag (Ability Type)On
003- *When ability is a skill
004- Target Data: Skill Status Confirm (Seal)
005- Script Branch Condition: Flag (Indirect Effect)On
006- *Skill Sealed
007- Data Flag (No Instg Action)On
008- *Failed
009- Script Condition End
010- Script Condition End
Script 63: Start Vehicle
000- Script Branch: Condition: Flag (Vehicle Travel) On
001- Data: Flag: (No Instg Action)On
002- Script Condition end
Script 64: Start If Battle
000- Script Branch: Condition: Flag (Battle) Off
001- Data: Flag: (No Instg Action)On
002- Script Condition end
Script 65: Check Cast MP
000- *deny conditions <more>
001- Data: Variable: (Temp Variable 0) (-1) + ( 0 fixed)
002- *Confirm MP
003- Data: Variable: (Temp Variable 0)=(Magic Points)-(Ability: Cost)
004- Script Branch: Condition: Variable (Temp Variable0)< ( 0 Fixed)
005- *insufficient MP
006- Data: Variable: (Temp Variable 0)=(+1)+(0 fixed)
007- *temp variable: substitute 1 for 0
008- Script: Condition end
009- *Confirm magic sealed
010- Script Branch: Condition: Flag (Ability Type) Off
011- *when ability is a magic
012- Target Data: Magic Status Confirm (Silence)
013- Script Branch: Condition: Flag (Indirect Effect) On
014- *magic sealed
015- Data: Variable: (Temp Variable 0)=(0 fixed)+(0 fixed)
016- *temp variable: substitute 0for 0
017- Script: Condition End
018- Script: Condition End
019- *confirm skill sealed
020- Script Branch: Condition: Flag (Ability Type) On
021- *when ability is a skill
022- Target Data: Skill Status Confirm (Seal)
023- Script Branch: Condition: Flag (Indirect Effect) On
024- * skill sealed
025- Data: Variable: (Temp Variable 0)=(+2)(0 fixed)
026- *temporary variable: substitute 2 for 0
027- Script: Condition End
028- Script: Condition End
029- *Script Branch Conditions
030- Text: Clear Message
031- Script Branch: Sort: Variable (Temp Variable0)
032- Script Branch: Apply if Number is +0
033- Text: Clear Message
034- Script: Call (Instigator Name)
035- Text: Message 'begins casting
036- Data: Get Ability Name
037- Text Content: Input: Display (Common Name)
038- Text Message: '...'
039- Other Wait 10F
040- Text: Clear Message
041- Text Message 'but...'
042- Text Content: Input: Display (Ability)
043- Text: Message 'is sealed'
044- Script Branch: To End
045- Script Branch: Apply if Number is +1
046- Text: Clear Message
047- Script: Call (Instigator Name)
048- Text: Message 'begins casting
049- Data: Get Ability Name
050- Text Content: Input: Display (Common Name)
051- Text: Message: '...'
052- Other Wait 10F
053- Text: Clear Message
054- Text: Message 'but'
055- Script: Call (Instigator Name)
056- Text: Message 'does not have enough
057- Text Content: Menu Text: Display (MP)
058- Text Message '!'
059- Script Branch: To End
060- Script Branch: Apply if Number is +2
061- Script: Call (Instigator Name)
062- Text: Message 's'
063- Text Content: Menu Text: Display (Skill)
064- Text: Message 's are sealed!
065- Script Branch: To End
066- Script Branch: No Application
067- Text: Clear Message
068- Script: Call (Instigator Name)
069- Text: Message 'is not unable to use
070- Data: Get Ability Name
071- Text Content: Input: Display (Common Name)
072- Text: Message 'ability'
073- Script: Branch End
074- Other: Wait 10F
Script 66: Check Cast HP
000- *deny conditions <more>
001- Data: Variable: (Temp Variable 0) (-1) + ( 0 fixed)
002- *Confirm HP
003- Data: Variable: (Temp Variable 0)=(Hit Points)-(Ability: Cost)
004- Script Branch: Condition: Variable (Temp Variable0)<= ( 0 Fixed)
005- *insufficient HP
006- Data: Variable: (Temp Variable 0)=(+1)+(0 fixed)
007- *temp variable: substitute 1 for 0
008- Script: Condition end
009- *Confirm magic sealed
010- Script Branch: Condition: Flag (Ability Type) Off
011- *when ability is a magic
012- Target Data: Magic Status Confirm (Silence)
013- Script Branch: Condition: Flag (Indirect Effect) On
014- *magic sealed
015- Data: Variable: (Temp Variable 0)=(0 fixed)+(0 fixed)
016- *temp variable: substitute 0for 0
017- Script: Condition End
018- Script: Condition End
019- *confirm skill sealed
020- Script Branch: Condition: Flag (Ability Type) On
021- *when ability is a skill
022- Target Data: Skill Status Confirm (Seal)
023- Script Branch: Condition: Flag (Indirect Effect) On
024- * skill sealed
025- Data: Variable: (Temp Variable 0)=(+2)(0 fixed)
026- *temporary variable: substitute 2 for 0
027- Script: Condition End
028- Script: Condition End
029- *Script Branch Conditions
030- Text: Clear Message
031- Script Branch: Sort: Variable (Temp Variable0)
032- Script Branch: Apply if Number is +0
033- Text: Clear Message
034- Script: Call (Instigator Name)
035- Text: Message 'begins casting
036- Data: Get Ability Name
037- Text Content: Input: Display (Common Name)
038- Text Message: '...'
039- Other Wait 10F
040- Text: Clear Message
041- Text Message 'but...'
042- Text Content: Input: Display (Ability)
043- Text: Message 'is sealed'
044- Script Branch: To End
045- Script Branch: Apply if Number is +1
046- Text: Clear Message
047- Script: Call (Instigator Name)
048- Text: Message 'begins casting
049- Data: Get Ability Name
050- Text Content: Input: Display (Common Name)
051- Text: Message: '...'
052- Other Wait 10F
053- Text: Clear Message
054- Text: Message 'but'
055- Script: Call (Instigator Name)
056- Text: Message 'does not have enough
057- Text Content: Menu Text: Display (HP)
058- Text Message '!'
059- Script Branch: To End
060- Script Branch: Apply if Number is +2
061- Script: Call (Instigator Name)
062- Text: Message 's'
063- Text Content: Menu Text: Display (Skill)
064- Text: Message 's are sealed!
065- Script Branch: To End
066- Script Branch: No Application
067- Text: Clear Message
068- Script: Call (Instigator Name)
069- Text: Message 'is not unable to use
070- Data: Get Ability Name
071- Text Content: Input: Display (Common Name)
072- Text: Message 'ability'
073- Script: Branch End
074- Other: Wait 10F
Script 67: Deny in Vehicle
000- Text Clear Message
001- Text Message 'You can not use while in a vehicle'
Script 68: No Display
000- Data: Flag (Sample Flag 55) Off
001- Script Branch: condition: Flag (Battle) On
002- Text: Clear Message
003- Text: Message 'you don't have time for that!
004- Data: Flag (Sample Flag 55) On
005- Script: Condition End
006- Script Branch: Condition: Flag (Sample Flag 54) On
007- Script Branch: condition: Flag (Sample Flag 55) Off
008- Text: Message 'you may not use that here!
009- Data: Flag (Sample Flag 53) Off
010- Script: Condition End
011- Script: Condition End
012- Script Branch: Condition: Flag (Sample Flag 53) Off
013- Script Branch: Condition: Flag (Sample Flag 55) Off
014- Text: Message 'you may not use that here!
015- Script: Condition End
016- Script: Condition End
Script 69: Battle Only
000- Text: Clear Message
001- Data: Get Item Name
002- Text Content: Input: Display (Common Name)
003- Text: Message 'Can only be used in battle'
004- Other: Wait 10F
Script 070: Consume MP 1
000- Data: Load Ability Info
001- Battle: Subsitute Target Attribute for Variable
002- Data: Variable: (MP)=(MP)-(Ability:Cost) (MP=Magic points).
003- Battle: Subsitute Variable for Target Attribute.
000- Data: Load Ability Info
001- Battle: Subsitute Target Attribute for Variable
002- Data: Variable: (HP)=(HP)-(Ability:Cost) (HP=Hit points).
003- Battle: Subsitute Variable for Target Attribute.
Script 73: Consume HP 2
000- Battle: Substitute Target Attribute for Variable
001- Data: Variable: (Temp Variable 5)=(HP)+(0 Fixed)
002- Data: Variable: (Temp Variable 6)=(HP)+(0 Fixed)
003- Data: Variable: (Hit Points)=(0 Fixed)+(0 Fixed)
004- Data: Flag (Sample 48) On
005- Data: Get Member Name
006- Data: Input (Sample Input)=(Common Name)
007- Battle: Substitute Variable for Target Attribute
Script 74: Consume Item 1
000- Script Branch Condition: Flag (Instigator Side) off
001- Data: Item (Use)
002- Script Condition End
Script 75: Consume Item 2
000- Script Branch Condition Flag (Instigator Side) off
001- Data Variable (Temp Variable3)=(+1) ? +100
002- Script Branch Condition Variable Temp Variable3 <= 25
003- Data Item (Use)
004- Data Get Item Name
005- Text Clear Message
006- Text Content Input Display Common Name
007- Text Message 'Can be sed more than once'
008- Other Wait 10F
009- Script Condition End
010- Script Condition End
Script 76: Magic Formula 1
001- Data Flag Stat Check Type On
003- Battle Make Active Character
004- Battle: Substitute Target Attribute for Variable
005- Data Flag Temp Flag 0 Off
007- Script Branch Condition Flag Battle Flag 0 On
008- Data Flag Temp Flag 0 Off
009- Script Condition End
010- Battle Make Active Character
011- Battle: Substitute Target Attribute for Variable
012- Data Variable (TempVariable2)=(0 fixed)+(Intelligence)
014- Data Flag Instg Success Off
016- Data Load Direct Effect Info
018- Data Variable (TempVariable4)=(0 fixed)+(Direct Success)
019- Data Variable (TempVariable5)=(0 fixed)+(Direct Rate)
021- Data Variable (TempVariable3)=(0 fixed)?(+100)
023- Script Branch Condition Variable(TempVariable3)<= (TempVariable4)
025- Data Flag Instg Success On
030- *Text Content:Variable:Display(Insti Property M)Digits Not Fixed
032- *Text Content:Variable:Display(Target Resist M)Digits Not Fixed
034- *Text Content:Variable:Display(Intelligence)Digits Not Fixed
038- Data Variable (TempVariable1)=(+100)-(Target Resist M)
040- Script Branch Condition Variable(TempVariable1)< (+0)
042- Data Variable (TempVariable1)=(+0)+(0 fixed)
044- Script Condition End
046- Script Branch Condition Variable(TempVariable1)> (+200)
048- Data Variable (TempVariable1)=(+200)+(0 fixed)
050- Script Condition End
051- Data Variable: (TempVariable5)=(TempVariable5)x(TempVariable1)
*055- Text Context: Variable: Display (TempVariable5) Digits not fixed
059- Data Variable: (TempVariable2)=(TempVariable2)+(1000)
061- Data Variable: (TempVariable5)=(TempVariable5)x(TempVariable2)
*065- Text Context: Variable: Display (TempVariable5) Digits not fixed
069- Data Variable: (TempVariable5)=(TempVariable5)divided by(1000)
*073- Text Context: Variable: Display (TempVariable5) Digits not fixed
077- Data Variable: (TempVariable9)=(TempVariable5)+(0 fixed)
079- Data Variable: (TempVariable9)=(TempVariable9)divided by(+10)
081- Data Variable: (TempVariable0)=(TempVariable9)x(-1)
*085- Text Context: Variable: Display (TempVariable9) Digits not fixed
*087- Text Context: Variable: Display (TempVariable0) Digits not fixed
091- Data Variable: (TempVariable9)=(TempVariable0)?(TempVariable9)
093- Data Variable: (TempVariable5)=(TempVariable5)+(TempVariable9)
*097- Text Context: Variable: Display (TempVariable9) Digits not fixed
*099- Text Context: Variable: Display (TempVariable5) Digits not fixed
103- Script Branch: Condition Flag (Temp Flag 0) On
105- Data Variable: (TempVariable5)=(TempVariable5)divided by(+2)
*109- Text Context: Variable: Display (TempVariable5) Digits not fixed
113- Script Condition End
114- Data Variable: (TempVariable5)=(TempVariable5)divided by(+100)
116- Script Branch: Condition Variable (TempVariable5)<= (0 fixed)
118- Data: Flag: (Instg Success) Off
120- Script Condition End
121- Data Variable: (Damage Total)=(TempVariable5)+(0 fixed)
123- Script Condition End
125- Data: Flag: (Stat Check Type) Off
[* Means they are greyed out. These commands are here to test the formula to
make
sure it works. Useful if you want to change the formula and test the changes.]
