The DynParams plugin is a plugin for the DynRPG project. If you've taken the
time to download this plugin then odds are you're already familiar with DynRPG
and how to use it, but just in case, you can find the main DynRPG website at
http://rpg-maker.cherrytree.at/dynrpg/.
The DynParams plugin serves to allow scripters in RPG Maker 2003 to
overwrite the parameters of RPG Maker 2003's event commands using "comment
commands". The primary benefit of this is that you can use variable values to
determine the parameters at run-time, making certain commands much more flexible
and powerful. For example, you can effectively apply variable references to the
Call Common Event, Show Battle Animation, and Show Picture commands, to name just a few
useful examples. You can also overwrite string parameters, including those of comments.
This in turn means that you can construct comment commands at run-time for other
plugins using the DynParams plugin.
The DynParams plugin was based on KazeSui's
DynPointer plugin,
although it takes a somewhat different approach to the user interface. Anything
which can be accomplished using the DynPointer plugin can also theoretically be
done with the DynParams plugin, and applies to nearly all RPG Maker 2003
event commands where the DynPointer plugin is solely for the Variable Operations
command. The two plugins can technically both be used in the same project, but it
is possible for them to interfere with each other if you're not careful. It is
recommended that you use one plugin or the other, but not both. The same is true
for any plugin which works by altering event command parameters (sorry, can't
give you much advice for figuring out whether that's the case for a given
plugin).
Installation and Setup
Installation of the DynParams plugin is the same as for a typical DynRPG plugin,
just copy DynParams.dll from the DynPlugins folder of the DynParams project to the
DynPlugins folder of your RPG Maker 2003 project. Your project must of course be
patched with DynRPG
first. No modification to the DynRPG.ini file is needed.
Comment Commands
Like most DynRPG plugins, DynParams receives user input through comment commands. These
are special comment lines in RPG Maker 2003 event scripting which start with a
particular identifier. The comment commands of DynParams and their effects are explained
below.
@dynparams_add_param [<index>,] <value>
The @dynparams_add_param command adds a pair of data values to a list held internally by
the DynParams plugin. These data values are the index of an event script command
parameter to overwrite, and the value to overwrite it with. For example,
@dynparams_add_param 2, 5
adds an order to overwrite parameter 2 with the value 5.
Typically, you will want to use variable values rather than preset values. You can do
this by using DynRPG's standard syntax for a variable in a comment command, which is a V
followed by the number of the variable you wish to reference. For example,
@dynparams_add_param 2, V10
adds an order to overwrite parameter 2 with the value currently held in the game's
10th variable. Note that even if the value of the variable changes before the
parameter overwrite is used, the value fed into the DynParams plugin will remain the
same. If you want to update the value in DynParams, you will need to do the comment
command again.
The index value of @dynparams_add_param is optional. If you give only one value after
the command, an order will be added to overwrite the "next" parameter with that value,
starting with parameter number 5 by default (this can be altered using the
@dynparams_set_index command). For example,
@dynparams_add_param 2
@dynparams_add_param V10
adds an order to overwrite parameter 5 with the value 2, then adds another order to
overwrite parameter 6 with the value currently held in the game's 10th variable. This is
primarily useful for overwriting the parameters of a
Move Event command, which has an indeterminate number of
parameters after parameter 4 (this is why 5 is the default index).
IMPORTANT NOTE: There are no safeguards in the DynParams plugin to prevent you from
overwriting event script command parameters with values that are incompatible with the
commands. It is up to you to exercise caution and make sure that the parameters you
alter are given appropriate values. As far as I am aware, the worst that can happen if
you feed an inappropriate parameter value to an event script command is that the game
will crash, but there is always a danger that unforeseen consequences could arise and
your project or even your system could be affected. Use the DynParams plugin at your own
risk.
Less important note: the list of parameter overwrite orders held by the DynParams
plugin can grow indefinitely if you continue feeding them in with @dynparams_add_param
and never use them with @dynparams_overwrite_next or clear
them with @dynparams_clear_params. It would take far more
orders than are expected with normal use of the plugin to make this a problem, but in
theory it could eventually clutter up the available memory of a system being used to run
a game. An extremely long order list could also in theory cause noticeable lag when it
is used or cleared.
@dynparams_append_string <string>
The @dynparams_append_string command appends (adds to the end) a string (a sequence of
letters, numbers, and/or other characters) to a string held internally by the DynParams
plugin. This string is used to overwrite the string parameter of an RPG Maker
2003 event script command when
@dynparams_overwrite_next is used. For example,
@dynparams_append_string This is
@dynparams_append_string an example
will first add "This is" to the overwrite string, then add " an example" to the end of
it, resulting in "This is an example". Note that it is possible to use this command
to construct comment commands for other DynRPG plugins, in addition to simply
overwriting event script command string parameters. See also the note about long texts
for the Message event script command.
@dynparams_append_number <value>
The @dynparams_append_number command is similar to the
@dynparams_append_string command, but is used to append
numerical values rather than plain text. This allows variable values to be placed in a
string. For example,
will first add "imagefile" to the overwrite string, then add the value currently held in
the game's 10th variable to the end of it, resulting in "imagefile5" (if the value of
variable 10 happened to be 5). Note that the length of text added to the overwrite
string is dependent on the value given to the command: the larger the number, the more
digits, and negative values will include a "-". See also the note about long texts for
the Message event script command.
@dynparams_overwrite_next
The @dynparams_overwrite_next command signals the DynParams plugin to overwrite the
parameters of the next RPG Maker 2003 event script command. For example,
will result in the event script command which follows having its first number parameter
overwritten with the value 5. There are some exceptions to event script lines which will
be overwritten, specifically empty lines and any "end" lines (end of loop, end of
conditional branch, etc.) These will simply be ignored and the first line which is not
of these types will have its parameters overwritten. Also, the accumulated list of
parameter overwrites in the DynParams plugin will be cleared after the event script
command has had its parameters overwritten, and the "next" index for adding number
parameters will be reset to the default value of 5.
@dynparams_clear_params
The @dynparams_clear_params command clears all number and string parameter overwrites
accumulated in the DynParams plugin, and sets the . This is useful if you want to be able to build up a
list of parameter overwrites and potentially abort their usage.
@dynparams_set_index <index>
The @dynparams_set_index command sets the index used by the @dynparams_add_param command
when only one value is provided. For example,
will first set the index to 7, then add a parameter overwrite command to overwrite
parameter 7 with value 3, then add a parameter overwrite command to overwrite parameter
8 with value 4.
