1Structure,Field,Size Field?,Type,Index,Default Value,PersistIfDefault,Is2k3,Comment 2Learning,level,f,Int32,0x01,1,0,0,Integer 3Learning,skill_id,f,Ref<Skill>,0x02,1,0,0,Integer 4Actor,name,f,DBString,0x01,,0,0,String 5Actor,title,f,DBString,0x02,,0,0,String 6Actor,character_name,f,DBString,0x03,,0,0,String 7Actor,character_index,f,Int32,0x04,0,0,0,Integer 8Actor,transparent,f,Boolean,0x05,False,0,0,Flag 9Actor,initial_level,f,Int32,0x07,1,0,0,Integer 10Actor,final_level,f,Int32,0x08,50|99,0,0,Integer 11Actor,critical_hit,f,Boolean,0x09,True,0,0,Flag 12Actor,critical_hit_chance,f,Int32,0x0A,30,0,0,Integer 13Actor,face_name,f,DBString,0x0F,,0,0,String 14Actor,face_index,f,Int32,0x10,0,0,0,Integer 15Actor,two_weapon,f,Boolean,0x15,False,0,0,Flag 16Actor,lock_equipment,f,Boolean,0x16,False,0,0,Flag 17Actor,auto_battle,f,Boolean,0x17,False,0,0,Flag 18Actor,super_guard,f,Boolean,0x18,False,0,0,Flag 19Actor,parameters,f,Parameters,0x1F,,1,0,Array x 6 - Short 20Actor,exp_base,f,Int32,0x29,30|300,0,0,Integer 21Actor,exp_inflation,f,Int32,0x2A,30|300,0,0,Integer 22Actor,exp_correction,f,Int32,0x2B,0,0,0,Integer 23Actor,initial_equipment,f,Equipment,0x33,,1,0,Integer x 5 24Actor,unarmed_animation,f,Ref<Animation>,0x38,1,0,0,Integer 25Actor,class_id,f,Ref<Class>,0x39,0,0,1,Integer - RPG2003 26Actor,battle_x,f,Int32,0x3B,220,0,1,Integer - RPG2003 27Actor,battle_y,f,Int32,0x3C,120,0,1,Integer - RPG2003 28Actor,battler_animation,f,Ref<BattlerAnimation>,0x3E,1,0,1,Integer - RPG2003 29Actor,skills,f,Array<Learning>,0x3F,,1,0,Array - rpg::Learning 30Actor,rename_skill,f,Boolean,0x42,False,0,0,Flag 31Actor,skill_name,f,DBString,0x43,,0,0,String 32Actor,state_ranks,t,Vector<UInt8>,0x47,,0,0,Integer 33Actor,state_ranks,f,Vector<UInt8>,0x48,,1,0,Array - Short 34Actor,attribute_ranks,t,Vector<UInt8>,0x49,,0,0,Integer 35Actor,attribute_ranks,f,Vector<UInt8>,0x4A,,1,0,Array - Short 36Actor,battle_commands,f,Vector<Ref<BattleCommand:Int32>>,0x50,,1,1,Array - rpg::BattleCommand - RPG2003 37Sound,name,f,String,0x01,"""(OFF)""",1,0,String 38Sound,volume,f,Int32,0x03,100,0,0,Integer 39Sound,tempo,f,Int32,0x04,100,0,0,Integer 40Sound,balance,f,Int32,0x05,50,0,0,Integer 41AnimationTiming,frame,f,Int32,0x01,0,0,0,Integer 42AnimationTiming,se,f,Sound,0x02,,1,0,rpg::Sound 43AnimationTiming,flash_scope,f,Enum<AnimationTiming_FlashScope>,0x03,0,1,0,Integer 44AnimationTiming,flash_red,f,Int32,0x04,31,0,0,Integer 45AnimationTiming,flash_green,f,Int32,0x05,31,0,0,Integer 46AnimationTiming,flash_blue,f,Int32,0x06,31,0,0,Integer 47AnimationTiming,flash_power,f,Int32,0x07,31,0,0,Integer 48AnimationTiming,screen_shake,f,Enum<AnimationTiming_ScreenShake>,0x08,0,0,0,Integer - This field RPG2003 only but commonly found in some 2k LDB's. We disable the is2k3 field on purpose because if its defaulted in 2k it won't be written anyway. 