Script 77: Magic Formula 2
001- Data: Flag: (Stat Check Type) On
003- Battle: Make Active Character
004- Battle: Substitute Target Attribute for Variable
005- Data: Flag: (Temp flag 0) Off
007- Script Branch: Condition: Flag (Battle Flag 0) On
008- Data: Flag: (Temp flag 0) On
009- Script: Condition end
010- Battle: Make Active Character
011- Battle: Substitute Target Attribute for Variable
012- Data: Variable: (Temp Variable2)=(0 fixed)+(Intelligence)
014- Data: Flag: (Instg Success) Off
016- Data: Load Direct Info
018- Data: Variable: (Temp Variable4)=(0 fixed)+(Direct Success#)
020- Data: Variable: (Temp Variable3)=(0 fixed)?(+100)
022- Script Branch: Condition: Variable: (TempVariable3)<= (TempVariable4)
024- Data: Flag: (Instg Success) On
026- Data: Variable: (Temp Variable1)=(+100)-(Target Resist M)
028- Script Branch: Condition: Variable: (TempVariable1)> (+200)
030- Data: Variable: (Temp Variable1)=(+0)+(0 fixed)
032- Script: Condition End
034- Script Branch: Condition: Variable: (TempVariable1)> (+200)
036- Data: Variable: (TempVariable1)= (+200)+(0 fixed)
038- Script: Condition end
*042- Text Content: Variable: Display (Instill Property M) Digits Not Fixed
*044- Text Content: Variable: Display (Target Resist M) Digits Not Fixed
*046- Text Content: Variable: Display (Intelligence) Digits Not Fixed
*048- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
052- Data: Variable: (Temp Variable 5)=(Temp Variable5)x(TempVariable1)
054- Data: Variable: (Temp Variable 5)=(Temp Variable5)x(+3)
*058- Text Content: Variable: Display (Temp Variable 5) Digits not fixed
062- Data: Variable: (Temp Variable 5) divided (+100)
064- Data: Variable: (Temp Variable 2) + (+1000)
066- Data: Variable: (Temp Variable 5) x (TempVariable 2)
*070- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
074- Data: Variable: (Temp Variable 5)=(Temp Variable5) divided by (+1000)
*078- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
082- Data: Variable: (Temp Variable9)=(TempVariable5)+(0 fixed)
084- Data: Variable: (Temp Variable9)=(TempVariable9)divided by (+10)
086-Data: Variable: (Temp Variable0)=(TempVariable9)x((-1)
*090- Text Content: Variable: Display (Temp variable 9) Digits Not Fixed
*092- Text Content: Variable: Display (Temp variable 0) Digits Not Fixed
096- Data: Variable: (Temp Variable9)=(TempVariable0)?(Temp Variable9)
098- Data: Variable: (Temp Variable5)=(TempVariable5)?(Temp Variable9)
*102- Text Content: Variable: Display (Temp variable 9) Digits Not Fixed
104- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
108- Script Branch: Condition: Flag (Temp flag 0) On
110- Data: Variable: (Temp Variable 5)=(Temp Variable5) divided (+2)
114- Text Content: Variable: Display (TempVariable5) Digits not fixed
118- Script: Condition End
119- Script Branch: Condition: Variable (TempVariable5)<=(0 fixed)
121- Data: Flag: (Instg Success) Off
123- Script: Condition end
124- Data: Variable: (Damage Total)=(TempVariable5)+(0 fixed)
126- Script: Condition End
128- Data: Variable: (TempVariable5)=(TempVariable6)+(0 fixed)
130- Data: Flag: (Stat Check Type) Off
Script 78: Magic Formula 3
001- Data: Flag: (Stat Check Type) On
003- Battle: Make Active Character
004- Battle: Substitute Target Attribute for Variable
005- Battle: Make Active Character
006- Data: Flag: (Instg Success) On
008- Data: Load Direct Effect Info
*010- Data: Variable: (Temp Variable 4)=(0 fixed) + (Direct Success)
012- Data: Variable: (Temp Variable 1)=(+100) -(Target Resist M)
014- Script Branch: Condition: Variable (TempVariable1) < +0
016- Data: Variable: (Temp Variable 1)=(+0) -(0 Fixed)
018- Script: Condition End
020- Script Branch: Condition: Variable (TempVariable1) > +100
022- Data: Variable: (Temp Variable 1)=(+200) -(0 fixed)
024- Script: Condition End
025- Data: Variable: (Temp Variable 5)=(TempVariable4) x (TempVariable1)
027- Data: Variable: (Temp Variable 3)=(0 fixed) ?(+10000)
*031- Text Content: Variable: Display (Temp Variable 4) Digits Not Fixed
*033- Text Content: Variable: Display (Insti Property M) Digits Not Fixed
*035- Text Content: Variable: Display (Target Resist M) Digits Not Fixed
*037- Text Content: Variable: Display (Temp Variable 5) Digits Not Fixed
*039- Text Content: Variable: Display (Temp Variable 3) Digits Not Fixed
043- Script Branch: Condition: Variable (Temp Variable 3) <= (Temp Variable 5)
045- Data: Flag: (Instg Success) On
047- Script: Condition End
048- Data: Flag: (Stat Check Type) Off
Script 79: Magic Formula 4 (Absorb HP Property)
001- Data: Flag: (Stat Check Type) On
003- Battle: Make Active Character
004- Battle: Substitute Target Attribute for Variable
005- Data: Variable (TempVariable 3)=(Max Hit Points)+(0 fixed)
006- Data: Flag: (Temp flag 0) Off
008- Script Branch: Condition: Flag (Battle Flag 0) On
009- Data: Flag: (Temp flag 0) On
010- Script: Condition end
011- Battle: Make Active Character
012- Battle: Substitute Target Attribute for Variable
013- Data: Variable: (Temp Variable2)=(0 fixed)+(Intelligence)
015- Data: Flag: (Instg Success) Off
017- Data: Load Direct Info
019- Data: Variable: (Temp Variable4)=(0 fixed)+(Direct Success)
020- Data: Variable: (Temp Variable5)+(Direct: Rate)
022- Data: Variable: (Temp Variable5)=(Tempvariable3)x(Direct: Rate)
023- Data: Variable: (Temp Variable5)=(Tempvariable5)divided by (+100)
025- Data: Variable: (Temp Variable3)=(0 fixed)? (+100)
027- Script Branch: Condition: Variable: (TempVariable3)<= (TempVariable4)
029- Data: Flag: (Instg Success) On
*034- Text Content: Variable: Display (Instill Property M) Digits Not Fixed
*036- Text Content: Variable: Display (Target Resist M) Digits Not Fixed
*038- Text Content: Variable: Display (Intelligence) Digits Not Fixed
042- Data: Variable: (TempVariable1)=(+100)-(Target Resist M)
044- Script Branch: Condition: Variable (TempVariable1)<+0
046- Data: Variable: (TempVariable1)=(+0)-(0 fixed)
048- Script: Condition End
050- Script Branch: Condition: Variable (TempVariable1)>+200
052- Data: Variable: (TempVariable1)=(+200)+(0 fixed)
054- Script: Condition End
055- Data: Variable: (Temp Variable 5)=(Temp Variable5)x(TempVariable1)
059- Text Content: Variable: Display (Temp Variable 5) Digits not fixed
063- Data: Variable: (Temp Variable 2)= (Temp Variable 2)=+(+1000)
065- Data: Variable: (Temp Variable 5)=(Temp Variable 5) x (Temp Variable 2)
*069- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
073- Data: Variable: (Temp Variable 5)=(Temp Variable5) divided by (+1000)
*077- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
081- Data: Variable: (Temp Variable9)=(TempVariable5)+(0 fixed)
083- Data: Variable: (Temp Variable9)=(TempVariable9)divided by (+10)
085- Data: Variable: (Temp Variable0)=(TempVariable9)x(-1)
*089- Text Content: Variable: Display (Temp variable 9) Digits Not Fixed
*091- Text Content: Variable: Display (Temp variable 0) Digits Not Fixed
095- Data: Variable: (Temp Variable9)=(TempVariable0)?(Temp Variable9)
097- Data: Variable: (Temp Variable5)=(TempVariable5)+(Temp Variable9)
*101- Text Content: Variable: Display (Temp variable 9) Digits Not Fixed
103- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
107- Script Branch: Condition: Flag (Temp flag 0) On
109- Data: Variable: (Temp Variable 5)=(Temp Variable5) divided (+2)
*113- Text Content: Variable: Display (TempVariable5) Digits not fixed
117- Script: Condition End
118 Data: Variable: (TempVariable5)=(TempVariable5) divided by (+2)
120- Script Branch: Condition: Variable (TempVariable5)<=(0 fixed)
122- Data: Flag: (Instg Success) Off
124- Script: Condition end
125- Data: Variable: (Damage Total)=(TempVariable5)+(0 fixed)
127- Script: Condition End
129- Data: Flag: (Stat Check Type) Off
Script 79: Magic Formula 4 (Absorb MP Property)
001- Data: Flag: (Stat Check Type) On
003- Battle: Make Active Character
004- Battle: Substitute Target Attribute for Variable
005- Data: Variable (TempVariable 3)=(Max Magic Points)+(0 fixed)
006- Data: Flag: (Temp flag 0) Off
008- Script Branch: Condition: Flag (Battle Flag 0) On
009- Data: Flag: (Temp flag 0) On
010- Script: Condition end
011- Battle: Make Active Character
012- Battle: Substitute Target Attribute for Variable
013- Data: Variable: (Temp Variable2)=(0 fixed)+(Intelligence)
015- Data: Flag: (Instg Success) Off
017- Data: Load Direct Info
019- Data: Variable: (Temp Variable4)=(0 fixed)+(Direct Success)
020- Data: Variable: (Temp Variable5)+(Direct: Rate)
022- Data: Variable: (Temp Variable5)=(Tempvariable3) x(Direct: Rate)
023- Data: Variable: (Temp Variable5)=(Tempvariable5) divided by (+100)
025- Data: Variable: (Temp Variable3)=(0 fixed)? (+100)
027- Script Branch: Condition: Variable: (TempVariable3)<= (TempVariable4)
029- Data: Flag: (Instg Success) On
*034- Text Content: Variable: Display (Instill Property M) Digits Not Fixed
*036- Text Content: Variable: Display (Target Resist M) Digits Not Fixed
*038- Text Content: Variable: Display (Intelligence) Digits Not Fixed
042- Data: Variable: (TempVariable1)=(+100)-(Target Resist M)
044- Script Branch: Condition: Variable (TempVariable1)<+0
046- Data: Variable: (TempVariable1)=(+0)-(0 fixed)
048- Script: Condition End
050- Script Branch: Condition: Variable (TempVariable1)>+200
052- Data: Variable: (TempVariable1)=(+200)+(0 fixed)
054- Script: Condition End
055- Data: Variable: (Temp Variable 5)=(Temp Variable5)x(TempVariable1)
059- Text Content: Variable: Display (Temp Variable 5) Digits not fixed063-
Data: Variable: (Temp Variable 2)= (Temp Variable 2)=+(+1000)
065- Data: Variable: (Temp Variable 5)=(Temp Variable 5) x (Temp Variable 2)
*069- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
073- Data: Variable: (Temp Variable 5)=(Temp Variable5) divided by (+1000)
*077- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
081- Data: Variable: (Temp Variable9)=(TempVariable5)+(0 fixed)
083- Data: Variable: (Temp Variable9)=(TempVariable9)divided by (+10)
085- Data: Variable: (Temp Variable0)=(TempVariable9)x(-1)
*089- Text Content: Variable: Display (Temp variable 9) Digits Not Fixed
*091- Text Content: Variable: Display (Temp variable 0) Digits Not Fixed
095- Data: Variable: (Temp Variable9)=(TempVariable0)?(Temp Variable9)
097- Data: Variable: (Temp Variable5)=(TempVariable5)+(Temp Variable9)
*101- Text Content: Variable: Display (Temp variable 9) Digits Not Fixed
*103- Text Content: Variable: Display (Temp variable 5) Digits Not Fixed
107- Script Branch: Condition: Flag (Temp flag 0) On
109- Data: Variable: (Temp Variable 5)=(Temp Variable5) divided (+2)
*113- Text Content: Variable: Display (TempVariable5) Digits not fixed
117- Script: Condition End
118 Data: Variable: (TempVariable5)=(TempVariable5) divided by (+2)
120- Script Branch: Condition: Variable (TempVariable5)<=(0 fixed)
122- Data: Flag: (Instg Success) Off
124- Script: Condition end
125- Data: Variable: (Damage Total)=(TempVariable5)+(0 fixed)
127- Script: Condition End
129- Data: Flag: (Stat Check Type) Off
Script 81: Skill Formula
000- Data: Flag (Stat Check Type On)
002- Data: Variable: (TempVariable 2)=(0 fixed)+(Strenghth)
004- Battle: Make Active Character
005- Data: Flag: (Temp Flag 0) Off
007- Script Branch: Condition: Flag (Battle Flag 0) On
008- Data: Flag: (Temp Flag 0) Off
009- Script: Condition End
010- Battle: Make Active Character
011- Data: Flag: (Instg Success) Off
013- Data: Load Direct Effect Info
015- Data: Variable: (TempVariable 4)=(0 fixed)+(Direct Success)
016- Data: Variable: (TempVariable 5)=(0 fixed)+(Direct Rate)
018- Data: Variable: (TempVariable 3)=(0 fixed)?(+100)
020- Script Branch: Condition: Variable (Temp Variable 3) <=(Temp Variable 4)
022- Data: Flag: (Instg Success) On
*027- Text Content: Variable: Display (Insti Property M) Digits Not fixed
*029- Text Content: Variable: Display (Target Resist M) Digits Not fixed
*031- Text Content: Variable: Display (Strenghth) Digits Not fixed
035- Data: Variable: (TempVariable 1)=(+100)-(Target Resist M)
037- Script Branch: Condition: Variable (Temp Variable 1)< (+0)
039- Data: Variable: (TempVariable 1)=(+0)+(0 fixed)
041- Script: Condition End
043- Script Branch: Condition: Variable (Temp Variable 1)> (+200)
045- Data: Variable: (TempVariable 1)=(+200)+(0 fixed)
047- Script: Condition End
048- Data: Variable: (TempVariable 5)=(TempVariable 5)x(TempVariable 1)
*052- Text Content: Variable: Display (TempVariable5) Digits Not fixed
056- Data: Variable: (TempVariable 2)=(TempVariable 2)+(1000)
058- Data: Variable: (TempVariable 5)=(TempVariable 5)x(TempVariable 2)
*062- Text Content: Variable: Display (TempVariable5) Digits Not fixed
066- Data: Variable: (TempVariable 5)=(TempVariable 5)divided by (+1000)
070- Text Content: Variable: Display (TempVariable5) Digits Not fixed
074- Data: Variable: (TempVariable 9)=(TempVariable 5)divided by (+1000)
076- Data: Variable: (TempVariable 9)=(TempVariable 9)divided by (+10)
078- Data: Variable: (TempVariable 0)=(TempVariable 9)x(-1)
*082- Text Content Variable Display (TempVariable 9) Digits not fixed
*084- Text Content Variable Display (TempVariable 0) Digits not fixed
088- Data: Variable: (TempVariable 9)=(TempVariable 0)?(Temp Variable 9)
090- Data: Variable: (TempVariable 5)=(TempVariable 5)+(Temp Variable 9)
094- Text Content Variable Display (TempVariable 9) Digits not fixed
096- Text Content Variable Display (TempVariable 5) Digits not fixed
100- Script Branch: Condition: Flag (Temp Flag 0) On
102- Data: Variable: (TempVariable 5)=(TempVariable 5)divided by (+2)
106- Text Content Variable Display (TempVariable 5) Digits not fixed
110- Script Condition End
111- Data: Variable: (TempVariable 5)=(TempVariable 5)<= (0 fixed)
113- Script Branch: Condition: Variable (Temp Variable 5)<=(0 fixed)
115- Data: Flag: (Instg Success On)
117- Script: Condition End
118- Data: Variable: (Damage Total)=(TempVariable5)+(0 fixed)
120- Script: Condition End
122- Data: Flag: (Start Check Type) Off
000- Text: Clear Message
001- Battle: Make Active Character
002- Script: Call (Instigator Name)
003- Text: Message 'was not affected'
004- Battle: Make Active Character
005- Other: Wait 10F
Script 86: Map Fail
000- Script Branch Condition Flag (Battle) Off
001- Text Message 'Map is useless here!'
002- Script Condition End
003- Script Branch Condition Flag (Battle) On
004- Text Clear Message
005- Text Message 'You don't have time for that!
006- Script Condition End
Script 87: Cast Magic
000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'begins casting'
003- Data: Get Ability Name
004- Text Content: Input: Display (Common Name)
005- Text Message '!'
006- Other: Wait 10F
Script 88: Discharge
000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'creates a ' (note: remove the return and ? in this message)
003- Data: Get Ability Name
004- Text Content: Input: Display (Common Name)
005- Text Message '!'
006- Other: Wait 10F
Script 89: Exhale
000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'breathes '
003- Data: Get Ability Name
004- Text Content: Input: Display (Common Name)
005- Text Message '!'