@dynparams_start_record
The @dynparams_start_record command signals the DynParams plugin to start recording
information about every RPG Maker 2003 event script command which comes after to
the file DynParamsRecord.txt in the DynPlugins folder of the project. The information
recorded includes the ID number of the command type, the string parameter, and the
number parameters with their indices. Also, if an event script command has its
parameters overwritten, it will be the overwrite parameters that are recorded, not the
original ones in the script.
Most projects will have little need for this, but it could be useful if you want to
verify that a parameter overwrite is working as you want it to, if you want to make sure
that the RPG Maker 2003 command parameters documented in this readme are accurate
(I'm only human), or if you're using a modified version of RPG Maker 2003 which
might have differences in how parameters are used. It's also handy for finding out the
ASCII codes making up a file name in a Move Event command's
Change Graphic or Play Sound Effect subcommands.
@dynparams_stop_record
The @dynparams_start_record command signals the DynParams plugin to stop recording
RPG Maker 2003 event script command information. This does not mean that the file
DynParamsRecord.txt is closed and will be cleared if you start recording again. You can
start and stop recording as many times as you like during a given play, and the
information accumulated for that whole play will remain intact. It will, however, be
cleared if you close the game executable, start it back up again, and start recording.
RPG Maker 2003 Command Parameters
Listed below are the RPG Maker 2003 event commands, the parameters they
use, and the values those parameters may be set to. Some of these values may be
different if you have installed patches besides DynRPG -- for example, a patch that
allows using variables past the normal limit of 1 to 5000. As you start making use of
the DynParams plugin, you may notice patterns in how the parameters relate to the
command options shown in the RPG Maker 2003 event editor. These patterns
are reliable for the most part, but there are many important exceptions. For
your convenience, the exceptions are marked in red
in the parameter listing.
Message
String parameter: message to be displayed Note: due to the way RPG Maker 2003 handles Message commands
internally (splitting long messages into multiple separate command lines), strings
longer than 50 characters will not display properly when DynParams is used to overwrite
a Message command's string parameter. Number parameters: not used
Message Display Options
String parameter: not used Number parameters:
1: Window Type
0 = Normal
1 = Transparent
2: Window Position
0 = Top
1 = Middle
2 = Bottom
3: Autoselect Window Position to Prevent Hero from Being Obscured
0 = false
1 = true
4: Allow Other Events to Continue While Message is Being Shown
0 = false
1 = true
Face Graphics
String parameter: image file name without extension, empty string for erase Number parameters:
1: Face Number
0 to 15 = location, starting in upper left corner and reading left-to-right then down
2: Display Position
0 = false
1 = true
3: Flip image horizontally
0 = false
1 = true
Show Choices
String parameter: choice options separated by /, i.e. "Choice 1/Choice 2/Choice 3/Choice 4" Number parameters:
1: Cancellation Behavior
0 = Ignore
1 to 4 = Select Choice (number)
5 = Execute Handler
Input Number
String parameter: not used Number parameters:
1: Digits Allowed
1 to 7
2: Store in Variable
1 to 5000
Switch Operations
String parameter: not used Number parameters:
1: Reference Type
0 = Direct reference to single switch
1 = Direct reference to range of switches
2 = Variable reference to single switch
2: First Reference (switch or variable number)
0 = currently using variable reference
1 to 5000 = switch number
3: Operation
0 = Turn On
1 = Turn Off
2 = On/Off Toggle
Variable Operations
String parameter: not used Number parameters:
1: Variable to Change: Reference Type
0 = Direct reference to single variable
1 = Direct reference to range of variables
2 = Variable reference to single variable
2: Variable to Change: First Reference (variable number)
1 to 5000
3: Variable to Change: Second Reference (variable number)
0 = currently using variable reference
1 to 5000 = variable number
4: Operation
0 = Set Equal
1 = Add
2 = Subtract
3 = Multiply
4 = Divide
5 = Modulus
5: Operand: Type
0 = Number
1 = Value of Variable
2 = Value Stored in Index
3 = Random Number between
4 = Item
5 = Hero
6 = Sprite
7 = Other
6: Operand: First Reference
Depends on parameter 5!
For Number:
-9999999 to 9999999 = value
For Value of Variable or Variable Stored in Index:
1 to 5000 = variable number
For Random Number between:
-999999 to 999999 = lower value
For Item:
1 to 5000 = item database number
For Hero:
1 to 5000 = hero database number
For Sprite: First options listed in event editor start at 10001!
1 to 10000 = map event number
10001 = Hero
10002 = Skiff
10003 = Ship
10004 = Airship
10005 = This Event
7: Operand: Second Reference
Depends on parameter 5!
For Random Number between:
-999999 to 999999 = upper value
For Item:
0 = Number Held
1 = Number Equipped
For Hero:
0 = Level
1 = Experience
2 = HP
3 = MP
4 = Maximum HP
5 = Maximum MP
6 = Attack
7 = Defense
8 = Intellect
9 = Agility
10 = Weapon Number
11 = Shield Number
12 = Armor Number
13 = Helmet Number
14 = Accessory Number
For Sprite:
0 = Map ID
1 = X Coordinate
2 = Y Coordinate
3 = Facing
4 = Screen-Relative X
5 = Screen-Relative Y
Timer Operations
String parameter: not used Number parameters:
1: Operation
0 = Set
1 = Start
2 = Stop
2: Amount of Time: Value Type
Depends on parameter 1!
For simple value:
0 to 599 = time in seconds
For variable reference:
1 to 5000 = variable reference number
3: Display Timer Onscreen
0 = false
1 = true
4: Timer Runs During Battle
0 = false
1 = true
5: Select Timer
0 = Timer 1
1 = Timer 2
Change Money
String parameter: not used Number parameters:
1: Operation
0 = Increase Money
1 = Decrease Money
2: Amount: Value Type
0 = Fixed Amount
1 = Amount Stored in
3: Amount: Value
Depends on parameter 2!
For Fixed Amount:
1 to 999999 = value
For Amount Stored in:
1 to 5000 = variable reference number
Item Management
String parameter: not used Number parameters:
1: Operation
0 = Add Item
1 = Remove Item
2: Select Item: Value Type
0 = Specific Item
1 = Item with ID Stored in
3: Select Item: Value
Depends on parameter 2!
For Specific Item:
1 to 5000 = item database number
For Item with ID Stored in:
1 to 5000 = variable reference number
4: Amount: Value Type
0 = Fixed Amount
1 = Amount Stored in
5: Amount: Value
Depends on parameter 4!
