RPG Maker 2 Advanced FAQ

By George Ward  (AKA Dungeon Warden)

Scripts typed by RPG Learner

Version 0.8

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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.

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Variables and Flags

Notes for Variables and Flags:

 [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 : Modifly : 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 are unused flags that you can use in any way you wish.

[C] Flags 990-999 are 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.

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Variables

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 calulated 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 Info 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.

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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.

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Indirect Effects

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).

*********************************************************************

Weapon Properties:

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.

*********************************************************************

Magic Properties:

The preset data uses the following magic properties: fire, ice, thunder, water, wind, earth, dark, holy, death, poison, numb, sleep, blind, defend down, silence, bind, charm, aggressive, stone, suicide, counterattack, attack up, speed up, dodge up, armor up, critical up, recover HP, recover MP, revive, meld, cure, status up, status invalid, status recovery, absorb HP, absorb MP, attack down, speed down, dodge down, armor down, critical down, condition, attack reaction, magic reaction, attack half, magic half, no atk dam, no mag dmg, forced flee, support, search, peace, steal, explosion, transform, banish, seal skill, summon, no property, other.  You can use up to 100 magic properties.

***********************************************************************
SCRIPTS

Script 00: Error Messages

[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 Next
037- 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

Script 27: Battle Fade

000- Screen Effect: Color=Black Trans=100% 0F
001- Screen Effect: Color=Black Trans= 0% 30F

Script 28: Battle Exit

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

Script 33: Normal Damage 

000- Sound SFX (Damage) Volume=100 Pitch=+0 Tempo=100
001- Screen Effect: Shake (Windows) Rate=10 0F
002- Other: Wait 10F
003- Screen Effect: Shake (Windows) Rate=0 0F

Script 34: Critical Damage 

000- Sound SFX (Critical) Volume=100 Pitch=+0 Tempo=100
001- Screen Effect: Shake (Windows) Rate=20 0F
002- Other: Wait 10F
003- Screen Effect: Shake (Windows) Rate=0 0F

Script 35: Recovery

000- Sound SFX (Sound 11) Volume=100 Pitch=+12 Tempo=130
001- Other Wait 3F
002- Sound SFX (Sound 11) Volume=60 Pitch+12 Tempo=130
003- Other Wait 3F
004- Sound SFX (Sound 11) Volume 30 Pitch+12 Tempo=130

Script 36: Custom

000- Sound SFX (Sound 13) Volume=100 Pitch=+0 Tempo=110
001- Other Wait 3F
002- Sound SFX (Sound 13) Volume=60 Pitch+2 Tempo=110
003- Other Wait 3F
004- Sound SFX (Sound 13) Volume 30 Pitch+4 Tempo=110

Script 37: Dodge

[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

Script 40: Damage Enemy

000- Battle Enemy Action (Damage) Apply
001- Battle: Default Enemy Action

Script 41: Critical 

000- Battle Enemy Action (Damage) Apply
001- Battle: Default Enemy Action

Script 42: Recovery 

000- Data Variable: (TempVariable9)=(0 fixed)+(+3)
001- Script Branch: Repeat Variable (TempVariable9)=/(0 fixed)
002- Screen Effect: Color (Greenish Blue or something?) Trans=50% 0F
003- Other Wait 2F
004- Screen Effect: Default (Shake,Color,Linger,Mask) 0F
005- Other Wait 3F
006- Data Variable (TempVariable9)=(TempVariable9)-(+1)
007- Script Branch End

Script 43: Custom 

Use if the enemy can react to a customized attack (see Direct Effect / result)

Script 44: Dodge 

Used for reaction of enemy if dodges attack (see Direct Effect / result)

Script 49: Attack Failure

000- Sound: SFX (Sound 21) Volume 100 Pitch +0 Tempo 100
001- Text: Clear Message
002- Text: Message Missed
003- Other: Wait 10 F

Script 45: Attack Start

000- Text: Clear Message
001- Text: Message
002- Script: Call (Instigator Name)
003- Text: Message 'Starts to attack'
004- Other: Wait 3F
005- Sound: SFX (Sound 1) Volume 100 Pitch=+0 Tempo=100
006- Other: Wait 7F

Script 46: Attack Counter

000- Text: Clear Message
001- Text: Message
002- Script: Call (Instigator Name)
003- Text: Message ' counter attacks!'
004- Other: Wait 3F
005- Sound: SFX (Sound 1) Volume 100 Pitch=+0 Tempo=100
006- Other: Wait 7F