006- Other: Wait 10F
000- Text: Clear Message
001- Script: Call (Current Side)
002- Script Branch: Condition: Flag (Temp Flag 0) Off
003- Script Branch: Condition: Flag (Sample Flag 48) Off
004- Script: Call (Current Name)
005- Script: Condition End
006- Script Branch: Condition: Flag (Sample Flag 48) On
007- Text Content: Input: Display (Sample Input)
008- Data: Flag: (Sample Flag 48) Off
009- Script: Condition End
010- Text: Message 'has been slain!
011- Script: Condition End
012- Script Branch: Condition: Flag (Temp flag 0) On
013- Script: Call (Current Name)
014- Text: Message 'is dead!
015- Script: Condition End
Script 101: New Poison
000- Text Clear Message
001- Script Call (Current Name)
002- Text Message ''s veins flow with poison
003- Other Wait 10F
Script 102: New Numb
000- Script Branch Condition Flag (Sample Flag 10)Off
001- Script Branch Condition Flag (Sample Flag 11)Off
002- Script Branch Condition Flag (Sample Flag 12)Off
003- Script Branch Condition Flag (Sample Flag 13)Off
004- Text Clear Message
005- Script Call (Current Name)
006- Text: Message 's body goes completely numb!
007- Other Wait 10F
008- Script Condition End
Script 103: New Sleep
000- Text Clear Message
001- Script Call (Current Name)
002- Text Message 'falls into a deep sleep'
003- Other Wait 10F
Script 104: New Blind
000- Text Clear Message
001- Script Call (Current Name)
002- Text Message ''s vision is shourded by blackness!
003- Other Wait 10F
Script 105: New Silence
000- Script call (Current Name)
001- Text message 's'
002- Text Content: Menu Text:Display (Magic)
003- Text Message 'abilities have been sealed!
004- Other Wait 10F
Script 106: New Skill
000- Script call (Current Name)
001- Text message 's'
002- Text Content: Menu Text:Display (Skill)
003- Text Message 's have been sealed!
004- Other Wait 10F
Script 107: New Bind
000- Text Clear Message
001- Script Call (Current Name)
002- Text Message ' is bound to the ground.'
003- Other Wait 10F
Script 109: New Attack Down
000- Text: Clear Message
001- Script Call (Current Name)
002- Text Message 's'
003- Text: Content: Menu Text: Display (Weapon Attack)
004- Text: Message "has been lowered"
Script 108: New Attack Up
000- Text: Clear Message
001- Script Call (Current Name)
002- Text Message 's'
003- Text: Content: Menu Text: Display (Weapon Attack)
004- Text: Message has been increased
Script 110: New Defend UP
000- Text Clear Message
001- Script Branch: Condition: Variable (Indirect Rate)> +100
002- Text Message 'Nothing Happened'
003- Script Condition End
004- Script Branch: Condition: Variable (Indirect Rate) --<+100
005- Script: Call (Current Name)
006- Text Message 's'
007- Text Content: Menu Text: Display (Armor)
008- Text Message 'Increased By'
009- Data: Load Direct Effect Info
010- Text Content: Variable: Display (Direct Rate) Digits Not Fixed
011- Text Message '%'
012- Script Condition End
Script 111: New Defend Down
000- Text Clear Message
001- Script: Call (Current Name)
002- Script Branch Condition Variable (Indirect Rate)> +100
003- Text Message 'was not affected'
004- Script Condition End
005- Script Branch Condition Variable (Indirect Rate)<= +100
006- Text Message 's'
007- Text Content: Menu Text: Display (Armor)
008- Text Message ''
009- Data: Load Direct Effect Info
010- Text Content Variable Display (Direct Rate)Digits Not Fixed
011- Test Message '%
012- Script Condition End
Script 112: New Counter
000- Text Clear Message
001- Script: Call (Instigator Name)
002- Text Message 'Counterattacks'
003- Other Wait 10F
Script 113: New Resist W Up
000- Text Clear Message
001- Script Call (Instigator Name)
002- Text Message 'is more resistant to weapons'
003- Other Wait 10F
Script 114: New Resist M Up
000- Text Clear Message
001- Script Call (Instigator Name)
002- Text Message 'is more resistant to magic'003- Other Wait 10F
Script 115: New Agility Up
000- Text Clear Message
001- Script: Call (Current Name)
002- Text Message 'feel quicker'
003- Other Wait 10F
Script 116: End Poison
000- Text Clear Message
001- Target Data Condition Status Remove (Poison)
002- Script Call (Current Name)
003- Text Message 'is no longer poisoned'
004- Other Wait 10F
Script 117: End Numb
000- Text Clear Message
001- Data Get Member Name
002- Text Content: Input: Display (Common Name)
003- Text Message 'regains feeling in thier body!!'
004- Target Data: Action Status Remove
005- Other Wait 10F
Script 118: End Sleep
000- Text Clear Message
001- Target Data: Action Status Remove
002- Script Call (Current Name0
003- Text Message 'suddenly wakes up!
004- Other Wait 10F
Script 119: End Blind
000- Text: Clear Message
001- Script Call (Current Name)
002- Text Message 'Can now see'
003- Battle Make Active Character
004- Target Data: Condition Status Remove (Blind)
005- Battle Change Back Active Character
006- Other Wait 10F
Script 120: End Silence
000- Text: Clear Message
001- Script Call (Current Name)
002- Text Message 'Can Now Speak'
003- Battle: Make Active Character
004- Target Data: Magic Status Remove (Silence)
005- Battle: Change Back Active Character
Script 121: End Skill
000- Text: Clear Message
001- Script Call (Current Name)
002- Text Message 'Can now use skills again'
003- Battle: Make Active Character
004- Target Data: Skill Status Remove (Seal)
005- Battle: Change Back Active Character
Script 122: End Bind
000- Text Clear Message
001- Target Data: Action Status Remove
002- Script Call (Current Name)
003- Text Message 'can now move freely'
004- Other Wait 10F
Script 123: End Attack Up
000- Text Clear Message
001- Data Get Member Name
002- Text Content: Input: Display (Common Name)
003- Text Message 's
004- Text Content: Menu Text: Display (Attack)
005- Text Message: 'Strength Fades'
006- Target: Data: Condition Status Remove (Attack+50)
007- Target: Data: Condition Status Remove (Attack+100)
008- Other Wait 10F
Script 124: End Attack Down
000- Text Clear Message
001- Data Get Member Name
002- Text: Content: Input: Display (Common Name)
003- Text Message 's
004- Text Content: Menu Text: Display (Attack)
005- Text Message 'returns to normal!
006- Target Data: Condition Status Remove (Reduce Attack)
007- Other Wait 10F
Script 125: End Defend UP
000- Text Clear Message
001- Data: Get Member Name
002- Text Content: Input: Display (Common Name)
003- Text Message 's'
004- Text Content: Menu Text: Display (Armor)
005- Text Message 'strength fades...'
006- Target Data: Condition Status Remove (Armor +5)
007- Target Data: Condition Status Remove (Armor +10)
008- Target Data: Condition Status Remove (Armor +30)
009- Target Data: Condition Status Remove (Armor +99)
010- Other: Wait 10F
Script 126: End Defend Down
000- Text Clear Message
001- Data Get Member Name
002- Text Content: Input: Display (Common Name)
003- Text Message 's'
004- Text Content: Menu Text: Display (Armor)
005- Text Message 'strength returns to normal'
006- Target Data: Condition Status Remove (Decrease Armor)
007- Other Wait 10F
Script 127: End Agility Up
000- Text Clear Message
001- Data: Get Member Name
002- Text: Content: Input: Displat (Common Name)
003- Text Message 'quickness fades'
004- Target Data: Condition Status Remove (Agility Up)
005- Other: Wait 10F
000- Data Flag (Stat Check Type) = Off
001- Battle: Substitute Target Attribute for Variable
002- Data Variable (Temp Variable1)=(Attack)+(0 fixed)
003- Data Flag (Stat Check Type) = On
004- Battle: Substitute Target Attribute for Variable
005- Data: Variable (Temp Variable2)=(Armor)+(0 fixed)
006- Data Flag (Start Check Type) = Off
007- Battle: Substitute Target Attribute for Variable
008- Data Variable (TempVariable0)=(Indirect Rate)+(0 fixed)
009- Script Branch: Condition: Variable (TempVariable0)->+100
010- Data Variable: (TempVariable0)=(+100)+(0 fixed)
011- Script Condition End
012- Data Variable: (TempVariable0)=(TempVariable2) x (TempVariable0)
013- Data Variable:(Armor)=(TempVariable0) divided by (+100)
014- Data Variable: (Attack)=(TempVariable1)+(0 fixed)
015- Data: Flag (Stat Check Type) Off
016- Battle: Substitute Variable for Target Attribute
Script 131: Turn Def Down
000- Data: Flag (Stat Check Type) Off
001- Battle: Substitute Target Attribute for Variable
002- Data Variable (TempVariable1)=(Attack)+(0 fixed)
003- Data Flag (Stat Check Type) On
004- Battle Substitute Target Attribute for Variable
005- Data Variable (TempVariable2)=(Armor)+(0 fixed)
006- Data Flag (Stat Check Type) Off
007- Battle Substitute Target Attribute for Variable
008- Data Variable (TempVariable0)=(IndirectRate)+(0 fixed)
009- Script Branch Condition Variable (TempVariable0)=>+100
010- Data Variable (TempVariable0)=(100)+(0 fixed)
011- Script Condition End
012- Data Variable (TempVariable0)=(TempVariable2)x(TempVariable0)
013- Data Variable (TempVariable9)=(TempVariable0)divides(+100)
014- Data Variable (TempVariable9)=(TempVariable9)x(-1)
015- Data Variable (Armor)=(Armor)+(TempVariable9)
016- Data Variable (Attack)=(TempVariable1)
017- Data Flag (Stat Check Type) Off
018- Battle Substitute Variable for Target Attribute
000- Battle: Substitute Target Attribute for Variable
001- Data: Variable (AttackOrder)= (-99999999)+(0 fixed)
002- Battle: Substitute Variable for Target Attribute
Script 134: Turn Agility Up
000- Battle: Substitute Target Attribute for Variable
001- Data: Load Indirect Effect Info
002- Data Variable: (AttackOrder)=(AttackOrder)+(IndirectRate)
003- Battle: Substitute Variable for Target Attribute
Script 135: Turn Defend
000- Data: Flag: (Stat Check Type) On
001- Battle: Substitute Target Attribute For Variable
002- Data Flag: (Battle Flag 0) On
003- Battle: Substitute Variable for Target Attribute
004- Data Flag (Stat Check Type) Off
Script 136: Turn Numb
000- Text Clear Message
001- Script: Call (Instigator Name)
002- Text Message 'is numb...'
003- Wait 10F
Script 137: Turn Sleep
000- Text Clear Message
001- Script: Call (Instigator Name)
002- Text Message 'is sleeping...
003- Wait 10F
Script 138: Turn Bind
000- Text Clear Message
001- Script: Call (Instigator Name)
002- Text Message 'can't move...
003- Wait 10F
Script 139: Turn Poison
000- Text Clear Message
001- Script Call (Instigator Name)
002- Text Message 'is stil poisoned...
003- Data: Load Indirect Effect Info
004- Battle: Substitute Target Attribute for Variable
005- Data Variable (Hitpoints)=(Hitpoints)-(IndirectRate)
006- Battle Substitute Variable for Target Attribute
Script 140: Turn HP Recover
000- Text Clear Message
001- Script: Call (Instigator Name)
002- Text Message 's'
003- Text Content: Menu Text: Display HP
004- Text: Message 'regenerates'
005- Data: Load Indirect Effect Info
006- Battle: Substitute Target Attribute for Variable
007- Data Variable: (Hit Points)=(Hit Points)+(Indirect:Rate)
008- Battle: Substitute Variable for Target Attribute
Script 141: Turn MP Recover
000- Text Clear Message
001- Script: Call (Instigator Name)
002- Text Message 's'
003- Text Content: Menu Text: Display MP
004- Text: Message 'regenerates'
005- Data: Load Indirect Effect Info
006- Battle: Substitute Target Attribute for Variable
007- Data Variable: (Magic Points) = (Magic Points) + (Indirect:Rate)
008- Battle: Substitute Variable for Target Attribute
000- Data Variable: (Encounter Ratio)=(+0)+ (0 fixed)
Script 145: Step HP Recover
000- Data: Member Info Load
001- Data: Load Indirect Effect Info
002- Data Variable: (HP)=(HP)+(Indirect Rate)
003- Data: Member Info: Save
Script 146: Step Exp Up
000- Data: Member Info Load
001- Data: Load Indirect Effect Info
002- Data Variable:(Experience)=(Experience)+(Indirect Rate)
003- Data: Member Info: Save
004- Data: Flag: (Temp Flag0)On
005- Script: Call (Level Up)
000- Data Flag (Target Dodge) On
001- Data Flag (Target Reaction) On
002- Data Flag (Target Reflect) On
Script 149: MP Absorb
000- Script Branch: Condition: Flag (Apply Side) On
001- Script Branch: Condition: Variable (Action: Action)=+2
002- Data: Load Ability Info
003- Script Branch: Condition: Variable (Ability: Usable)=(0 fixed)
004- Battle: Substitute Target Attribute for Variable
005- Data: Variable: (Magic Points)=(Magic Points)+(Ability: Cost)
006- Battle: Substitute Target Attribute for Variable
007- Text: Clear Message
008- Script: Call (Current Name)
009- Text: Message 'absorbs'
010- Text Content: Variable: Display (Ability: cost) Digits not fixed
011- Text Content: Menu Text: Display (MP)
012- Text: Message '!'
013- Script: Condition End
014- Script: Condition End
015- Script: Condition End
Script 150: Revive
000- Text: Clear Message
001- Battle: Make Active Character
002- Data: Substitute attribute for Variable
003- Data: Load Direct Effect Info
004- Data: Variable: (Temp Variable 9)= (Max Hit Points) X (Direct: Rate)
005- Data: Variable: (Temp Variable 9)= (Temp Variable 9) divided (+100)
006- Script Branch: Condition: Variable (Temp Variable9)= (0 fixed)
007- Data: Variable: (Temp Variable9) (+1) + (0 fixed)
008- Script: Condition End
009- Data: Variable: (Hit points)=(Hit points)+(TempVariable9)
010- Target Data: Action Status Remove
011- Target Data: Condition Status Remove
012- Target Data: Magic Status Remove
013- Target Data: Skill Status Remove
014- Data: Substitute Variable for Attribute
015- Script: Call (Instigator Name)
016- Text: Message 's soul return to their body!
017- Battle: Change Back active character
018- Other: wait 10F
Script 151: Healing
000- Text Clear Message
001- Battle Make Active Character
002- Script Call (Instigator Name)
003- Text Message 'feels better'
004- Data Load Direct Effect Info
005- Data Substitute Attribute for Variable
006- Data Variable: (Hit points)=(Hit Points)
007- Data: Substitute Variable for Attribute
008- Battle Change Back Active Character
009- Other Wait 10F
Script 152: Recovery Status
000- Battle: Make Active Character
001- *numb?