For Fixed Amount:
1 to 99 = value
For Amount Stored in:
1 to 5000 = variable reference number
Change Party
String parameter: not used Number parameters:
1: Operation
0 = Add Member
1 = Remove Member
2: Target: Value Type
0 = Specific Character
1 = Character with ID Stored in
3: Target: Value
Depends on parameter 2!
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
Change Experience Points
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: Value
Depends on parameter 1!
For Entire Party:
0 = not used flag
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
3: Operation
0 = Increase Experience Points
1 = Decrease Experience Points
4: Amount: Value Type
0 = Fixed Amount
1 = Amount Stored in
5: Amount: Value
Depends on parameter 4!
For Fixed Amount:
1 to 9999999 = value
For Amount Stored in:
1 to 5000 = variable reference number
6: Show Level-up Message if Level Increases
0 = false
1 = true
Change Character Level
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: Value
Depends on parameter 1!
For Entire Party:
0 = not used flag
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
3: Operation
0 = Add Levels
1 = Remove Levels
4: Amount of Levels: Value Type
0 = Fixed Amount
1 = Amount Stored in
5: Amount of Levels: Value
Depends on parameter 4!
For Fixed Amount:
1 to 98 = value
For Amount Stored in:
1 to 5000 = variable reference number
6: Show Level-up Message if Level Increases
0 = false
1 = true
Change Character Base Statistics
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: value
Depends on parameter 1!
For Entire Party:
0 = not used
Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
3: Operation
0 = Increase Statistic
1 = Decrease Statistic
4: Statistic
0 = Maximum HP
1 = Maximum MP
2 = Attack
3 = Defense
4 = Intellect
5 = Agility
5: Amount of Points: Value Type
0 = Fixed Amount
1 = Amount stored in
6: Amount of Points: Value
Depends on parameter 5!
For Fixed Amount:
1 to 9999 = value
For Amount stored in:
1 to 5000 = variable reference number
Change Skills
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: value
Depends on parameter 1!
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
3: Operation
0 = Add Skill
1 = Remove Skill
4: Skill: value type
0 = Specific Skill
1 = Skill with ID Stored in
5: Skill: value
For Specific Skill:
1 to 5000 = skill database number
For Skill with ID Stored in:
1 to 5000 = variable reference number
Change Equipped Items
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: value
Depends on parameter 1!
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
3: Operation
0 = Equip Item
1 = Unequip Item
4: Item: type
Depends on parameter 3!
For Equip Item:
0 = Specific Item
1 = Item with ID Stored in
For Unequip Item:
0 = Weapon
1 = Shield
2 = Armor
3 = Helmet
4 = Accessory
5 = All
5: Item: value
Depends on parameter 4!
For Specific Item:
1 to 5000 = item database number
For Item with ID Stored in:
1 to 5000 = variable reference number
Change Character HP
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: value
Depends on parameter 1!
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
3: Operation
0 = Increase HP
1 = Decrease HP
4: Amount: value type
0 = Fixed Amount
1 = Amount Stored in
5: Amount: value
For Fixed Amount:
1 to 9999 = value
For Amount Stored in:
1 to 5000 = variable reference number
Change Character MP
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: value
Depends on parameter 1!
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
3: Operation
0 = Increase MP
1 = Decrease MP
4: Amount: value type
0 = Fixed Amount
1 = Amount Stored in
5: Amount: value
For Fixed Amount:
1 to 999 = value
For Amount Stored in:
1 to 5000 = variable reference number
Change Character Condition
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: value
Depends on parameter 1!
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
3: Operation
0 = Add Condition
1 = Remove Condition
4: Condition
1 to 5000 = condition database number
Complete Healing
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: value
Depends on parameter 1!
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
Simulated Enemy Attack
String parameter: not used Number parameters:
1: Target: option
0 = Entire Party
1 = Specific Character
2 = Character with ID Stored in
2: Target: value
Depends on parameter 1!
For Specific Character:
1 to 5000 = hero database number
For Character with ID Stored in:
1 to 5000 = variable reference number
3: Attack Power
1 to 999 = value
4: Defense Effect
0 to 100 = value
5: Intelligence Effect
0 to 100 = value
6: Variance
0 to 10 = value
7: Store Amount of Damage Dealt: Checkbox
0 = false
1 = true
8: Store Amount of Damage Dealt: Variable
1 to 5000 = variable reference number
Change Hero Name
String parameter: new hero name Number parameters:
1: Hero
1 to 5000 = hero database number
Change Hero Title
String parameter: new hero title Number parameters:
1: Hero
1 to 5000 = hero database number
Change Sprite Association
String parameter: image file name without extension Number parameters:
1: Sprite Number
0 to 7 = location in image, starting in upper left corner and reading left-to-right then down
2: Transparency
0 = false
1 = true
Change Face Association
String parameter: image file name without extension Number parameters:
1: Sprite Number
0 to 15 = location in image, starting in upper left corner and reading left-to-right then down
Change Vehicle Graphic
String parameter: image file name without extension Number parameters:
1: Sprite Number
0 to 15 = location in image, starting in upper left corner and reading left-to-right then down
Change System BGM
String parameter: sound file name without extension, or "(OFF)" without quotes for no music Number parameters:
1: Event
0 = Battle
1 = Victory
2 = Inn
3 = Skiff
4 = Ship
5 = Airship
6 = Game Over
Change System Sound Effects
String parameter: sound file name without extension, or "(OFF)" without quotes for no sound Number parameters:
1: Event
0 = Cursor
1 = Choice
2 = Cancel
3 = Buzzer
4 = Begin Battle
5 = Escape
6 = Enemy Attacks
7 = Enemy Damage
8 = Ally Damage
9 = Evasion
10 = Enemy Defeated
11 = Use Item
Change System Graphics
String parameter: image file name without extension Number parameters:
1: Graphic Pattern
0 = Stretch to Fit
1 = Tiled Display
2: Text Font
0 = MS Gothic
1 = MS Mincho
Set Screen Transitions
String parameter: not used Number parameters:
1: Event
0 = Teleport/Erase
1 = Teleport/Show
2 = Begin Battle/Erase
3 = Begin Battle/Show
4 = End Battle/Erase
5 = End Battle/Show
2: Associated Transition
Depends on parameter 1!