Script 47: Attack Success

000- Text: Clear Message
001- Battle: Make active character
002- Script: Call (Reduce HP)
003- Battle: Make active character
004- Script: Call (Target Name)
005- Text: Message 'was hurt for'
006- Text Content: Variable: Display (Damage Total) Digits not fixed
007- Script Branch: Condition Variable (damage total)=+1
008- Text: Message
009- Script Condition End
010- Script Branch: Condition Variable (Damage Total)=/1
011- Text Message
012- Script Condition End

Script 48: Attack Critical

000- Text: Clear Message
001- Battle: Make Active Character
002- Script: Call (Reduce HP)
003- Battle Make active character
004- Script Branch: Condition Flag (Target Side) Off
005- Text: Message 'Critical Hit!'
006- Script condition End
007- Script Branch: Condition Flag (Target Side) On
008- Text: Message 'Nice Hit!'
009- Script Condition End
010- Other: Wait 10F
011- Script: Call (Target Name)
012- Text: Message ' Loses '
013- Text Content: Variable: Display (Damage Total) Digits not fixed
014- Text Message 

Script 50: Attack Dodge

000- Text: Clear Message
001- Script: Call (Target Name)
002- Text: 'Dodges'

Script 51: Heal (Enemy Only)

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) Off
044- 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.

Script 071: Consume MP 2

000- Data: load ability info
001- Battle: Subsititute Target Attribute for Variable
002- Data: Variable: (Temp Variable5)=(MP)+(0 Fixed)
003- Data: Variable: (Temp Variable6)=(MP)+(0 Fixed)
004- Data: Vartable: (Magic Points)=(0 Fixed)+(0 Fixed)
005- Battle: Subsitute Variable for Target Attribute

Script 072: Consume HP 1

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 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 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

Script 82: Ability Fail 1

000- Text: Clear Message
001- Script: Call (Target Name)
002- Text: Message 'Failed'

Script 83: Ability Fail 2

000- Text: Clear Message
001- Text: Message 'Nothing Happened'
002- Other: Wait 10F

Script 84: Ability Fail 3

000- Text: Clear Message
001- Text: Message 'but...'
002- Script: Call (Instigator Name)
003- Text: Message was not affected
004- Other: Wait 10F

Script 85: Ability Fail 4

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

Script 90: Dance

000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'begins a dance!'
003- Other: Wait 10F

Script 91: Summon

000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'begins to summon!'
003- Other: Wait 10F

Script 92: Slash

000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'performs '
003- Data: Get Item Name
004- Text Content: Input: Display (Common Name)
005- Text Message '!'
006- Other: Wait 10F

Script 93: Sing

000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message ' sings '
003- Data: Get Ability Name
004- Text Content: Input: Display (Common Name)
005- Text Message '!'
006- Other: Wait 10F

Script 94: Pray
	
000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'chants '
003- Data: Get Ability Name
004- Text Content: Input: Display (Common Name)
005- Text Message '!'
006- Other: Wait 10F

Script 95: Use

000- Text: Clear Message
001- Text: Message
002- Script: Call (Instigator Name)
003- Text Message 'Uses the'
004- Data: Get Item Name
005- Text Content: Input: Display (Common Name)
006- Text: Message '.'
007- Other: Wait 10F

Script 96: Pulls Out

000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'pulls out '
003- Data: Get Item Name
004- Text Content: Input: Display (Common Name)
005- Text Message '!'
006- Other: Wait 10F

Script 97: Script Defend

000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'assumes a defensive stance.'

Script 98: Flee

000- Text: Clear Message
001- Script: Call (Instigator Name)
002- Text: Message 'runs away'
003- Target Data: Action Status Apply (Flee)
004- Sound: SFX (Creak) Volume=100 Pitch=+8 Tempo=700
005- Other: Wait 3F
006- Sound: SFX (Creak) Volume=100 Pitch=+10 Tempo=700
007- Other: Wait 4F
008- Sound: SFX (Creak) Volume=100 Pitch=+8 Tempo=700
009- Other: Wait 3F
010- Sound: SFX (Creak) Volume=100 Pitch=+10 Tempo=700
011- Other: Wait 4F
012- Sound: SFX (Creak) Volume=100 Pitch=+8 Tempo=700
013- Other: Wait 3F
014- Sound: SFX (Creak) Volume=100 Pitch=+10 Tempo=700
015- Other: Wait 3F
016- Sound: SFX (Creak) Volume=50 Pitch=+10 Tempo=700