002- Target Data: Action Status Confirm (Numb)
003- Script Branch: Condition: Flag (Indirect Effect) On
004- Target Data: Action Status Remove
005- Script: Call (Instigator Name)
006- Text: Message 'is no longer numb'
007- Other: Wait 10F
008- Script: Condition End
009- *sleep?
010- Target Data: Action Status Confirm (Sleep)
011- Script Branch: Condition: Flag (Indirect Effect) On
012- Target Data: Action Status Remove
013- Script: Call (Instigator Name)
014- Text: Message 'is no longer asleep'
015- Other: Wait 10F
016- Script: Condition End
017- *bind?
018- Target Data: Action Status Confirm (Bind)
019- Script Branch: Condition: Flag (Indirect Effect) On
020- Target Data: Action Status Remove
021- Script: Call (Instigator Name)
022- Text: Message 'is no longer bound'
023- Other: Wait 10F
024- Script: Condition End
025- *poison?
026- Target Data: Action Status Confirm (Poison)
027- Script Branch: Condition: Flag (Indirect Effect) On
028- Target Data: Action Status Remove
029- Script: Call (Instigator Name)
030- Text: Message 'is no longer poisoned'
031- Other: Wait 10F
032- Script: Condition End
033- *blind?
034- Target Data: Action Status Confirm (Blind)
035- Script Branch: Condition: Flag (Indirect Effect) On
036- Target Data: Action Status Remove
037- Script: Call (Instigator Name)
038- Text: Message 'is no longer blind'
039- Other: Wait 10F
040- Script: Condition End
041- *silence?
042- Target Data: Action Status Confirm (Silence)
043- Script Branch: Condition: Flag (Indirect Effect) On
044- Target Data: Action Status Remove
045- Script: Call (Instigator Name)
046- Text: Message 'is no longer silenced'
047- Other: Wait 10F
048- Script: Condition End
049- Battle: Make Active Character
Script 153: Tidal Wave
000- Text Clear Message
001- Script: call (Target Name)
002- Text Message 'was swallowed by a tidal wave!
003- Other Wait 10F
004- Battle Make Active Character
005- Target Data: Action Status Apply (Death)
006- Target Data HP=0
007- Battle: Change Back Active Character
Script 154: Choke
000- Text Clear Message
001- Script: call (Target Name)
002- Text Message 'begins to choke!'
003- Other Wait 10F
004- Battle Make Active Character
005- Target Data: Action Status Apply (Death)
006- Target Data HP=0
007- Battle: Change Back Active Character
Script 155: Silence
000- Text Clear Message
001- Battle: Make Active Character
002- Target Data: Magic Status Apply (Silence)
003- Battle Change Back Active Character
Script 156: Seal Skill
000- Text Clear Message
001- Battle: Make Active Character
002- Target Data: Skill Status Apply (Seal)
003- Battle Change Back Active Character
Script 157: Death Whisper
000- Text Clear Message
001- Script: call (Target Name)
002- Text Message 'was summoned!'
003- Other Wait 10F
004- Battle Make Active Character
005- Target Data: Action Status Apply (Death)
006- Target Data HP=0
007- Battle: Change Back Active Character
Script 158: Blind
000- Text Clear Message
001- Battle: Make Active Character
002- Target Data: Condition Status Apply (Blind)
003- Battle Change Back Active Character
Script 159: Sleep
000- Text Clear Message
001- Battle: Make Active Character
002- Target Data: Action Status Apply (Sleep)
003- Battle Change Back Active Character
Script 160: Numb
000- Text Clear Message
001- Battle: Make Active Character
002- Target Data: Action Status Apply (Numb)
003- Battle Change Back Active Character
Script 161: Death
000- Text: Clear Message
001- Script Call (Target Name)
002- Text: Message 's body falls lifeless to the ground...!
003- Other Wait 10F
004- Battle: Make Active Character
005- Target Data: Action Status Apply (Death)
006- Target Data: HP=0
007- Battle: Change Back Active Character
Script 162: Poison
000- Text Clear Message
001- Battle: Make Active Character
002- Target Data: Condition Status Apply (Poison)
003- Battle Change Back Active Character
Script 163: Seal Weapon
000- Text Clear Message
001- Battle: Make Active Character
002- Target Data: Condition Status Apply (Resist Weapon)
003- Battle Change Back Active Character
Script 164: Seal Ability
000- Text Clear Message
001- Battle: Make Active Character
002- Target Data: Condition Status Apply (Resist Magic A)
003- Battle Change Back Active Character
Script 165: Teleport
000- Data: Game Info: Load
001- Script Branch: Condition: Flag (Teleport Set) Off
002- Text: Clear Message
003- Text: Message 'there is nowhere to go!
004- Script: Condition End
005- Script Branch: Condition: Flag (Teleport Set) On
006- Script Control: Apply Together
007- Sound: SFX (Move Object 2) Volume=100 Pitch=+0 Tempo=300
008- Screen Effect: Linger Amount=50 10F
009- Camera: Distance=200 10F
010- Camera: Viewpoint Height=-100 10F
011- Party: Vertical Move (Party) Change Height +500 12F
012- Data: Flag: (Sample Flag 58) On
013- Data: Flag: (Sample flag 54) Off
014- Party: Direction Change (Party) S 1F
015- Other: Wait 1F
016- Teleport
017- Script: Condition End
Script 166: Escape
000- Data Flag [Sample56] = off [Used to keep track of whether the party
is in a dungeon. On = in a dungeon; off = Not in one.]
001- Teleport Escape [takes the party out of the dungeon to a preset
escape point.]
[This script is used in Direct Effect/Result/Success of the item "Smoke Bomb"]
Script 167: Curse
000- Battle: Make Active character
001- Data: Member Info: Load
002- * checking for equipment
003- Script Branch: Condition: Flag (No Remove Weapon) On
004- Data: Variable: (Item Number)=(Weapon equipped)+(0 Fixed)
005- Data: Get item Named
006- Text: Content: Input: Display (Common Name)
007- Text: Message 'is no longer cursed
008- Target Data: (Weapon) remove
009- Data: item (sell)
010- * If weapon, use script above
011- Script: condition end
012- *treatment of removing weapon
013- Script Branch: Condition: Flag (No Remove Shield) On
014- Data: Variable: (Item Number)=(Shield equipped)+(0 Fixed)
015- Data: Get item Named
016- Text: Content: Input: Display (Common Name)
017- Text: Message 'is no longer cursed
018- Target Data: (Shield) remove
019- Data: item (sell)
020- * If Shield, use script above
021- Script: condition end
022- *treatment of removing Shield
023- Script Branch: Condition: Flag (No Remove Armor) On
024- Data: Variable: (Item Number)=(Armor equipped)+(0 Fixed)
025- Data: Get item Named
026- Text: Content: Input: Display (Common Name)
027- Text: Message 'is no longer cursed
028- Target Data: (Armor) remove
029- Data: item (sell)
030- * If Armor, use script above
031- Script: condition end
032- *treatment of removing Armor
033- Script Branch: Condition: Flag (No Remove Helmet) On
034- Data: Variable: (Item Number)=( Helmet equipped)+(0 Fixed)
035- Data: Get item Named
036- Text: Content: Input: Display (Common Name)
037- Text: Message 'is no longer cursed
038- Target Data: (Helmet) remove
039- Data: item (sell)
040- * If Helmet, use script above
041- Script: condition end
042- *treatment of removing Helmet
043- Script Branch: Condition: Flag (No Remove Access) On
044- Data: Variable: (Item Number)=(Access equipped)+(0 Fixed)
045- Data: Get item Named
046- Text: Content: Input: Display (Common Name)
047- Text: Message 'is no longer cursed
048- Target Data: (Access) remove
049- Data: item (sell)
050- * If Accessory, use script above
051- Script: condition end
052- *treatment of removing Accessory
053 Battle: Make Active Character
Script 168: HP & MP Recover
000- Text: Clear Message
001- Battle: Make Active Character
002- Script: Call (Instigator Name)
003- Text: Message 's wounds and
004- Text Content: Menu text: Display (TP)
005- Text: Message 'begin to recover!
006- Data: Load Direct Effect Info
007- Data: Substitute Attribute for Variable
008- Data: Variable: (Temp Variable 3)=+(10)?(+20)
009- Data: Variable: (Hit points)=(Hit points)+(Temp Variable 3)
010- Data: Variable: (Temp Variable 3)=+(10)?(+20)
011- Data: Variable: (Magic points)=(Magic points)+(Temp Variable 3)
012- Data: Substitute Variable for Attribute
013- Battle: change Back Active Character
014- Other: Wait 10F
Script 169: Attack Up 1
000- Battle: Make Active Character
001- Target Data: Condition Status Apply (Attack+50)
002- Battle: Change Back Active Character
Script 170: Attack Up 2
000- Battle: Make Active Character
001- Target Data: Condition Status Apply (Attack+100)
002- Battle: Change Back Active Character
Script 171: Attack Down
000- Battle: Make Active Character
001- Target Data: Condition Status Apply (Reduce Attack)
002- Battle: Change Back Active Character
Script 172: Defend+5
000- Battle: Make Active Character
001- Target Data: Condition Status Apply (Armor+5)
002- Battle: Change Back Active Character
Script 173: Defend+10
000- Battle: Make Active Character
001- Target Data: Condition Status Apply (Armor+10)
002- Battle: Change Back Active Character
Script 174: Defend+30
000- Battle: Make Active Character
001- Target Data: Condition Status Apply (Armor+30)
002- Battle: Change Back Active Character
Script 175: Defend+99
000- Battle: Make Active Character
001- Target Data: Condition Status Apply (Armor+99)
002- Battle: Change Back Active Character
Script 176: Defend Down
000- Battle: Make Active Character
001- Target Data: Condition Status Apply (Decrease Armor)
002- Battle: Change Back Active Character
Script 177: Recover _Status
000- Battle Make Active Character
001- Target Data: Action Status Confirm (Death)
002- Script Branch: Condition: Flag (Indirect Effect) On
003- Script control: Force Script End
004- Script Condition End
005- Target Data Condition Status Remove (Reduce Attack)
006- Target Data Condition Status Remove (Decrease Armor)
007- Battle Make Active Character
Script 178: Agility Up
000- Text Clear Message
001- Battle Make Active character
002- Target Data: Condition Status Apply (Agility UP)
003- Battle Change Back Active Character
Script 179: Vehicle [Cloud Voyager]
000- Party Gather Speed=Normal
001- Other Vehicle:Deploy Vehicle Model [Cloud]Type=Low,Sky Speed 2x,
Current location +0,+0,+0
002- Script Control: Apply Together
003- Camera: Vertical Angle=+55 30F
004- Camera: Distance=380 30F
005- Party: Vertical Move(Party)Change Height+16 30F
006- Other Vehicle: Control Vehicle
007- Camera: Default 30F
008- Party: Landing (Party) 30F
009- Other Vehicle Exit Vehicle
000- Text Clear Message
001- Battle Make Active Character
002- Script Call (Instigator Name)
003- Text: Message 's wounds begin to heal!
004- Data Load Direct Effect Info
005- Data Substitute Attribute for Variable
006- Data Variable (HP)=(HP)+(Direct:Rate)
007- Data Substitute Variable for Attribute
008- Battle Change Back Active Character
009- Other: Wait 10F
Script 182: Recover MP
000- Text Clear Message
001- Battle Make Active Character
002- Script Call (Instigator Name)
003- Data Load Direct Effect Info
004- Text Message 'begins to recover
005- Text Content: Menu Text Display (MP)006- Text Message!
007- Data Substitute Attribute for Variable
008- Data Variable (MP)=(MP)+(Direct:Rate)
009- Data Substitute Variable for Attribute
010- Battle Change Back Active Character
011- Other Wait 10F
Script 183: Recover HP & MP
000- Text Clear Message
001- Battle Make Active Character
002- Script Call (Instigator Name)
003- Text Message 's wounds and
004- Text Content: Menu Text: Display (MP)
005- Text Message Begin to improve!
006- Data Load Direct Effect Info
007- Data Substitute Attribute for Variable
008- Data Variable: (HP)=(HP)+(Direct:Rate)
009- Data Variable: (MP)=(MP)+(Direct:Rate)
010- Data Substitute Variable for Attribute
011- Battle: Change Back Active Character
012- Other Wait 10F
Script 184: Recover Poison
000- Text Clear Message
001- Battle Make Active Character
002- Script Call (Instigator Name)
003- Text Message 's poison is gone
004- Target Data: Condition Status Remove (Poison)
005- Battle: Change Back Active Character
006- Other Wait 10F
Script 185: Recover Numb
000- Text Clear Message
001- Battle Make Active Character
002- Script Call (Instigator Name)
003- Text Message 's numbness is removed!
004- Target Data: Action Status Remove
005- Battle: Change Back Active Character
006- Other Wait 10F
Script 186: Recover Silence
000- Text Clear Message
001- Battle Make Active Character
002- Script Call (Instigator Name)
003- Text Message "is no longer silenced!
004- Target Data: Condition Status Remove (Silence)
005- Battle: Change Back Active Character
006- Other Wait 10F
Script 187: Recover Blind
000- Text Clear Message
001- Battle Make Active Character
002- Script Call (Instigator Name)
003- Text Message "is no longer blind!
004- Target Data: Condition Status Remove (Blind)
005- Battle: Change Back Active Character
006- Other Wait 10F
Script 188: Power UP
000- Text Clear Message
001- Battle Make Active Character
002- Script Call (Instigator Name)
003- Text Message 's
004- Text Content: Menu Text (Strength)
005- Text Message 'increased!
006- Data: Load Direct Effect Info
007- Data Substitute Attribute for Variable
008- Data Variable: (Strength)=(Strength)+(Direct:Rate)
009- Data: Substitute Variable for Attribute
010- Battle: Change Back Active Character
011- Other Wait 10F
Script 189: MP Attack
000- Text: Clear Message
001- Battle: Make Active Character
002- Script: Call (Reduce MP)
003- Battle: Make Active Character
004- Script: Call (Target Name)
005- Text: Message 'lost'
006- Text Content: Variable: Display (Damage Total) Digits Not Fixed
007- Text: Content: Menu Text: Display (MP)
008- Text Message '!'
009- Other: Wait 10 F
Script 190: Absorb HP
000- Text Clear Message
001- Script: Call (Instigator Name
002- Text Message ' feels full of life!'
003- Data Substitute Attribute For Variable
004- Data Variable:(HP)=(HP)+(Damage Total)
005- Data Substitute Variable for Attribute
006- Other Wait 10F
Script 191: Absorb MP
000- Text Clear Message
001- Script: Call (Instigator Name
002- Text Message ''s energy is revived!'