For Erase type event:
0 = Fade Out
1 = Remove Blocks
2 = Wipe Downward
3 = Wipe Upward
4 = Venetian Blinds
5 = Vertical Blinds
6 = Horizontal Blinds
7 = Receding Square
8 = Expanding Square
9 = Screen Moves Up
10 = Screen Moves Down
11 = Screen Moves Left
12 = Screen Moves Right
13 = Vertical Division
14 = Horizontal Division
15 = Quadrasection
16 = Zoom In
17 = Mosaic
18 = Waver Screen
19 = Instantaneous
20 = No Transition
For Show type event:
0 = Fade In
1 = Reconstitute Blocks
2 = Unwipe Downward
3 = Unwipe Upward
4 = Venetian Blinds
5 = Vertical Blinds
6 = Horizontal Blinds
7 = Receding Square
8 = Expanding Square
9 = Screen Moves Down
10 = Screen Moves Up
11 = Screen Moves Right
12 = Screen Moves Left
13 = Vertical Unify
14 = Horizontal Unify
15 = Unify Quadrants
16 = Zoom Out
17 = Mosaic
18 = Waver Screen
19 = Instantaneous
Enemy Encounter
String parameter: image file name without extension, used for Specific Background option Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Monster Group: option
0 = Specific Monster Group
1 = Monster Group with ID Stored in
2: Monster Group: value
Depends on parameter 1!
For Specific Monster Group:
1 to 5000 = monster group database number
For Monster Group with ID Stored in:
1 to 5000 = variable reference number
3: Battle Background: option
0 = Use Background Defined in Map or Terrain Settings
1 = Specific Background
2 = Use Background Associated With
4: Escape Handler
0 = Disallow Escape
1 = End Event Processing
2 = Execute Custom Handler
5: Defeat Handler
0 = Game Over
1 = Execute Custom Handler
6: Begin Battle With First Strike Without Affecting Enemy Disposition
Only takes effect if parameter 7 is set to No Special Conditions!
0 = false
1 = true
7: Special Battle Conditions
0 = No Special Conditions
1 = Initiative
2 = Back Attack
3 = Surround Attack
4 = Pincers Attack
8: Battle Background: formation type
Only takes effect if parameter 3 is set to Specific Background!
0 = Loose Formation
1 = Tight Formation
9: Battle Background: terrain
Only takes effect if parameter 3 is set to Use Background Associated With!
1 to 5000 = terrain database number
Open Shop Window
String parameter: not used Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Transactions Available
0 = Buy and Sell
1 = Buy Only
2 = Sell Only
2: Shop Message Set
0 = A
1 = B
2 = C
3: Define Custom Handlers for "Transaction Made" and "Transaction not Made"
0 = false
1 = true
4: Unknown; always set to 0
0 = ?
5 to 5004: Goods for Sale
1 to 5000 = item database number
Show Inn Message
String parameter: not used Number parameters:
1: Inn Message Set
0 = A
1 = B
2: Price
0 to 999999 = money amount
3: Use Custom Inn Handler
0 = false
1 = true
Enter Hero Name
String parameter: not used Number parameters:
1: Hero
0 to 5000 = hero database number
2: Initial Character Set
0 = Letters
1 = Symbols
3: Show Default Name in Entry Area
0 = false
1 = true
Teleport
String parameter: not used Number parameters:
1: Map ID
1 to 5000 (? Haven't actually tested the limit) = map ID number
2: X coordinate
0 to 499 = X coordinate number
3: Y coordinate
0 to 499 = Y coordinate number
4: Character Facing
0 = Retain Current Facing
1 = Up
2 = Right
3 = Down
4 = Left
Memorize Position
String parameter: not used Number parameters:
1: Store Map ID in
1 to 5000 = variable reference number
2: Store X Coordinate in
1 to 5000 = variable reference number
3: Store Y Coordinate in
1 to 5000 = variable reference number
Recall to Memorized Position
String parameter: not used Number parameters:
1: Map ID Stored in
1 to 5000 = variable reference number
2: X Coordinate Stored in
1 to 5000 = variable reference number
3: Y Coordinate Stored in
1 to 5000 = variable reference number
Enter or Exit Vehicle
String parameter: not used Number parameters: not used
Set Vehicle Start Position
String parameter: not used Number parameters:
1: Vehicle
0 = Skiff
1 = Ship
2 = Airship
2: Location: type
0 = Specific Location
1 = Location Referenced from Variable
3: Map ID
Depends on parameter 1!
For Specific Location:
1 to 5000 (? Haven't actually tested the limit) = map ID number
For Location Referenced from Variable:
1 to 5000 = variable reference number
4: X coordinate
Depends on parameter 1!
For Specific Location:
0 to 499 = X coordinate number
For Location Referenced from Variable:
1 to 5000 = variable reference number
5: Y coordinate
Depends on parameter 1!
For Specific Location:
0 to 499 = Y coordinate number
For Location Referenced from Variable:
1 to 5000 = variable reference number
6: Character Facing
0 = Retain Current Facing
1 = Up
2 = Right
3 = Down
4 = Left
Change Event Location
String parameter: not used Number parameters:
1: Event First option listed in event editor starts at 10005!
1 to 10000 = map event number
10005 = This Event
2: Location: type
0 = Specific Location
1 = Location Referenced from Variable
3: X coordinate
Depends on parameter 1!
For Specific Location:
0 to 499 = X coordinate number
For Location Referenced from Variable:
1 to 5000 = variable reference number
4: Y coordinate
Depends on parameter 1!
For Specific Location:
0 to 499 = Y coordinate number
For Location Referenced from Variable:
1 to 5000 = variable reference number
5: Character Facing
0 = Retain Current Facing
1 = Up
2 = Right
3 = Down
4 = Left
Trade Two Event Locations
String parameter: not used Number parameters:
1: First Event First option listed in event editor starts at 10005!
1 to 10000 = map event number
10005 = This Event
2: Second Event First option listed in event editor starts at 10005!
1 to 10000 = map event number
10005 = This Event
Store Terrain ID
String parameter: not used Number parameters:
1: Location of Target Tile: type
Specific Location
Location Referenced from Variables
2: X coordinate
Depends on parameter 1!
For Specific Location:
0 to 499 = X coordinate number
For Location Referenced from Variables:
1 to 5000 = variable reference number
3: Y coordinate
Depends on parameter 1!
For Specific Location:
0 to 499 = Y coordinate number
For Location Referenced from Variables:
1 to 5000 = variable reference number
4: Store Terrain ID in Variable
1 to 5000 = variable reference number
Store Event ID
String parameter: not used Number parameters:
1: Location of Target Event: type
Specific Location
Location Referenced from Variables
2: X coordinate
Depends on parameter 1!
For Specific Location:
0 to 499 = X coordinate number
For Location Referenced from Variables:
1 to 5000 = variable reference number
3: Y coordinate
Depends on parameter 1!
For Specific Location:
0 to 499 = Y coordinate number
For Location Referenced from Variables:
1 to 5000 = variable reference number
4: Store Event ID in Variable
1 to 5000 = variable reference number
Hide Screen
String parameter: not used Number parameters:
1: Transition Method First option listed in event editor starts at -1!