Script 99: Recover Ability 

000- Sound: SFX (Sound 5) Volume=100 Pitch=+2 Tempo=105
001- Other: Wait 3F
002- Sound: SFX (Sound 5) Volume=50 Pitch+2 Tempo=105
003- Other Wait 20F

Script 100: New Death

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

Script 128: Turn Attack Up

000- Data: Load Indirect Effect Info
001- Data: Variable: (DamageRateA)=(DamageRateA) - (Indirect:Rate)

Script 129: Turn Attack Down

000- Data: Load Indirect Effect Info
001- Data: Variable: (DamageRateA)=(DamageRateA) - (Indirect:Rate)

Script 130: Turn Defend UP

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

Script 132: Turn Speed Up

000- Battle: Substitute Target Attribute for Variable
001- Data: Variable (AttackOrder) = (+99999999)+(0 fixed)
002- Battle: Substitute Variable for Target Attribute

Script 133: Turn Speed Down

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

Script 142: Force Unequip

000- Data: Variable: (Encounter Ratio) = (+100)+(0 fixed)

[Used with the Indirect Effect (Flow 1: Forced End) called Peace that sets the encounter rate to zero]

Script 143: Step Poison

000- Screen Effect: Color= Bright Red? Trans=70% 1F
001- Sound: SFX (Chomp)Volume=100 Pitch+0 Tempo=100
002- Screen Effect: Default (Color) 1F
003- Target Data: HP-1

Script 144: No Encounters

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) 

Script 147: Add Resist

000- Data: Load Indirect Effect Info
001- Data: Variable: (Target Resist W)=(Target Resist W)+(Indirect Resist W)
002- Data: Variable: (Target Resist M)=(Target Resist M)+(Indirect Resist M)

Script 148: Magic Reaction

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

Script 180: Map

000- Screen Effect: Mask(0,0)~(0,448)Color=Black 10F
001- Map: Display (108,68)~(408,376)Trans=0% 15F
002- Input Buttons Constant Wait
003- Map: Remove
004- Screen Effect: Default(Shake,color,Linger,Mask)3F

Script 181:  Recover HP

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) off
014- 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

Script 224: Control Balloon

000- Other: Vehicle: Ride Vehicle Type=High Sky speed=2x
001- Script: Control: Apply Together
002- Sound: BGM (Theme 9) Volume=100 Pitch=+0 Tempo=100
003- Camera: Vertical Angle=+60 30F
004- Camera: Distance= 450 30F
005- Party: Vertical Move (Party) Set Height +100 30F
006- Map: Display (326,286)~(486,426) Trans=50%
007- Data: Flag: (Sample Flag 59) On
008- Other: Vehicle: control Vehicle
009- Camera: Distance= 350 30F
010- Camera: Vertical Angle= +45 30F
011- Party: Landing (Party) 30F
012- Sound: Map Music
013- Map: Remove
014- Data: Flag: (Sample flag 59) Off
015- Other: Vehicle: Exit Vehicle

Script 225: World > Town

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 leader
002- 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'Leave
178- 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.’

Treasure Chests Scripts:
Script 251: Chest Closed (Action)

000- Event Effects: Motion Change= Wait Speed=0
001- Event Effects: Single Action = Wait Speed=0

Script 252: Chest Opening (action)

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 availiable)
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

Script 286: Summon

000- Battle: Enemy (Imp) Enable Call
001- Script Branch Condition: Flag (CallOtherEnemy)On
002- Battle: Enemy (Imp) Call
003- Script Condition End

Script 287: HP Ratio

000- *Substitute temp variable for HP/ MaxHP
001- Battle: Substitute Target Attribute for Variable
002- Data: Variable (Temp Variable0)=(HP)x(+100)
003- Data: Variable (Temp Variable0)=(TempVariable0)divided(MaxHP)

Script 288: MP Ratio

000- *Substitute temp variable for MP/ MaxMP
001- Battle: Substitute Target Attribute for Variable
002- Data: Variable (Temp Variable0)=(MP)x(+100)
003- Data: Variable (Temp Variable0)=(TempVariable0)divided(MaxMP)

Script 289: Enemy Amount

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.]