003- Data Substitute Attribute For Variable
004- Data Variable:(MP)=(MP)+(Damage Total)
005- Data Substitute Variable for Attribute
006- Other Wait 10F
Script 192: Death 5%
000- Data Variable (TempVariable3)=(+1)?(+100)
001- Script Branch: Condition: Variable (TempVariable3)<= +5
002- Battle: Make Active Character
003- Target Data: Action Status Apply (Death)
004- Battle: Change Back Active Character
005- Script Condition End
Script 193: Numb 10%
000- Data Variable (TempVariable3)=(+1)?(+100)
001- Script Branch: Condition: Variable (TempVariable3)<= +10
002- Battle: Make Active Character
003- Target Data: Action Status Apply (Numb)
004- Battle: Change Back Active Character
005- Script Condition End
Script 194: Blind 25%
000- Data Variable (TempVariable3)=(+1)?(+100)
001- Script Branch: Condition: Variable (TempVariable3)<= +25
002- Battle: Make Active Character
003- Target Data: Action Status Apply (Blind)
004- Battle: Change Back Active Character
005- Script Condition End
Script 195: Poison 50%
000- Data Variable (TempVariable3)=(+1)?(+100)
001- Script Branch: Condition: Variable (TempVariable3)<= +50
002- Battle: Make Active Character
003- Target Data: Action Status Apply (Poison)
004- Battle: Change Back Active Character
005- Script Condition End
Script 196: Add Thunder
000- Script: Call (Thunder 1)
001- Script: Call (Magic Formula 1)
002- Script Branch: Condition: Flag (Instg Success) = On
003- Script Call (Attack Success)
004- Battle: Make Active Character
005- Battle: Enemy Action (Damage) Apply
006- Battle: Default Enemy Action
007- Battle: Make Active Character
008- Other Wait 10F
009- Script Condition End
010- Script Branch: Condition: Flag (Instg Success) Off
011- Script: Call (Ability Fail 1)
012- Script Condition End
Script 197: Self Damage
000- Data Variable: (Damage Total)=(Damage Total)divided(+5)
001- Sound SFX (Damage) Volume=100 Pitch=+0 Tempo=100
002- Screen Effect: Shake (Windows) Rate=10F 0F
003- Other Wait 10F
004- Screen Effect: Shake (Windows) Rate=0 0F
005- Text Clear Message
006- Script Call (Reduce HP)
007- Script Call (Instigator Name)
008- Text Message 'was inflicted with'
009- Text Content: Variable Display (Damage Total) Digits not fixed
010- Text Message 'damage'
Script 198: Check Death
000- Battle: Make Active Character
001- Target Data: Action Status Confirm (Death)
002- Script Branch Condition: Flag (Indirect Effect)Off
003- Data Flag: (Instg Success)Off
004- Script Condition End
005- Script Branch: Condition Flag (Indirect Effect)On
006- Data Flag:(Instg Success)On
007- Script Condition End
008- Battle: Make Active Character
Script 199: Check Poison
000- Battle: Make Active character
001- Target Data: Action Status Confirm (Death)
002- * Check if dead or alive
003- Script Branch: Condition: Flag (Indirect effect) On
004- *when Dead
005- Data: Flag: (Instg Success) Off
006- Script: Condition End
007- Script Branch: Condition: Flag (Indirect effect) off
008- *when alive
009- Target Data: Condition Status Confirm (Poison)
010- *Check if poisoned or not
011- Script Branch; Condition: Flag (Indirect Effect) Off
012- *when not poisoned
013- Data: Flag: (Instg success) off014- Script; condition End
015- Script Branch: Condition: Flag (Indirect effect) On
016- *when poisoned
017- Data: Flag: (Instg Success) On
018- Script: Condition End
019- Script: Condition End
020- Battle: Make Active Character
Script 200: Check Numb
000- Battle: Make Active character
001- Target Data: Action Status Confirm (Death)
002- * Check if dead or alive
003- Script Branch: Condition: Flag (Indirect effect) On
004- *when Dead
005- Data: Flag: (Instg Success) Off
006- Script: Condition End
007- Script Branch: Condition: Flag (Indirect effect) off
008- *when alive
009- Target Data: Condition Status Confirm (Numb)
010- *Check if Numbed or not
011- Script Branch; Condition: Flag (Indirect Effect) Off
012- *when not numbed
013- Data: Flag: (Instg success) off
014- Script; condition End
015- Script Branch: Condition: Flag (Indirect effect) On
016- *when numbed
017- Data: Flag: (Instg Success) On
018- Script: Condition End
019- Script: Condition End
020- Battle: Make Active Character
Script 201: Check Silence
000- Battle: Make Active character
001- Target Data: Action Status Confirm (Death)
002- * Check if dead or alive
003- Script Branch: Condition: Flag (Indirect effect) On
004- *when Dead
005- Data: Flag: (Instg Success) Off
006- Script: Condition End
007- Script Branch: Condition: Flag (Indirect effect) off
008- *when alive
009- Target Data: Condition Status Confirm (Silence)
010- *Check if Silenced or not
011- Script Branch; Condition: Flag (Indirect Effect) Off
012- *when not Silenced
013- Data: Flag: (Instg success) off
014- Script; condition End
015- Script Branch: Condition: Flag (Indirect effect) On
016- *when Silenced
017- Data: Flag: (Instg Success) On
018- Script: Condition End
019- Script: Condition End
020- Battle: Make Active Character
Script 202: Check Blind
000- Battle: Make Active character
001- Target Data: Action Status Confirm (Death)
002- * Check if dead or alive
003- Script Branch: Condition: Flag (Indirect effect) On
004- *when Dead
005- Data: Flag: (Instg Success) Off
006- Script: Condition End
007- Script Branch: Condition: Flag (Indirect effect) off
008- *when alive
009- Target Data: Condition Status Confirm (Blind)
010- *Check if Blinded or not
011- Script Branch; Condition: Flag (Indirect Effect) Off
012- *when not Blinded
013- Data: Flag: (Instg success) off
014- Script; condition End
015- Script Branch: Condition: Flag (Indirect effect) On
016- *when Blinded
017- Data: Flag: (Instg Success) On
018- Script: Condition End
019- Script: Condition End
020- Battle: Make Active Character
Script 203: Check Power Up
000- Battle: Make Active Character
001- Data: Substitiute attribute for variable
002- Script Branch: Condition: Variable (Strength) => +999
003- Data: Flag (Instg Success) Off
004- Script: Condition End
005- Script Branch: Condition: Variable (Strength) < +999
006- Data: Flag (Instg Success) On
007- Script: Condition End
008- Target Data: Action Status Confirm (Death)
009- Script Branch: Condition: Flag (Indirect Effect) On
010- Data: Flag: (Instg Success) Off
011- Script condition end
012- Battle: Make Active Character
Script 204: Check Heal
000- Battle: Make Active Character
001- Target Data Action Status Confirm (Death)
002- Script Branch Condition Flag (Indirect Effect)Off
003- Data Flag (Instg Success)On
004- Script Condition End
005- Script Branch Condition Flag (Indirect Effect)On
006- Data Flag (Instg Success)Off
007- Script Condition End
008- Battle: Make Active Character
Script 205: Check HP
000- Battle: Make Active Character
001- Data Flag: (Stat Check Type)On
002- Data: Substitute Attribute for Variable
003- Script Branch Condition:Variable(HP)=>(MaxHP)
004- Data Flag: (Instg Success)Off
005- Script Condition End
006- Script Branch Condition:Variable(HP)<(MaxHP)
007- Data Flag: (Instg Success)On
008- Script Condition End
009- Target Data: Action Status Confirm (Death)
010- Script Branch Condition:Flag (Indirect Effect)On
011- Data Flag: (Instg Success)Off
012- Script Condition End
013- Data: Flag:(Stat Check Type)Off
014- Battle: Make Active Character
Script 207: Check Status
000- Battle: Make Active Character
001- Data: Flag: (Instg Success) Off
002- *when dead
003- Target: Data: Action Status Confirm (Death)
004- *when alive
005- Script Branch: Condition: Flag (Indirect Effect) Off
006- *Numb
007- Target: Data: Action Status Confirm (Numb)
008- Script Branch: Condition: Flag (Indirect Effect) On
009- Data: Flag: (Instg Success) On
010- Script: Condition End
011- *Sleeping
012- Target: Data: Action Status Confirm (Sleep)
013- Script Branch: Condition: Flag (Indirect Effect) On
014- Data: Flag: (Instg Success) On
015- Script: Condition End
016- *bound?
017- Target: Data: Action Status Confirm (Bind)
018- Script Branch: Condition: Flag (Indirect Effect) On
019- Data: Flag: (Instg Success) On
020- Script: Condition End
021- *poisoned?
022- Target: Data: Action Status Confirm (Poison)
023- Script Branch: Condition: Flag (Indirect Effect) On
024- Data: Flag: (Instg Success) On
025- Script: Condition End
026- *blind?
027- Target: Data: Action Status Confirm (Blind)
028- Script Branch: Condition: Flag (Indirect Effect) On
029- Data: Flag: (Instg Success) On
030- Script: Condition End
031- *silence?
032- Target: Data: Action Status Confirm (Silence)
033- Script Branch: Condition: Flag (Indirect Effect) On
034- Data: Flag: (Instg Success) On
035- Script: Condition End
036- Script: Condition End
037- Battle: Make Active Character
Script 208: Check Status
000- Battle: Make Active Character
001- Data Flag (Instg Success)Off
002- Target Data Condition Status Confirm (Decrease Armor)
003- Script Branch Condition Flag (Indirect Effect)On
004- Data Flag (Instg Success)On
005- Script Condition End
006- Target Data Condition Status Confirm (Reduce Attack)
007- Script Branch Condition Flag (Indirect Effect)On
008- Data Flag (Instg Success)On
009- Script Condition End
010- Battle: Make Active Character
Script 209: Check Teleport
000- Data Flag (Instg Success)Off
001- Script Branch Condition Flag (Sample Flag 56)Off
002- Data: Flag (Instg Success)On
003- Script Condition End
004- Script Branch Condition Flag (Sample Flag 56)On
005- Data: Flag (Instg Success)Off
006- Script Condition End
007- Script Branch Condition Flag (Battle)On
008- Data: Flag (Instg Success)Off
009- Script Condition End
Script 210: Check Escape
000- Data Flag (Instg Success)Off
001- Script Branch Condition Flag (Sample Flag 56)Off
002- Data: Flag (Instg Success)Off
003- Script Condition End
004- Script Branch Condition Flag (Sample Flag 56)On
005- Data: Flag (Instg Success)On
006- Script Condition End
007- Script Branch Condition Flag (Battle)On
008- Data: Flag (Instg Success)Off
009- Script Condition End
Script 211: Check Curse
000- Data: Flag: (Instg Success) Off
001- Battle: Make Active Character
002- Target Data: Action Status Confirm (Death)
003- Script Branch: Condition: Flag (Indirect Effect) On
004- *when dead
005- Data: Flag: (Instg Success) Off
006- Script: Condition End
007- Script Branch: Condition: Flag (Indirect Effect) Off
008- * when alive
009- Data: Member Info: Load
010- *clear data and equipment info
011- Script Branch: Condition: Variable (Weapon Equipped) =/ -1
012- Script Branch: Condition: Flag (NoRemoveWeapon)On
013- Data: Flag: (Instg Success) On
014- Script: Condition End
015-Script: Condition End
016- *weapon decision
017- Script Branch: Condition: Variable (helmet Equipped) =/ -1
018- Script Branch: Condition: Flag (NoRemovehelm)On
019- Data: Flag: (Instg Success) On
020- Script: Condition End
021-Script: Condition End
022- *helmet decision
023- Script Branch: Condition: Variable (Armor Equipped) =/ -1
024- Script Branch: Condition: Flag (NoRemoveArmor)On
025- Data: Flag: (Instg Success) On
026- Script: Condition End
027-Script: Condition End
028- *armor decision
029- Script Branch: Condition: Variable (Shield Equipped) =/ -1
030- Script Branch: Condition: Flag (NoRemoveShield)On
031- Data: Flag: (Instg Success) On
032- Script: Condition End
033-Script: Condition End
034- *Shield decision
035- Script Branch: Condition: Variable (Accessory Equipped) =/ -1
036- Script Branch: Condition: Flag (NoRemoveAccess)On
037- Data: Flag: (Instg Success) On
038- Script: Condition End
039-Script: Condition End
040- *Accessory decision
041- Script: Condition End
042- Battle: Make Active Character
Script 212: Check Vehicle
000- Script Branch Condition Flag (Sample Flag 52)Off
001- Data Flag (Instg Success)Off
002- Script Condition End
003- Script Branch Condition Flag (Sample Flag 52)On
004- Data Flag (Instg Success)On
005- Script Condition End
006- Script Branch Condition Flag (Battle)On
007- Data Flag (Instg Success)Off
008- Script Condition End
009- Script Branch Condition Flag (Sample Flag 54)On
010- Data Flag (Instg Success)Off
011- Script Condition End
Script 213: Check Attack 1
000- Data Flag: (Instg Success)Off
001- Target Data Condition Status Confirm (Attack+50)
002- Script Branch Condition Flag (Indirect Effect) Off
003- Data Flag (Instg Sucess)On
004- Script Condition End
005- Target Data Condition Status Confirm (Attack+100)
006- Script Branch Condition Flag (Indirect Effect) Off
007- Data Flag (Instg Success) On
008- Script Condition end
Script 214: Check Attack 2
000- Data Flag (Instg Success) Off
001- Target Data Condition Status Confirm (Attack+100)
002- Script Branch Condition Flag (Indirect Effect) Off
003- Data Flag (Instg Success) On
004- Script Condition End
Script 215: Check Map
000- Script Branch Condition: Flag (Sample Flag52)Off
001- Data Flag:(Instg Success)Off
002- Script Condition End
003- Script Branch Condition: Flag (Sample Flag52)On
004- Data Flag:(Instg Success)On
005- Script Condition End
006- Script Branch Condition: Flag (Battle)On
007- Data Flag (Instg Success)Off
008- Script Condition End
Script 216: Battle Formula
003- Data: Flag: (Stat Check Type) On
005- Battle: Make Active Character
006- Battle: Substitute Target Attribute for Variable
007- Data: Variable: (Temp Variable0)=(0 fixed)+(Agility)
009- Data: Variable: (Temp Variable6)=(0 fixed)+(Armor)
011- Data: Variable: (Temp Variable6)=(TempVariable6)divided by (+2)
013- Data: Flag: (Temp Flag 0) Off
015- Script Branch: Condition: Flag (Battle Flag 0) On
016- Data: Flag: (Temp Flag 0) On
017- Script Condition End
018- Battle: Make Active Character
019- Battle: Substitute Target Attribute fpr Variable
020- Data: Variable: (Temp Variable1)=(0 fixed)+(Agility)
022- Data: Variable: (Temp Variable7)=(0 fixed)+(Attack)
025- Data: Variable: (Temp Variable2)=(TempVariable0)-(TempVariable1)