-1 = Use Default
0 = Fade Out
1 = Remove Blocks
2 = Wipe Downward
3 = Wipe Upward
4 = Venetians Blinds
5 = Vertical Blinds
6 = Horizontal Blinds
7 = Receding Square
8 = Expanding Square
9 = Screen Moves Up
10 = Screen Moves Down
11 = Screen Moves Left
12 = Screen Moves Right
13 = Vertical Div
14 = Horizontal Div
15 = Quadrasection
16 = Zoom In
17 = Mosaic
18 = Waver Screen
19 = Instantaneous
Show Screen
String parameter: not used Number parameters:
1: Transition Method First option listed in event editor starts at -1!
-1 = Use Default
0 = Fade In
1 = Reconstitute Blocks
2 = Unwipe Downward
3 = Unwipe Upward
4 = Venetians Blinds
5 = Vertical Blinds
6 = Horizontal Blinds
7 = Receding Square
8 = Expanding Square
9 = Screen Moves Up
10 = Screen Moves Down
11 = Screen Moves Left
12 = Screen Moves Right
13 = Vertical Unify
14 = Horizontal Unify
15 = Unify Quadrants
16 = Zoom In
17 = Mosaic
18 = Waver Screen
19 = Instantaneous
Tint Screen
String parameter: not used Number parameters:
1: Red
0 to 200 = percentage
2: Green
0 to 200 = percentage
3: Blue
0 to 200 = percentage
4: Saturation
0 to 200 = percentage
5: Transition Time
0 to 1000 = tenths of a second
6: Wait During Transition
0 = false
1 = true
Flash Screen
String parameter: not used Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Red
0 to 31 = strength
2: Green
0 to 31 = strength
3: Blue
0 to 31 = strength
4: Saturation
0 to 31 = strength
5: Time
0 to 1000 = tenths of a second
6: Halt Other Processes While Flashing
0 = false
1 = true
7: Action: type
0 = Flash Once
1 = Begin Flashing
2 = Cease Flashing
Shake Screen
String parameter: not used Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Strength
1 to 9 = strength
2: Speed
1 to 9 = speed
3: Time
0 to 1000 = tenths of a second
4: Halt Other Processes While Shaking
0 = false
1 = true
5: Action: type
0 = Shake once for
1 = Begin Shaking
2 = Cease Shaking
Pan Screen
String parameter: not used Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Operation
0 = Lock Pan State
1 = Unlock Pan State
2 = Pan Screen
3 = Return to Origin
2: Direction
0 = Up
1 = Right
2 = Down
3 = Left
3: Tiles
1 to 100 = number of tiles
4: Transition Speed
1 to 6 = speed number
5: Halt Other Processes During Transition
0 = false
1 = true
Weather Effects
String parameter: not used Number parameters:
1: Effect
0 = None
1 = Rain
2 = Snow
3 = Fog
4 = Sandstorm
2: Strength
0 = Weak
1 = Medium
2 = Strong
Show Picture
String parameter: image file name without extension Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Picture No.
1 to 50 = picture number
2: Display Coordinates: type
0 = Specific Coordinates
1 = Variable Reference
3: X coordinate
Depends on parameter 2!
For Specific Coordinates:
-640 to 960 = X coordinate number
For Variable Reference:
1 to 5000 = variable reference number
4: Y coordinate
Depends on parameter 2!
For Specific Coordinates:
-480 to 720 = Y coordinate number
For Variable Reference:
1 to 5000 = variable reference number
5: Picture Scrolls with Map
0 = false
1 = true
6: Magnification
0 to 2000 = percentage
7: Transparency: Top Half
0 to 100 = percentage
8: Transparent Color Options numbered differently than you would expect from event editor!
0 = None
1 = Use
9: Additional Attributes: Red
0 to 200 = percentage
10: Additional Attributes: Green
0 to 200 = percentage
11: Additional Attributes: Blue
0 to 200 = percentage
12: Additional Attributes: Saturation
0 to 200 = percentage
13: Additional Attributes: Effects: type Despite the use of checkboxes in the event editor, you can only have one effect type on a picture!
0 = none
1 = Rotate
2 = Waver
14: Additional Attributes: effect strength
Depends on parameter 11!
For none:
? = ? (no discernable pattern)
For Rotate:
1 to 9 = Speed
For Waver:
1 to 9 = Magnitude
15: Transparency: Bottom Half
0 to 100 = percentage
16: unknown
? = ? (no discernable pattern)
Move Picture
String parameter: not used Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Picture No.
1 to 50 = picture number
2: Display Coordinates: type
0 = Specific Coordinates
1 = Variable Reference
3: X coordinate
Depends on parameter 2!
For Specific Coordinates:
-640 to 960 = X coordinate number
For Variable Reference:
1 to 5000 = variable reference number
4: Y coordinate
Depends on parameter 2!
For Specific Coordinates:
-480 to 720 = Y coordinate number
For Variable Reference:
1 to 5000 = variable reference number
5: Picture Scrolls with Map (? Changing has no discernable effect)
0 = ?
6: Magnification
0 to 2000 = percentage
7: Transparency: Top Half
0 to 100 = percentage
8: Transparent Color (? Changing has no discernable effect)
0 = ?
9: Additional Attributes: Red
0 to 200 = percentage
10: Additional Attributes: Green
0 to 200 = percentage
11: Additional Attributes: Blue
0 to 200 = percentage
12: Additional Attributes: Saturation
0 to 200 = percentage
13: Additional Attributes: Effects: type Despite the use of checkboxes in the event editor, you can only have one effect type on a picture!
0 = none
1 = Rotate
2 = Waver
14: Additional Attributes: effect strength
Depends on parameter 13!
For none:
? = ? (no discernable pattern)
For Rotate:
1 to 9 = Speed
For Waver:
1 to 9 = Magnitude
15: Transition Time
0 to 1000 = tenths of a second
16: Halt Other Processes During Transition
0 = false
1 = true
17: Transparency: Bottom Half
0 to 100 = percentage
Erase Picture
String parameter: not used Number parameters:
1: Picture No.
1 to 50 = picture number
Show Battle Animation (outside of battle)
String parameter: not used Number parameters:
1: Battle Animation
1 to 5000 = battle animation database number
2: Target First option listed in event editor starts at 10001!
1 to 10000 = map event number
10001 = Hero
10002 = Skiff
10003 = Ship
10004 = Airship
10005 = This Event
3: Halt Other Processes
0 = false
1 = true
4: Global Scope
0 = false
1 = true
Hero Sprite Transparency
String parameter: not used Number parameters:
1: Transparency State
0 = Transparent
1 = Opaque
Flash Sprite
String parameter: not used Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Target First option listed in event editor starts at 10001!