027- Data: Variable: (Temp Variable2)=(TempVariable2)x(+10)
029- Script Branch: Condition: Variable (TempVariable2)<+100
031- Data: Variable: (Temp Variable2)=(0 fixed)+(+100)
033- Script: Condition End
034- Script Branch: Condition: Variable (TempVariable2)=> (+5000)
036- Data: Variable: (Temp Variable2)=(0 fixed)+(+5000)
038- Script: Condition End
039- Data: Variable: (TempVariable3)=(0 fixed) ? (+10000)
041- Script Branch: Condition: Variable (TempVariable3)<= (TempVariable2)
043- Data: Flag: (Target Dodge) On
050- Script: Condition End
051- Data: Flag: (Instg Success) Off
053- Data: Load Direct Effect Info
055- Data: Variable: (TempVariable4)=(0 fixed)+(Direct Success)
056- Data: Variable: (TempVariable5)=(0 fixed)+(Direct: Rate)
058- Data: Variable: (TempVariable4)=(TempVariable4)x(+100)
060- Data: Variable: (TempVariable3)=(0 fixed)+(+10000)
062- Target Data: Condition Status Confirm (Blind)
064- Script Branch: Condition: Flag (Indirect Effect) On
066- Data: Variable: (TempVariable4)=(TempVariable4) divided (+2)
068- Script: Condition End
069- Script Branch: Condition: Variable (TempVariable3)<=(TempVariable4)
071- Data: Flag (Instg Success) On
078- Data: Variable: (TempVariable3)=(0 fixed)?(+100)
080- Script Branch: Condition: Variable (TempVariable3)<=(TempVariable5)
082- Data: Flag (Instg Crtical) On
089- Data: Variable: (TempVariable6)=(TempVariable6)divided by(+5)
091- Script: Condition End
*094- Text Content: Variable: Display (TempVariable0) Digits Not Fixed
*096- Text Content: Variable: Display (TempVariable1) Digits Not Fixed
*098- Text Content: Variable: Display (TempVariable2) Digits Not Fixed
*100- Text Content: Variable: Display (TempVariable4) Digits Not Fixed
*102- Text Content: Variable: Display (TempVariable5) Digits Not Fixed
*104- Text Content: Variable: Display (TempVariable6) Digits Not Fixed
*106- Text Content: Variable: Display (TempVariable7) Digits Not Fixed
110- Data: Variable: (TempVariable 8)=(TempVariable 7)-(TempVariable6)
112- Data: Variable: (TempVariable 1)=(+100)-(Target Resist W)
114- Script Branch: Condition: Variable (TempVariable1)< +0
116- Data: Variable: (TempVariable1)=(+0)+(0 fixed)
118- Script: Condition End
120- Script Branch: Condition: Variable (TempVariable1)>+200
122- Data: Variable: (TempVariable1)=(+200)+(0 fixed)
124- Script: Condition End
*127- Text Content: Variable: Display (Insti Property W) Digits Not Fixed
*129- Text Content: Variable: Display (Target Resist W) Digits Not Fixed
*131- Text Content: Variable: Display (TempVariable 1) Digits Not Fixed
*133- Text Content: Variable: Display (TempVariable 8) Digits Not Fixed
137- Data: Variable: (TempVariable8)=(TempVariable8)x(TempVariable 1)
139- Data: Variable: (TempVariable8)=(TempVariable8)x(Damage Rate A)
141- Data: Variable: (TempVariable8)=(TempVariable8)divided by (+100)
*145- Text Content: Variable: Display (Tempvariable8) Digits not fixed
149- 137- Data: Variable: (TempVariable9)=(TempVariable8)+(0 fixed)
151- Data: Variable: (TempVariable9)=(TempVariable9) divided by (+10)
153- 137- Data: Variable: (TempVariable9)=(TempVariable9)x(-1)
*157 Text Content: Variable: Display (TempVariable9) Digits not fixed
*159 Text Content: Variable: Display (TempVariable0) Digits not fixed
163- Data: Variable: (TempVariable9)=(TempVariable0)?(TempVariable 9)
165- Data: Variable: (TempVariable8)=(TempVariable8)+(TempVariable 9)
*169- Text Content: Variable: Display (TempVariable9) Digits not fixed
171- Text Content: Variable: Display (TempVariable8) Digits not fixed
175- Script Branch: Condition: Flag (Temp Flag 0) On
177- Data: Variable: TempVariable8=(TempVariable8) Divided by (+2)
*181- Text Content: Variable: Display (TempVariable8)Digits not fixed
185- Script: Condition End
186- Data: Variable: (TempVariable8)=(TempVariable8)divided by(+100)
188- Script Branch: Condition: Variable (TempVariable8) <=(0 fixed)
190- Data: Variable: (TempVariable3)=(0 fixed) ? (+1)
*194- Text Content: Variable: Display (TempVariable3)Digits not fixed
197- Script Branch: Condition: Variable (TempVariable3) =(0 fixed)
199- Data: Flag: (Instg Success) Off
201- Script: Condition End
202- Script Branch: Condition: Variable (TempVariable3) =(+1)
209- Data: Variable: (TempVariable8)=(0 fixed)+(+1)
211- Script: Condition End
212- Script: Condition End
213- Data: Variable: (Damage Total)=(TempVariable8)+(0 fixed)
215- Script: Condition End
217- Data: Flag: (Stat Check Type) Off
*221 Script Branch: Condition: Flag (Instg Success) Off
*223- Script: Condition End
Script 217: Act x2
000- Data Variable: (BattleTurns)= (0 fixed) +2
Script 218: Register Ride 0 (ship)
000- Other: Set as Vehicle (0)
001- Event Move: Bypass Members=No
Script 219: Control Boat
000- Other: Vehicle: Ride Vehicle Type=Sea Speed=2x
001- Party: Display: Hide Party
002- Map Display (326,286)~(486,426) Trans 50% 30F
003- Data Flag: (Sample Flag 59) On
004- Data Flag: (Sample Flag 54) On
005- Sound: BGM (Mellow 2) Volume=100 Pitch+0 Tempo=100
006- Other: Vehicle: Control Vehicle
007- Party: Display: Show Party
008- Map: Remove
009- Sound: Map Music
010- Data Flag (Sample Flag 59) Off
011- Other: Vehicle: Exit Vehicle
Script 220: Double Vehicle
000- Data Flag (Satisfy Execute) On
001- Script Branch: Condition Flag (Vehicle Travel) On
002- Data Flag (Satisfy Execute) Off
003- Script Condition End
Script 221: Register Ride 1 (Horse)
000- Other: Set as Vehicle (1)
001- Event Move: Bypass Members= Yes
Script 222: Control Horse
000- Sound: BGM (Town 3) Volume=100 Pitch+0 Tempo=100
001- Other: Vehicle:Ride Vehicle Type= Land Speed=Normal
002- Party Display: Hide Party
003- Data Flag (No Encounters) On
004- Other Vehicle: Control Vibration
005- Sound Map Music
006- Party: Display: Show Party
007- Other: Vehicle: Exit Vehicle
008- Data: Flag: (No Encounters) Off
Script 223: Register Ride 2 (Balloon)
000- Other: Set as Vehicle (3)
001- Event Move Bypass Members= Yes
000- Data Flag (Sample Flag 53) Off
002- Data Flag (Sample Flag 52) Off
003- Teleport: Warp (Preset World) (114,123,+32)
Script 226: Town > World
000- Same as Script 225 Only turn Sample Flags On
003- Teleport: Warp (Preset World) (131,132,+22)
Script 239: Wait Common (Action Script)
000- Event Effects: Motion Change=Wait Speed=100
Script 240: Sign
000- Text Content: Input: display (Leader Name)
001- Text: Message 'reads the sign'
002- Data: Game Info Load
003- Script Branch: Condition: Variable (Party: Dir)=(0 fixed)
004- Text: Message 'BEWARE: Monsters... keep away!
005- Script: Condition end
006- Script Branch: Condition: Variable (Party Dir)=> +4
007- Script Branch: Condition: Variable (Party Dir)<=+7
008- Text: Message 'BEWARE: Monsters... keep away!
009- Script: condition End
010- Script: condition End
011--Script Branch: Condition: Variable (Party Dir)=> +1
012- Script Branch: Condition: Variable (Party Dir)<=+3
013- Text: Message 'Back of the sign appears illegible!
014- Script: Condition End
015- Script; condition end
Script 241: Time Change (Action)
000- Script Branch: Repeat: Flag (Off fixed)
001- Other wait 400F
002- Screen Effect: Time (Dusk) 100F
003- Wait 100F
004- Screen Effect: Time (Night) 200F
005- Wait 300F
006- Screen Effect: Time (Dawn) 100F
007- Wait 100F
008- Screen Effect: Time (Noon) 100F
009- Script Branch End
Script 242: Merchant List
000- Data Flag: (Cancel Menu) On
001- * turn shopkeeper toward leader002- Event Control: Change the target
to (Shopkeeper)
003- Event Move: Change Direction Leader 1F
004- Event Effects: Single Action=Special Speed=100
005- Text: Welcome to my shop. How may i help you.
006- Input: Merchant List 7 Items
Script 243: Merchant
000- Text: Display Money On
001- Input: Multiple Choice 3 (23,4) 'Buy'Sell'Leave'
002- Script Branch: Repeat: Variable (User Choice)=/(0 fixed
003- *leaving
004- Script Branch: Condition: Variable (User Choice)=3
005- Script Branch: To End
006- Script: Condition End
007- Script Branch: Sort: Variable (User Choice)
008- *buying
009- Script Branch: Apply If Number is +1
010- Script Branch: Repeat: Variable (User Choice)=/(0 fixed
011- Text: Clear Message
012- Text: Message 'What would you like to buy?
013- Other Wait 8F
014- Input: Display Buy list
015- Script Branch: Sort: Variable (User Choice)
016- *cancel
017- Script Branch: Apply If Number is +0
018- Text: clear Message
019- Text: Message 'May i help you with anything else?
020- Script Branch: To End
021- *Select Merchandise
022- Script Branch: No Application
023- Text: Clear Message
024- Data: Get Item Name
025- Text Content: Input: Display (Common Name)
026- Text: Message .you say? Very Well.
027- Other Wait 8F
028- Input; Display Who list
029- Script Branch: Condition: Variable (User Choice)=+0
030- Text: Clear Message
031- Text: Message 'May i help you with anything else?
032- Script: Condition end
033- Script Branch: Condition: Variable (User Choice)=+0
034- Text: Clear Message
035- Script Branch: Condition: Flag (Bag Shop Select) Off
036- Target Data: Action Status Confirm (Death)
037- Script Branch: Condition: Flag (Indirect Effect) On
038- Text Content: Input: Display (Leader Name)
039- Text: Message 'gave the
040- Data: Get Item Name
041- Text Content: Input: Display (Common Name)
042- Text: Message to
043- Data: Get Member Name
044- Text Content: Input: Display (Common Name)
045- Text: Message '.'
046- Script: Condition end
047- Script Branch: Condition: Flag (Indirect Effect) Off
048- Text: Message 'Here you go
049- Data: Get Member Name
050- Text Content: Input Display (Common Name)
051- Text: Message'. enjoy.
052- Script: Condition End
053- Script: Condition End
054- Script Branch: Condition: Flag (Bag Shop Select) On
055- Text: Message 'Let me see your
056- Text Content: Menu Text: Display (Bag)
057- Text: Message 'I'll put your
058- Data: Get Item Name
059- Text Content: Input: Display (Common Name)
060- Text: Message 'in it.'
061- Script: Condition End
062- Data: Item (Buy)
063- Script: Condition End
064- Script: Condition End
065- Script: Branch End
066- Script: Branch End
067- Script: Branch End
068- *selling
069- Script Branch: Apply If: Number is +2
070- Script Branch: Repeat: Variable (User Choice)=/(0 fixed
071- Text: Clear Message
072- Text: Message 'What do you wish to sell?
073- Other: Wait 8F
074- Input: Display Sell List
075- Script Branch: Sort: Variable (User Choice)
076- Script Branch: Apply If: Number is +0
077- Text: Clear Message
078- Text: Message 'May i help you with anything else?
079- Script Branch: To End
080- Script Branch: No Application
081- Data: Get Item Name
082- Text: Clear Message
083- Text Context: Input: Display (Common Name)
084- Text: Message '?'
085- Text Context: Variable: Display (Item price) Digits not fixed
086- Text: Message '.'
087- Text Context: Menu Text: Display ($)
088- Text: Message '. okay?
089- Other Wait 8F
090- Input: Multiple Choice 2 (25,4) 'Yes'No'
091- Script Branch: Sort: Variable (User Choice)
092- Script Branch: Sort: Variable (User Choice)
093- Text: Clear Message
094- Text: Message 'Thank You!
095- Data: Item (Sell)
096- Scrpt Branch: To End
097- Script Branch: Apply If: Number is +2
098- Text: Clear Message
099- Script Branch: To end
100- Script Branch: No Application
101- Text: Clear Message
102- Text: Message 'May i help you with anything else?
103- Script: Branch End
104- Script: Branch End
105- Script: Branch End
106- Script: Branch: To End
107- Script: Branch End
108- Input: Multiple Choice 3 (23,4) 'Buy'sell'Leave'
109- Script: Branch end
110- Text: Display money Off
111- Text: Clear Message
112- Text: Message 'Come Back Soon!
Script 244: Inn Keeper
000- Data Flag: (Cancel Menu) On
001- * turn innkeeper toward leader
002- Event Control: Change the target to (Innkeeper)
003- Event Move: Change Direction Leader 1F
004- Event Effects: Single Action=Special Speed=100
005- Text: Greetings welcome to our inn.
006- Input: Inn Room rate 10
Script 245: Inn
000- Text: Message 'One night is
001- Text Content: Variable: Display (Inn Room Ratio)
002- Text: Message
003- Text Content: Menu Text: Display (G)
004- Text: Message '.'
005- Text: Display Money On
006- Input: Multiple Choice 2 (25,4) 'Yes'No'
007- Text: Display Money Off
008- Script Branch: Sort: Variable (User Choice)
009- Script Branch: Apply If: Number is +1
010- Data: Game Info: Load
011- Script Branch: Condition: Variable (Inn Room Rate)<= (Total Money)
012- Text: Clear Message
013- Text: Message 'Thank You!'
014- Sound: Tempoary Save
015- Screen Effect: Color= Black 100% 0F
016- Screen Effect: Color= Black 0% 30F
017- Text: Close Message Window
018- Sound: Sound Control BGM On=0F Off=30F Pitch=0F Tempo=0F
019- Sound: BGM (-None-) Volume=0 Pitch+0 Tempo=100
020- Other: Wait 32F
021- Data: Variable: (Total Money)=(Total Money)-(Inn Room Rate)
022- Data: Game Info: Save
023- Data: Variable (Member Order)=(0 fixed)+(0 fixed)
024- Data: Member Info: Change to Member Order
025- Script Branch: Repeat: Variable (Member Number) =/ -1
026- Target Data: Action Status Confirm (Death)
027- Script Branch: Condition: Flag (Indirect Effect) Off
028- Data: Flag: (Stat Check Type) On
029- Data: Member Info: Load
030- Data: Variable (Hit Points)=(Hit points)+ (+99999999)
031- Data: Variable (Magic Points)=(Magic points)+ (+99999999)
032- Data: Member Info: Save
033- Data Flag: (Stat Check Type) Off
034- Script: Condition End
035- Data Variable: (Member Order)=(Member Order)+(+1)
036- Data: Member Info: Change to Member Order
037- Script: Branch End
038- Sound: BGM (None) Volume=100 Pitch +0 Tempo=120
039- Sound: SFX (Good Night) Volume=100 Pitch +0 Tempo=120
040- Other: Wait 90F
041- Sound: Sound Control BGM On=30F Off= 0F Pitch=30F Tempo=0F
042- Sound: Replay Saved
043- Screen Effect: Color=Black Trans=100% 30F
044- Text: Message 'Good Morning!'
045- Script Branch: To End
046- Script: Condition End
047- Script Branch: Condition: Variable (Inn Room Rate)>(Total Money)
048- Text: Clear Message
049- Text: Message 'I don't run a shelter! No money no room!
050- Script: Condition End
051- Script Branch: To End
052- Script Branch: No Application
053- Text: Clear Message
054- Text: Message 'Take Care.'
055- Script Branch: To End
056- Script: Branch End
Script 246: Church Options
000- Data: Flag: (Cancel Menu) On
001- *turn priest towards leader
002- Event Control: Change the Target to (Church)
003- Event Move: Change Direction Leader 1F
004- Text: Message 'Welcome to our temple Do you need my assistance?
005- Text: Display Money On
006- Input: Multiple Choice 6 (21,4) 'Confess'Revive'Seek
Knowledge'Purify'Bless'Leave'
007- Script Branch: Repeat: Variable (User Choice)=/(0 fixed)
008- Script Branch: Condition: Variable (User Choice)+6
009- Script Branch: To End
010- Script: Condition End
011- Script Branch: Sort: Variable (User Choice)
012- Script Branch: Apply If Number is +1
013- Other: Show Save Window
014- Script Branch: To End
015- Script Branch: Apply If Number is +2
016- Text: Clear Message
017- Text: Message 'Who is dead?'
018- Input: Display Member List (23,4)
019- Script Branch: Repeat: Variable (User Choice)=/(0 fixed)
020- Text: Clear Message
021- Data: Get Member Name
022- Target Data: Action Status Confirm (Death)
023- Script Branch: Condition: Flag (Indirect Effect) Off
024- Text: Message 'Stop messing around.
025- Text Content: Input: Display (Common Name)
026- Text: Message 'is not dead!
027- Script: Condition End
028- Script Branch: Condition: Flag (Indirect Effect) On
029- Sound: SFX (Item Obtained) Volume 100 Pitch=+0 Tempo=100
030- Other Wait 100F
031- Text Content: Input: Display (Common Name)
032- Text: Message 'is resurrected'
033- Target Data: Action Status Remove
034- Target Data: Condition Status Remove
035- Target Data: HP=999
036- Script: Condition End
037- Script: Condition End
038- Script Branch: To End
039- Script Branch: Apply If Number is +3
040- Data: Variable: (Member Order)=(0 fixed)+(0 fixed)
041- Data: Member Info: Change to Member Order
042- Text: Clear Message
043- Text: Message 'A voice booms forth...
044- Script Branch: Repeat: Variable (Member Number =/-1
045- Script: Call (Church)046- Data:Variable: (Member Order)=(Member Order)+(+1)
047- Data: Member Info: Change to Member Order
048- Script: Branch End
049- Script Branch: To End
050- Script Branch: apply if number +4
051- Text: Clear Message
052- Text: Message 'who is poisoned?
053- Input: Display Member List (23,4)
054- Script Branch: Condition: Variable (User Choice)=/ +0
055- Text: Clear Message
056- Data: Get Member Name
057- Text Content: Input: Display (Common Name)
058- Target Data: Action Status Confirm (Death)
059- Data: Flag: (Temp flag 0) Off
060- Script Branch: Condition: Flag (Indirect Effect) On
061- Data: Flag: (Temp flag 0) On
062- Script: Condition End
063- Script Branch: Condition: Flag (Temp Flag 0)) Off
064- Target Data: Condition Status Confirm (Poison)
065- Script Branch: Condition: Flag (Indirect Effect) Off
066- Text: Message 'is not poisoned
067- Script: Condition End
068- Script Branch: Condition: Flag (Indirect Effect) On
069- Text: Message 'Has been cleansed.
070- Target Data: Condition Status Remove (Poison)
071- Script: Condition End
072- Script: Condition End
073- Script Branch: Condition: Flag (Temp Flag 0)) On
074- Text: Message 'is not living
075- Script: Condition End
076- Script: Condition End
077- Script Branch: To End
078- Script Branch: Apply if Number is +5
079- Text: Clear Message
080- Text: Message 'Who is cursed?
081- Input: Display Member List (23,4)
082- Script Branch: Condition: Variable (User Choice)=/ (0 fixed)
083- Text: Clear Message
084- Data: Member Info: Load
085- Target Data: Action Status Confirm (Death)
086- Script Branch: Condition: Flag (Indirect Effect) On
087- Script Branch: Condition: Flag (No Remove Weapon) On
088- Data: Variable: (Item Number)=(Weapon Equipped)+(0 fixed)
089- Data: Get Member Name
090- Text Content: Input: Display (Common Name)
091- Text: Message 's cursed
092- Data: Get Item Name
093- Text Content: Input: Display (Common Name)
094- Text: Message
095- Target Data: (Weapon) (Remove)
096- Data: Item (Sell)
097- *If weapon use script above
098- Script: Condition End
099- *treatment of removing weapon
100- Script Branch: Condition: Flag (No Remove helm) On
101- Data: Variable: (Item Number)=(Helm Equipped)+(0 fixed)
102- Data: Get Member Name
103- Text Content: Input: Display (Common Name)
104- Text: Message 's cursed
105- Data: Get Item Name
106- Text Content: Input: Display (Common Name)
107- Text: Message
108- Target Data: (Helmet) (Remove)
109- Data: Item (Sell)
110- *If helmet use script above
111- Script: Condition End
112- *treatment of removing helmet
113- Script Branch: Condition: Flag (No Remove Armor) On
114- Data: Variable: (Item Number)=(Armor Equipped)+(0 fixed)
115- Data: Get Member Name
116- Text Content: Input: Display (Common Name)
117- Text: Message 's cursed
118- Data: Get Item Name
119- Text Content: Input: Display (Common Name)
120- Text: Message
121- Target Data: (Armor) (Remove)
122- Data: Item (Sell)
123- *If armor use script above
124- Script: Condition End
125- *treatment of removing armor
126- Script Branch: Condition: Flag (No Remove Shield) On
127- Data: Variable: (Item Number)=(Shield Equipped)+(0 fixed)
128- Data: Get Member Name
129- Text Content: Input: Display (Common Name)
130- Text: Message 's cursed
131- Data: Get Item Name
132- Text Content: Input: Display (Common Name)
133- Text: Message
134- Target Data: (Shield) (Remove)
135- Data: Item (Sell)
136- *If shield use script above
137- Script: Condition End
138- *treatment of removing shield
139- Script Branch: Condition: Flag (No Remove Accessory) On
140- Data: Variable: (Item Number)=(Accessory Equipped)+(0 fixed)
141- Data: Get Member Name
142- Text Content: Input: Display (Common Name)
143- Text: Message 's cursed
144- Data: Get Item Name
145- Text Content: Input: Display (Common Name)
146- Text: Message
147- Target Data: (Accessory) (Remove)
148- Data: Item (Sell)
149- *If accessory use script above
150- Script: Condition End
151- *treatment of removing accessory
152- Script Branch: Condition: Flag (No Remove Weapon) Off
153- Script Branch: Condition: Flag (No Remove Helmet) Off
154- Script Branch: Condition: Flag (No Remove Armor) Off
155- Script Branch: Condition: Flag (No Remove Shield) Off
156- Script Branch: Condition: Flag (No Remove Access) Off
157- Data: Get Member Name
158- Text Content: Input: Display (Common Name)
159- Text: Message 'is not cursed
160- Script: Condition End
161- Script: Condition End
162- Script: Condition End
163- Script: Condition End
164- Script: Condition End
165- Script: Condition End
166- Script Branch: Condition: Flag (Indirect Effect) On
167- Data: Get Member Name
168- Text Content: Input: Display (Common Name)
169- Text: Message 'is dead!
170- Other: Wait 10F
171- Script: Condition End
172- Script: Condition End
173- Script Branch: To End
174- Script: Branch End
175- Text: Clear Message
176- Text: Message 'How else may i help you?
177- Input: Multiple Choice 6 (21,4)'Confess'Revive'Seek
Knowledge'Purify'Bless'Leave178- Script: Branch End
179- Text: Display Money Off
180- Text: Clear Message
181- Text: Message 'Be Well....
Script 247: Church
000- Data: Member info Load
001- Text: Clear Message
002- Script Branch: condition: Variable (Level)=+99
003- Data: Get Member Name
004- Text: Content: Input: Display (Common Name)
005- Text: Message 'has done well
006- Script: Condition End
007- Script Branch: condition: Variable (Level)=/99
008- Data: Get Member Name
009- Text: Content: Input: Display (Common Name)
010- Text: Message 'you need
011- Text: Content: Variable: Display (Exp to lvl) digits not fixed
012- Text: message 'more
013- Text: Content: Menu Text: display (Experience)
014- Text: Message 'points to
015- Text Content: Menu Text: Display (Level)
016- Text: Message '.'
017- Script Condition end
Script 248: Bank
000- Data: Flag: (Cancel Menu) On
001- *turn banker towards leader
002- Event Control: Change target to (Banker)
003- Event Move: Change Direction Leader 1F
004- Event Effects: Single Action=Special Speed=100
005- Text: Message 'Welcome to My bank!
006- Text Context: Input: Display (Leader Name)
007- Text: Message '. right?
008- Text Content: Variable: Display (Bank Balance) Digits not fixed
009- Text: Message
010- Text Context: Menu Text: Display ($)
011- Text: Message'.'
012- Text: Display Money On
013- Input: Multiple Choice 3(23,4) 'Deposit'Withdrawal'Leave'
014- Script Branch: Repeat: Variable (User Choice) =/ (0 (fixed)
015- Script Branch: Condition: Variable (User Choice) =+3
016- Script Branch: To End
017- Script: Condition end
018- Data: Game Info Load
019- Script Branch: Sort: Variable (User Choice)
020- Script Branch: Apply If: Number is +1
021-Script Branch: Condition: Variable (Total Money) = (0 fixed)
022- Text: Clear Message
023- Text: Message 'it looks like you have no money...
024- Script: Condition End
025- Script Branch: Condition: Variable (Total Money) /= (0 fixed)
026- Text: Clear Message
027- Text: Message 'How much do you want to deposit?
028- Input: Input Number +0~ +999999 (20,4)
029- Script Branch: Repeat: Variable (User Choice) =/ (0 (fixed)
030- Data: Game Info Load
031- Script Branch: Condition: Variable (Total Money) < (User Input)
032- Text: Clear Message
033- Text: Message Uhh... you don't have that much money.
034- Script: Condition End
035- Script Branch: Condition: Variable (Total Money) => (User Input)
036- Event Effects: Look=Happy
037- Text: Clear Message
038- Text Content: Variable: Display (User Input) Digits not Fixed
039- Text: Message
040- Text: Context: Menu Text: Display ($)
041- Text: Message 'is deposited in your account your money is safe here.
042- Event Effects: Look=Normal
043- Data: Variable: (Bank Balance)=(Bank Balance)+(User Input)044- Data:
Variable: (Total money)=(Total Money)-(User Input)
045- Data: Game Info Save
046- Script: Condition End
047- Script: Condition End
048- Script: Condition End
049- Script Branch: End
050- Script Branch: Apply if Number is +2
051- Script Branch: Condition: Variable (Bank Balance)=(0 fixed)
052- Text: Clear Message
053- Text: Message 'Hmmm... It seems there's no
054- Text Context: Menu Text: Display ($)
055- Text: Message 'in your account.
056- Script: Condition End
057- Script Branch: Condition: Variable (Bank Balance) /=(0 fixed)
058- Text: Clear Message
059- Text: Message 'Currently.
060- Text Context: Variable: Display (Bank Balance) Digits not Fixed
061- Text: Message
062- Text Context: Menu Text: Display ($)
063- Text: Message 'is your account How much would you like?
064- Input: Input Number +0~ +999999 (20,4)
065- Script Branch: Condition: Variable (User Choice) /=(0 fixed)
066- Data: Game Info: Load
067- Script Branch: Condition: Variable (Bank Balance) < (User Input)068- Text:
Clear Message
069- Text: Message 'you don't have that much!
070- Script: Condition End
071- Script Branch: Condition: Variable (Bank Balance) /> (User Input)
072- Text: Clear Message
073- Event Effects: Look=Happy
074- Text Content: Variable Display (User Input) Digits not fixed
075- Text: Message
076- Text Content: Menu Text: Display ($)
077- Text Message '?'
078- Event Effects: Look=Normal
079- Data: Variable: (Total Money)=(Total Money)+(User Input)
080- Data: Variable: (Bank Balance)=(Bank Balance)+(User Input)
081- Data: Game Info: Save
082- Script: Content End
083- Script: Content End
084- Script: Content End
085- Script: Branch: To End
086- Script: Branch End
087- Other: Wait 8F
088- Text: Clear Message
089- Text: Message 'Can i help you with anything else?
090- Input: Multiple Choice 3 (23,4) 'Deposit'Withdrawal'Leave'
091- Script: Branch End
092- Text: Display Money Off
093- Text: Clear Message
094- Text: Message 'Remember we are open 24 hours a day Thanks for using
my bank!
Script 249: Class Shop
000- Data: Flag: (Cancel Menu) On
001- Data: Flag: (Temp Flag 0) Off
002- Event Move: Change Direction Leader 1F
003- Text: Message 'this is a class changing agency. Do you want to select
a new class?'
004- Input: Multiple Choice 2 (22,13) 'Sure' 'No thank you'
005- Script Branch: Sort: Variable (User Choice)
006- Script Branch: Apply if number is +1
007- Script Branch: Repeat: Flag (Temp Flag 0) Off
008- *when changing a class
009- Text: Clear Message
010- Text: Message 'Who would like to change classes?'
011- Input: Display Member List (10,10)
012- Target Data: Action Status Confirm (Death)
013- Script Branch: Condition: Flag (Indirect Effect) Off
014- Script Branch: Condition: Variable (User Choice) =/ (0 fixed)
015- Text: Clear Message
016- Data: Get Member Name
017- Text Content: Input: Display (Common Name)
018- Text: Message ' would like to become which classes?'
019- Input: Class Change List
020- Script Branch: Condition: Variable(User Choice) =/ (0 fixed)
021- Text: Clear Message
022- Data: Get Member Name
023- Script Branch: Condition: Variable (Class Number)=-1
024- Text Content: Input: Display (Common Name)
025- Text: Message 'change classes
026- Script: Condition End
027- Script Branch: Condition: Variable (Class Number)=/-1
028- Sound: Temporary Save
029- Sound: BGM (-None-) Volume=0 Pitch=+0 Tempo=100
030 -Sound: SFX (Add Member) Volume=100 Pitch=+5 Tempo=150
031- Other: Wait 80F
032- Sound: Replay Saved
033- Text Content: Input: Display (Common Name)
034- Text: Message 'is now a'
035- Data: Get Class Name
036- Text Content: Input: Display (Common Name)
037- Text: Message !