1 to 10000 = map event number
10001 = Hero
10002 = Skiff
10003 = Ship
10004 = Airship
10005 = This Event
2: Red
0 to 31 = strength
3: Green
0 to 31 = strength
4: Blue
0 to 31 = strength
5: Strength
0 to 31 = strength
6: Flash Cycle Time
0 to 1000 = tenths of a second
7: Halt Other Processes While Flashing
0 = false
1 = true
Move Event
String parameter: not used Number parameters:
1: Event Name First option listed in event editor starts at 10001!
1 to 10000 = map event number
10001 = Hero
10002 = Skiff
10003 = Ship
10004 = Airship
10005 = This Event
2: Frequency
1 to 8 = movement frequency
3: Repeat Pattern
0 = false
1 = true
4: Ignore Impossible Moves
0 = false
1 = true
N: Movement
Things get a little crazy here! Since a Move Event command has to be able to store
an indeterminate number of movement subcommands, it has an indeterminate number of
parameters. On top of that, a few of the subcommands themselves have an
indeterminate number of parameters. Trying to alter Move Event commands with large
amounts of subcommands could get very complicated! If you really must use DynParams
for large-scale fiddling with Move Event commands, you may find the
@dynparams_set_index command and the value-only version of
the @dynparams_add_param command very handy. Bear in mind that if you attempt to overwrite a Move Event command with more
parameters than it has in the event editor, there will be a memory error and the
game will crash. If you want to add an indeterminate number of parameters to a
Move Event command using DynParams, I recommend filling the Move Event command in
the event editor with many subcommands that will not have any effect (End Face Lock
would work well in most situations). Even with this you should make very certain
your scripting can never overwrite more parameters than are in the Move Event
command originally. Options not listed in the order you would expect from the event editor!
0 = Move Up
1 = Move Right
2 = Move Down
3 = Move Left
4 = Move Up/Right
5 = Move Down/Right
6 = Move Down/Left
7 = Move Up/Left
8 = Move Randomly
9 = Move Toward Hero
10 = Move Away From Hero
11 = Move Forward
12 = Face Up
13 = Face Right
14 = Face Down
15 = Face Left
16 = Turn 90° Right
17 = Turn 90° Left
18 = Turn 180°
19 = Right/Left 90° Turn
20 = Face Random Direction
21 = Face Hero
22 = Face Away From Hero
23 = Wait
24 = Begin Jump
25 = End Jump
26 = Lock Facing
27 = End Face Lock
28 = Move Speed Up
29 = Move Speed Down
30 = Move Frequency Up
31 = Move Frequency Down
32 = Switch ON
33 = Switch OFF
34 = Change Graphic
35 = Play Sound Effect
36 = Phasing Mode ON
37 = Phasing Mode OFF
38 = Stop Animation
39 = Resume Animation
40 = Increase Transparency
41 = Reduce Transparency
Additional parameters
Depends on parameter N!
For Switch ON:
N + 1: Switch
1 to 5000 = switch number
For Switch OFF:
N + 1: Switch
1 to 5000 = switch number
For Change Graphic:
N + 1: length of name of image file without extension
1 to ? = file name length
N + 2 to N + X: name of image file without extension
Note: the @dynparams_start_record comment command is useful for finding the ASCII character codes of a file name
32 to 255 = ASCII character code
N + X + 1: Character Number
0 to 7 = location, starting in upper left corner and reading left-to-right then down
For Play Sound Effect:
N + 1: length of name of sound file without extension
1 to ? = file name length
N + 2 to N + X: name of sound file without extension
Note: the @dynparams_start_record comment command is useful for finding the ASCII character codes of a file name
32 to 255 = ASCII character code
N + X + 1: Volume
0 to 100 = percentage
N + X + 2 (and N + X + 3 for values above 120%): Tempo A strange thing happens if the Tempo in this subcommand is set to values higher
than 120%. The parameter is split into two parameters, the first having a value
of 129, the other having a value 1 greater than whatever would need to be added
to 129 to reach the desired Tempo.
0 to 120 = percentage
129, 2 = 130%
129, 12 = 140%
129, 22 = 150%
N + X + 3 (or N + X + 4 if Tempo value is above 120%): Balance
0 to 100 = balance (0 for far left, 100 for far right)
Proceed with Movement
String parameter: not used Number parameters: not used
Halt All Movement
String parameter: not used Number parameters: not used
Wait
String parameter: not used Number parameters:
1: Wait for
0 to 1000 = tenths of a second
2: Wait Until Key is Pressed
0 = false
1 = true
Play BGM
String parameter: name of audio file without extension, (OFF) for no music Number parameters:
1: Fade-In Time
0 to 10000 = thousandths of a second
2: Volume
0 to 100 = percentage
3: Tempo
50 to 150 = percentage
4: Balance
0 to 100 = balance (0 for far left, 100 for far right)
Fade BGM
String parameter: not used Number parameters:
1: Fade Out Time
0 to 20000 = thousandths of a second
Memorize BGM
String parameter: not used Number parameters: not used
Play Memorized BGM
String parameter: not used Number parameters: not used
Play Sound Effect
String parameter: name of audio file without extension, (OFF) for no sound Number parameters:
1: Volume
0 to 100 = percentage
2: Tempo
50 to 150 = percentage
3: Balance
0 to 100 = balance (0 for far left, 100 for far right)
Play Movie
String parameter: name of movie file without extension Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Coordinates of Upper-Left Pixel: type
0 = Specific Coordinates
1 = Variable Reference
2: Coordinates of Upper-Left Pixel: X
Depends on parameter 1!
For Specific Coordinates:
0 to 320 = value
For Value of Variable or Variable Stored in Index:
1 to 5000 = variable number
3: Coordinates of Upper-Left Pixel: Y
Depends on parameter 1!
For Specific Coordinates:
0 to 240 = value
For Value of Variable or Variable Stored in Index:
1 to 5000 = variable number
4: Resolution: X
0 to 320 = value
5: Resolution: Y
0 to 240 = value
Key Input Processing
String parameter: not used Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Store Key Code in
1 to 5000 = variable number
2: Wait Until Key Pressed
0 = false
1 = true
3: Unknown
1 = ?