038- Target Data: (5 slots)
039- Text: Message 'since'
040- Data: Get Member Name
041- Text Content: Input: Display (Common Name)
042- Text: Message 'changed careers, all equipment is removed.'
043- Script: Condition End
044- Script: Condition End
045- Script: Condition End
046- Script: Condition End
047- Script Branch: Condition: Flag (Indirect Effect) On
048- *when class changing member is dead
049- Script Branch: Condition: Variable (User Choice)=/ ( 0 fixed)
050- Text: Clear Message
051- Data: Get Member Name
052- Text Content: Input: Display (Common Name)
053- Text: Message 'is dead and can't change class!'
054- Script: Condition End
055- Script: Condition End
056- Text: Clear Message
057- Text: Message 'Anyone else want to change their class today?'
058- Input: Multiple Choice 2 (23,13) 'Yes' 'No'
059- Script Branch: Sort: Variable (User Choice)
060- Script Branch: Apply if Number is +1
061- *when continue to change class
062- Script Branch: To End
063- Script Branch: No Application
064- * when completing class change
065- Data: Flag (Temp Flag 0) On
066- Script Branch: To End
067- Script: Branch End
068- *loop end
069- Script: Branch End
070- Script Branch: No Application
071-*when not changing class
072- Text: Clear Message
073- Text: Message 'Anytime you need to change class, just stop on by.'
074- Script Branch: To End
075- Script: Branch End
Script 250: Class Info
000- Data: Flag (Cancel Menu) On
001- Event Move: Change Direction Leader 0F
002- Text Message: Hi, I am the class information clerk which class would
you like to know about?
003- Input: Display Class info (1,2)
004- Script Branch: Repeat: Variable (User Choice)=/ (0 fixed)
005- Text: Clear Message
006- Script Branch: Condition: Flag (Hide Class Info) Off
007- Text: Content: Display Description Class (when called0
008- Script condition end
009- Script Branch: Condition: Flag (Hide Class Info) On
010- Text: Message: Nothing is known about that class
011- Script condition end
012- Text Message
013- Text: Clear Message
014- Text: Message: Any other class you want to know about?
015- Input: Display Class info (1,2)
016- Script: Branch End
017- Text: Clear Message
018- Text Message: 'I'm here all day.'
000- 000- Event Effects: Single Action= Wait Speed=999
Script 253: Chest Item
000- Text Content: Input: display Leader Name
001- Text Message 'looks in the chest...
002- Sound SFX (Shutter) Volume=100 Pitch=-10 Tempo=100
003- Data: Flag: Sample Flag 60 On
004- Event Effects: Single Action =Wait speed=100
005- Data: Substitute Database Number for variable
006- * conditions for gaining items <more>
007- Data Flag: Temp Flag8 Off
008- Data Variable Member Order=(0 fixed)+(0 fixed)
009- Data Member Info Change to Member Order
010- Data Flag: Temp Flag9 On
011- Script Branch: Repeat: Flag Temp Flag 9 On
012- Data Member Info Load
013- Script Branch Condition: Variable (Total Member Item)/= 12
014- Target data Item +Fresh Herb
015- Data: Flag Temp flag8 On
016- Data: Flag Temp flag9 Off
017- Script Branch: to End
018- Script Condition End
019- Data Variable Member Order= Member Order + (+1)
020- Data Member Info: Change To Member Order
021- Script Branch: Condition Variable (Member Number)=-1
022- Data: Flag Temp flag9 Off
023- Script Condition End
024- Script Branch End
025- Script Branch Condition: Flag Tempflag8 Off
026- Script Branch condition Flag (Item bag) Off
027- Data: Flag (Sample Flag 60) Off
028- Script Condition End
029- Script Branch Condition: Flag (Item Bag) On
030- Data: Game Info: load
031- Script Branch Condition: Variable Total Items=+99
032- Data: Flag (Sample Flag 60) Off
033- Script: Condition End
034- Script Branch Condition: Variable Total items /= +99
035- Party Bag Fresh Herb +1
036- Script Condition End
037- Script Condition End
038- Script Condition End
039- Script Branch Condition: Flag (Sample Flag) Off
040- Data: Get item Name
041- Text Content: Input: Display (Common Name)
042- Text: Message 'was found but... your inventory is full you must leave
it here
043- Sound SFX (Shutter) Volume=100 Pitch=-10 Tempo=100
044- Script Control: Apply Together
045- Event Effects: Single Action= Action A Speed 0
046- Script Control: Apply in Order
047- Script: Condition End
048- Script Branch Condition: Flag (Sample Flag 60) On
049- Data Flag (Sample Flag 50) On
050- Data: Get Item Name
051- Text Context: Input Display (Common Name)
052- Text: Message 'obtained!'
053- Script Condition End
Script 254: Chest Money
000- Text Content: Input: Display Leader Name
001- Text Message 'looks in the chest
002- Sound SFX (Shutter) Volume=100 Pitch-10 Tempo=100
003- Event Effects: single Action= Wait Speed=100
004- Text: Message '1000'
005- Text Message
006- Text Content: Menu Text: Display (Gold)
007- Text Message 'Obtained!'
008- Party: Money +1000
009- Data: Flag: Sample Flag 51 On
Script 255: Chest Recheck
000- Text Content: Input: Display (Leader Name)
001- Text: Message 'looks in the chest...
002- Text Message ...It is empty.
Script 256: Dresser
000- Text Content: Input: Display (Leader Name)
001- Text: Message 'rummages through the dresser...
002- Sound: SFX (Machine) Volume=100 Pitch=-8 Tempo=190
003- Script Control: Apply Together
004- Event Effects: Single Action=Wait Speed=150
005- Other: wait 12F
006- Sound: SFX (Machine) Volume=100 Pitch=-8 Tempo=190
007- Script Control: Apply in Order
008- Other: Wait 6F
009- Text: Message 'nothing but dust.'
010- Event Effects: Motion change=Wait speed= 0
011- Sound: SFX (Thump) Volume=100 Pitch=-6 Tempo=160
Script 257: Barrel
000- Text Content: Input Display (Leader Name)
001- Text: Message 'peeks into the barrel...
002- Text: Message '...There is nothing inside.'
Script 258: Well
000- Text Content: Input Display (Leader Name)
001- Text: Message almost fell deep down the well...
002- .... it is very deep.
Script 259: Wander (Action Script)
000- Event Action: Random Move Facing=Movement 32F
Script 267: On Boat
000-*If used deployed vehicle on boat you can not get off This treatment
avoids that happening
001-[Important]Make sure to place this script at every docking location
(only if you have deployable vehicles available)
002- Data: Flag (Sample Flag54)Off
Script 270: Game Start 1
000- Screen Effect: Color=(Dark) Trans=0%
001- Sound Map Music
002- Party Direction Change (Party) S 1F [this is the preset direct. Change
to the direction your party will be facing at the beginning of your game]
003- Teleport: Set (Preset World) Location (Preset World)(131,132,22) [set
this to equal the starting location. Note: if you are starting on a
different map, you will need to move the event Game Start 1 to the Enter
Map slot of World Organization for that map.]
004- Screen Effect: Color=(Black) Trans=100% 30F
005- Data: Flag: (Sample Flag 57) = On [Switches the page on the event
Game Start 1, so that this script will only run once and script 3: To
Map/Facing will run in its place.]
006- Screen Effect: Default (Color) 0F
Script 271: Game Start 2
000- Data: Game Info Load [this is used in the Event: Game Start 2, which
is in the Exit Map slot of the world Organization of the starting map.
It is used to determine what direction the party is facing when they leave
the map. This replaces the normal exit map script the first time the
party leaves the map.]
Script 272: Cursed
000- Sound SFX (Bad Event) Volume=100 Pitch+0 Tempo=150
001- Other Wait 60F
002- Data Get Member Name
003- Text Content: Input: Display (Common Name)
004- Text Message 'has been cursed!'
Script 273: World Check (Page Condition)
000- Script Branch Condition: Flag (Sample Flag 53) On
001- Data Flag: (Satisfy Page)On
002- Script Condition End
Script 274: Deploy
*Note if i skip a number it means there's a note in there.*
000- Data: Game Info Load
001- Script Branch: Condition Variable (Map Number)= (0 fixed)
003- Script Branch: Condition: Flag (Sample Flag 58) On
005- Data: Flag: (Sample Flag 58) Off
007- Script Branch: Condition Variable (Party: X)= +131
008- Script Branch: Condition Variable (Party: Y)= +132
011- Data: Flag (Sample Flag 52) On
013- Data: Flag (Sample Flag 53) On
015- Data: Flag (Sample Flag 54) On
017- Data: Flag (Sample Flag 56) On
019- Data: Flag (Sample Flag 59) On
020- Other Vehicle: Call Vehicle (0) (Preset World) (118, 125, +8)
022- Other Vehicle: Call Vehicle (1) (Preset World) (129, 134, +21)
024- Other Vehicle: Call Vehicle (3) (Preset World) (134, 130, +19)
026- Script: Condition End
027- Script: Condition End
029- Script: Condition End
030- Script: Condition End
Script 275: Reduce HP
000- Battle: Subsitute Target Attribute for variable
001- Data: Variable: (HP)=(HP)-(damage total)
002- Battle: Subsitute Variable for Target Attribute
Script 276: Reduce MP
000- Battle: Subsitute Target Attribute for variable
001- Data: Variable: (MP)=(MP)-(damage total)
002- Battle: Subsitute Variable for Target Attribute
Script 277: Current Side
000- Script Branch Condition Flag (Side) Off
001- Data Flag (Temp Flag 0)Off
002- Script: Condition End
003- Script Branch Condition Flag (Side)On
004- Data Flag (Temp Flag 0)On
005- Script: Condition End
Script 278: Current Name
000- Script Branch Condition Flag (Side)Off
001- Data Get Member Name
002- Script Condition End
003- Script Branch Condition Flag (Side)On
004- Data Get Enemy Name
005- Script Condition End
006- Text Content: Input: Display (Common Name)
Script 279: Instigator Name
000- Script Branch Condition Flag (Instigator Side) Off
001- Data Variable (Member Number) = (Instigator Member) + 0 fixed
002- Data Get Member Name
003- Script Condition End
004- Script Branch Condition Flag (Instigator Side) On
005- Data Variable (Enemy Battle Order) = (Instigator Enemy) + 0 fixed
006- Data Get Enemy Name
007- Script Condition End
008- Text Content Input Display Common Name
Script 280: Target Name
000- Script Branch Condition: Flag (Target Side)Off
001- Data Variable:(Member Number)=(Targeted Member)+(0 fixed)
002- Data Get Member Name
003- Script Condition End
004- Script Branch Condition: Flag (Target Side)On
005- Data Variable:(EnmyBattleOrder)=(TargetedEnemy)+(O fixed)
006- Data Get Enemy Name
007- Script Condition End
008- Text Content: Input Display (Common Name)
Script 282: Charge
000- Text Clear Message
001- Script Call (Instigator Name)
002- Text Message 'is charging'
003- Text Content: Menu Text: Display STR
004- Text Message: '!'
005- Other Wait 10F
Script 283: Release
000- Text Clear Message
001- 001- Script Call (Instigator Name)
002- Text Message 'releases the'
003- Text Content: Menu Text: Display STR
004- Text Message: '!'
005- Data: Variable:(Damage Rate A)=(Damage Rate A)x(+2)
Script 284: Aim
000- Text Clear Message
001- Script Call:(Instigator Name)
002- Text Message: 'takes aim at)
003- Script Call (Target Name)
004- Text Message '!'
Script 285: Call
000- Battle: Enable Call Same Enemy
001- Script Branch Condition: Flag (CallSameEnemy)On
002- Battle: Call Same Enemy
003- Script Condition End
000- Data Variable:(TempVariable0)=(+0)+(O fixed)
001- Battle: Check Who Goes First
002- Script Branch Repeat:Flag (Member Check)Off
003- Script Branch Condition: Flag(Instigator Side)On
004- Target Data: Action Status Confirm (Death)
005- Script Branch Condition Flag (Indirect Effect)Off
006- Data Variable:(TempVariable0)=(TempVariable0)+(+1)
007- Script Condition End
008- Script Condition End
009- Battle: Check Who Goes Next
010- Script Branch End
Script 290: Death Count
000- Data Variable [TempVariable0]=(+0)+(0 Fixed)
001- Battle: Check Who Goes First
002- Script Branch Repeat Flag (Member Check)Off
003- Script Branch Condition Flag (Instigator Side)Off
004- Target Data Action Status Confirm (Death)
005- Script Branch Condition Flag (Indirect Effect)On
006- Data Variable (TempVariable0)=(TempVariable0)+(+1)
007- Script Condition End
008- Script Condition End
009- Battle: Check Who Goes Next
010- Script Branch End
011- Battle: Change Back Active Character
Script 291: HP Ratio Check
000- Data Variable (Temp Variable 0)=(+0)+(0 fixed)
001- Battle: Check Who Goes First
002- Script Branch Repeat Flag (Member Check)Off
003- Script Branch Condition Flag(Instigator Side)Off
004- Battle: Substitute Target Attribute for Variable
005- Script Call (Check Numb) *This should be: Call (HP ratio) *
006- Script Branch Condition Variable (TempVariable0)<=+30
007- Data Variable (Temp Variable1)=(TempVariable1)+(+1)
008- Script Condition End
009- Script Condition End
010- Battle: Check Who Goes Next
011- Script Branch End
012- Battle: Change Back Active Character
013- Data Variable (TempVariable0)=(TempVariable1)+(0 fixed)
Script 292: Poison Count
[Note this was miss named. It is actually a numb counter]
000- Data Variable (TempVariable0)=(+0)+(0 Fixed)
001- Battle: Check Who Goes First
002- Script Branch Repeat Flag (Member Check)Off
003- Script Branch Condition Flag (Instigator Side)
004- Target Data Condition Status Confirm (Numb)
005- Script Branch Condition Flag (Indirect Effect)On
006- Data Variable: (TempVariable0)=(TempVariable0)+(+1)
007- Script Condition End
008- Script Condition End
009- Battle: Check Who Goes Next
010- Script Branch End
011- Battle: Change Back Active Character
Script 293: Normal Attack
000- Script Branch Condition: Flag (Instigator Side) Off
001- Effect (Normal 1) Target
002- Script Condition End
003- Script Branch Condition: Flag (Instigator Side) Off
004- Battle: Enemy Action (Attack A) Apply
005- Battle: Default Enemy Action
006- Script Condition End
Script 294: Normal Attack 2
000- Effect (Normal 2) Target
[For scripts 294-347) Copy and change the effect to whatever you want]
*Note some animations such as the boomerang 2 are Viewpoint because they
hit multiple targets.*
Script 348: Fire 1a
000- Script Branch Condition: Flag (Instigator Side) = On
001- Battle: Enemy Action (Attack A) Apply
002- Battle: Default Enemy Action
003- Script Condition End
004- Effect (Fire 1a) Target
[For Scripts 348-397 are the visual effect scripts for the weapons and
spells in the game. You can change these or add your own effects by
copy and pasting the excising Scripts.]
[If the visual effect is meant to hit several targets at one time, use
viewpoint instead of target.]