4: Decision Key
0 = false
1 = true
5: Cancel Key
0 = false
1 = true
6: Number Keys 0-9
0 = false
1 = true
7: +,-,*,/,. Keys
0 = false
1 = true
8: Store Amount of Time it Takes to Press Key: variable
1 to 5000 = variable number
9: Store Amount of Time it Takes to Press Key
0 = false
1 = true
10: Shift Key
0 = false
1 = true
11: Down Key
0 = false
1 = true
12: Left Key
0 = false
1 = true
13: Right Key
0 = false
1 = true
14: Up Key
0 = false
1 = true
Change Map Tileset
String parameter: not used Number parameters:
1: New Tileset
1 to 5000 = tileset database reference number
Change Parallax Background
String parameter: image file name without extension Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Horizontal Scrolling
0 = false
1 = true
2: Vertical Scrolling
0 = false
1 = true
3: Horizontal Scrolling: AutoScroll
0 = false
1 = true
4: Horizontal Scrolling: Speed
-8 to 8: speed (negative for left, positive for right)
5: Vertical Scrolling: AutoScroll
0 = false
1 = true
6: Vertical Scrolling: Speed
-8 to 8: speed (negative for up, positive for down)
Change Encounter Rate
String parameter: not used Number parameters:
1: New Rate
0 to 999 = encounter rate
Tile Substitution
String parameter: not used Number parameters:
1: Tile Layer
0 = Lower Layer
1 = Upper Layer
2: Original Tile
0 to 143 = tile number
3: Substituted Tile
0 to 143 = tile number
Teleport Target Management
String parameter: not used Number parameters:
1: Operation
0 = Add Teleport Target
1 = Delete Teleport Target
2: Map ID
1 to 5000 (? Haven't actually tested the limit) = map ID number
3: X coordinate
0 to 499 = X coordinate number
4: Y coordinate
0 to 499 = Y coordinate number
5: Turn Switch ON After Teleporting: Turn On
0 = false
1 = true
6: Turn Switch ON After Teleporting: switch number
0 to 5000 = switch number
Allow/Disallow Teleport
String parameter: not used Number parameters:
1: Operation
0 = Forbid Teleporting
1 = Allow Teleporting
Set Escape Target
String parameter: not used Number parameters:
1: Map ID
1 to 5000 (? Haven't actually tested the limit) = map ID number
2: X coordinate
0 to 499 = X coordinate number
3: Y coordinate
0 to 499 = Y coordinate number
4: Turn Switch ON After Escaping: Turn On
0 = false
1 = true
5: Turn Switch ON After Escaping: switch number
0 to 5000 = switch number
Allow/Disallow Escape
String parameter: not used Number parameters:
1: Operation
0 = Forbid Escaping
1 = Allow Escaping
Open Save Menu
String parameter: not used Number parameters: not used
Allow/Disallow Saving
String parameter: not used Number parameters:
1: Operation
0 = Forbid Saving
1 = Allow Saving
Open Main Menu
String parameter: not used Number parameters: not used
Allow/Disallow Main Menu
String parameter: not used Number parameters:
1: Operation
0 = Forbid Main Menu
1 = Allow Main Menu
Conditional Branch
String parameter: hero name (only used for "Hero Name is") Number parameters: Parameters not numbered in the order you would expect from the event editor!
1: Condition: first type Options numbered differently than you would expect from event editor!
0 = Switch
1 = Variable
2 = Timer 1
3 = Money is
4 = Item
5 = Hero
6 = Sprite
7 = Party is Riding
8 = Event was Started Using Action Key
9 = BGM has Played Through Once
10 = Timer 2
2: Condition: first reference
Depends on parameter 1!
For Switch:
1 to 5000 = switch number
For Variable:
1 to 5000 = variable reference number
For Timer 1:
0 to 5999 = time in seconds
For Money is: Not the parameter you'd expect from the event editor!
0 to 999999 = amount of money
For Item: Not the parameter you'd expect from the event editor!
0 to 5000 = item database number
For Hero:
0 to 5000 = hero database number
For Sprite: First options listed in event editor start at 10001!
1 to 10000 = map event number
10001 = Hero
10002 = Skiff
10003 = Ship
10004 = Airship
10005 = This Event
For Party is Riding:
0 = Skiff
1 = Ship
2 = Airship
For Timer 2:
0 to 5999 = time in seconds
3: Condition: second type
Depends on parameter 1!
For Switch:
0 = ON
1 = OFF
For Variable:
0 = Number
1 = Variable Reference
For Timer 1:
0 = or more
1 = or less
For Money is: Not the parameter you'd expect from the event editor!
0 = at least
1 = less than
For Item: Not the parameter you'd expect from the event editor!
0 = Party Possesses
1 = Party Does Not Possess
For Hero:
0 = Hero is in Party
1 = Name is
2 = Level is At Least
3 = HP is At Least
4 = Can Use the ... Skill
5 = Has the Item ... Equipped
6 = Afflicted with ... Condition
For Sprite:
0 = Up
1 = Right
2 = Down
3 = Left
4: Condition: second reference
Depends on parameter 3!
For Number:
-9999999 to 9999999 = value
For Variable Reference:
1 to 5000 = variable reference number
For Level is At Least:
1 to 99 = character level
For HP is At Least:
1 to 9999 = character HP
For Can use the ... Skill:
1 to 5000 = skill database number
For Has the Item ... Equipped:
1 to 5000 = item database number
For Afflicted with ... Condition:
1 to 5000 = condition database number
5: Condition: third reference
Depends on parameter 1!
For Variable:
0 = Equal to
1 = Greater than or Equal to
2 = Less than or Equal to
3 = Greater than
4 = Less than
5 = Not Equal to
6: Execute Custom Handler if Condition Not Met
0 = false
1 = true
Label
String parameter: not used Number parameters:
1: Label
1 to 100 = label ID
Jump to Label
String parameter: not used Number parameters:
1: Label
1 to 100 = label ID
Loop
String parameter: not used Number parameters: not used
Break out of Loop
String parameter: not used Number parameters: not used
End Event Processing
String parameter: not used Number parameters: not used
Erase Event
String parameter: not used Number parameters: not used
Call Event
String parameter: not used Number parameters:
1: Event to Call: type
0 = Common Event
1 = Map Event
2 = Event Referenced From Variables
2: Event to Call: first reference
Depends on parameter 1!
For Common Event:
1 to 5000 = common event database number
For Map Event: First option listed in event editor starts at 10005!
1 to 10000 = map event number
10005 = This Event
For Event Referenced From Variables:
1 to 5000 = variable reference number
2: Event to Call: second reference
Depends on parameter 1!
For Map Event:
1 to 100 = page number
For Event Referenced From Variables:
1 to 5000 = variable reference number
Insert Comment
String parameter: comment text Number parameters: not used
Game Over
String parameter: not used Number parameters: not used
Return to Title Screen
String parameter: not used Number parameters: not used
Change Class
String parameter: not used Number parameters: First parameter is an unknown, seemingly superfluous one!
1: Unknown
1 = ?
2: Character
1 to 5000 = hero database number
3: Class
1 to 5000 = class database number
4: Level
0 = Retain Current Level
1 = Character Becomes Level 1
5: Learned Skills
0 = No Change in Skills
1 = Add Skills up to Current Level in New Class and Delete Old Skill
2 = Add Skills up to Current Level in New Class to Old Skills
6: Base Statistics
0 = No Change in Statistics
1 = Halve Statistics
2 = Change Statistics to Level 1 in New Class
3 = Change Statistics to Current Level in New Class
7: Show Level-Up Message if Level Differs After Class Change
0 = false
1 = true
Change Battle Commands
String parameter: not used Number parameters: First parameter is an unknown, seemingly superfluous one!
1: Unknown
1 = ?
2: Hero
1 to 5000 = hero database number
3: Character
0 = (All)
1 to 5000 = battle command database number
4: option
0 = Remove
1 = Add
Change Monster HP
String parameter: not used Number parameters:
1: Monster
0 = monster 1
1 = monster 2
2 = monster 3
3 = monster 4
4 = monster 5
5 = monster 6
6 = monster 7
7 = monster 8
2: Operation
0 = increase HP
1 = decrease HP
3: Amount: type Options not listed in the order you would expect from the event editor!
0 = Specific Amount
1 = Amount Stored in
2 = Amount Equal to ... % of Current HP
4: Amount: value
Depends on parameter 3!
For Specific Amount:
1 to 9999 = value
For Amount Stored in:
1 to 5000 = variable reference number
For Amount Equal to ... % of Current HP:
1 to 999 = percentage
5: HP Reduction can Kill Target
0 = false
1 = true
Change Monster MP
String parameter: not used Number parameters:
1: Monster
0 = monster 1
1 = monster 2
2 = monster 3
3 = monster 4
4 = monster 5
5 = monster 6
6 = monster 7
7 = monster 8
2: Operation
0 = increase MP
1 = decrease MP
3: Amount: type
0 = Specific Amount
1 = Amount Stored in
4: Amount: value
Depends on parameter 3!
For Specific Amount:
1 to 9999 = value
For Amount Stored in:
1 to 5000 = variable reference number
Change Monster Condition
String parameter: not used Number parameters:
1: Monster
0 = monster 1
1 = monster 2
2 = monster 3
3 = monster 4
4 = monster 5
5 = monster 6
6 = monster 7
7 = monster 8
2: Operation
0 = add condition
1 = remove condition
3: Condition
1 to 5000 = condition database number
Show Hidden Monster
String parameter: not used Number parameters:
1: Monster to Show
0 = monster 1
1 = monster 2
2 = monster 3
3 = monster 4
4 = monster 5
5 = monster 6
6 = monster 7
7 = monster 8
Change Battle Background
String parameter: image file name without extension Number parameters: not used
Show Battle Animation (in battle)
String parameter: not used Number parameters: Parameters are not what you would expect from the event editor!
Strangely, this command seems to have two redundant systems for targeting. Parameters 2
and 4 are used together to express which member(s) of a side (monsters or heroes) and
which side should be targeted. Parameter 5 expresses this information in a single
number. Changing parameter 5 seems to have no effect on the command's behavior, however.
1: Animation
1 to 5000 = animation database number
2: Target: side-agnostic number
Depends on parameter 4!
For monsters:
-1 = all monsters
0 = monster 1
1 = monster 2
2 = monster 3
3 = monster 4
4 = monster 5
5 = monster 6
6 = monster 7
7 = monster 8
For heroes:
-1 = all heroes
1 to 5000 = hero database number
3: Halt Processing Until Animation Ends
0 = false
1 = true
4: Target: side
0 = monsters
1 = heroes
5: Target: side-aware number
-1 = all monsters
0 = monster 1
1 = monster 2
2 = monster 3
3 = monster 4
4 = monster 5
5 = monster 6
6 = monster 7
7 = monster 8
8 = all heroes
9 to 5008 = hero database number + 8
Enable Combo
String parameter: not used Number parameters:
1: Target Hero
1 to 5000 = hero database number
2: Target Battle Command
1 to 5000 = battle command database number
3: Number of Repetitions
1 to 8 = value
Force Flee
String parameter: not used Number parameters:
1: Target: type
0 = Party Flees
1 = All Monsters Flee
2 = Only This Monster Flees
2: Target: monster number
Depends on parameter 1!
For Only This Monster Flees:
0 = monster 1
1 = monster 2
2 = monster 3
3 = monster 4
4 = monster 5
5 = monster 6
6 = monster 7
7 = monster 8
3: Ignore if Target is Surrounded
0 = false
1 = true
Conditional Branch (in battle)
String parameter: not used Number parameters:
1: Condition: first type
0 = Switch
1 = Variable
2 = Hero ... is able to act
3 = Monster ... is able to act
4 = Monster ... is the current target
5 = Hero ... uses the ... battle command
2: Condition: first reference
Depends on parameter 1!
For Switch:
1 to 5000 = switch number
For Variable:
1 to 5000 = variable reference number
For Hero ... is able to act:
1 to 5000 = hero database number
For Monster ... is able to act:
0 = monster 1
1 = monster 2
2 = monster 3
3 = monster 4
4 = monster 5
5 = monster 6
6 = monster 7
7 = monster 8
For Monster ... is the current target:
0 = monster 1
1 = monster 2
2 = monster 3
3 = monster 4
4 = monster 5
5 = monster 6
6 = monster 7
7 = monster 8
For Hero ... uses the ... battle command:
1 to 5000 = hero database number
3: Condition: second type/second reference
Depends on parameter 1!
For Switch:
0 = ON
1 = OFF
For Variable:
0 = Number
1 = Variable Reference
For Hero ... uses the ... battle command:
1 to 5000 = battle command database number
4: Condition: second reference
Depends on parameter 3!
For Number:
-9999999 to 9999999 = value
For Variable Reference:
1 to 5000 = variable reference number
5: Condition: third reference
Depends on parameter 1!
For Variable:
0 = Equal to
1 = Greater than or Equal to
2 = Less than or Equal to
3 = Greater than
4 = Less than
5 = Not Equal to
6: Execute Custom Handler if Condition is Not Met
0 = false
1 = true
Call Common Event
String parameter: not used Number parameters:
1: Event to Call
1 to 5000 = common event database number
End Battle
String parameter: not used Number parameters: not used