49AnimationCellData,valid,f,Int32,0x01,1,0,0,Bool 50AnimationCellData,cell_id,f,Int32,0x02,0,0,0,Integer 51AnimationCellData,x,f,Int32,0x03,0,0,0,Integer 52AnimationCellData,y,f,Int32,0x04,0,0,0,Integer 53AnimationCellData,zoom,f,Int32,0x05,100,0,0,Integer 54AnimationCellData,tone_red,f,Int32,0x06,100,0,0,Integer 55AnimationCellData,tone_green,f,Int32,0x07,100,0,0,Integer 56AnimationCellData,tone_blue,f,Int32,0x08,100,0,0,Integer 57AnimationCellData,tone_gray,f,Int32,0x09,100,0,0,Integer 58AnimationCellData,transparency,f,Int32,0x0A,0,0,0,Integer 59AnimationFrame,cells,f,Array<AnimationCellData>,0x01,,1,0,Array - rpg::AnimationCellData 60Animation,name,f,DBString,0x01,,0,0,String 61Animation,animation_name,f,DBString,0x02,,0,0,String 62Animation,large,f,Boolean,0x03,False,0,0,Battle2 animation when true 63Animation,timings,f,Array<AnimationTiming>,0x06,,1,0,Array - rpg::AnimationTiming 64Animation,scope,f,Enum<Animation_Scope>,0x09,0,1,0,Integer 65Animation,position,f,Enum<Animation_Position>,0x0A,2,1,0,Integer 66Animation,frames,f,Array<AnimationFrame>,0x0C,,1,0,Array - rpg::AnimationFrames 67Attribute,name,f,DBString,0x01,,0,0,String 68Attribute,type,f,Enum<Attribute_Type>,0x02,0,1,0,Integer 69Attribute,a_rate,f,Int32,0x0B,300,0,0,Integer 70Attribute,b_rate,f,Int32,0x0C,200,0,0,Integer 71Attribute,c_rate,f,Int32,0x0D,100,0,0,Integer 72Attribute,d_rate,f,Int32,0x0E,50,0,0,Integer 73Attribute,e_rate,f,Int32,0x0F,0,0,0,Integer 74BattleCommand,name,f,DBString,0x01,,1,0,String 75BattleCommand,type,f,Enum<BattleCommand_Type>,0x02,0,0,0,Integer 76BattleCommands,placement,f,Enum<BattleCommands_Placement>,0x02,0,0,0,Integer 77BattleCommands,death_handler_unused,f,Boolean,0x04,0,0,1,Set by the RM2k3 Editor when you enable death handler; but has no effect in RPG_RT. 78BattleCommands,row,f,Enum<BattleCommands_RowShown>,0x06,0,0,0,Integer 79BattleCommands,battle_type,f,Enum<BattleCommands_BattleType>,0x07,0,0,0,Integer 80BattleCommands,unused_display_normal_parameters,f,Boolean,0x09,True,0,0,Unused hidden checkbox Display normal parameters in RPG2003's battle settings tab 81BattleCommands,commands,f,Array<BattleCommand>,0x0A,,1,0,Array - rpg::BattleCommand 82BattleCommands,death_handler,f,Boolean,0x0F,0,0,1,True if a 2k3 random encounter death handler is active 83BattleCommands,death_event,f,Ref<CommonEvent>,0x10,1,0,0,Integer 84BattleCommands,window_size,f,Enum<BattleCommands_WindowSize>,0x14,0,0,0,Integer 85BattleCommands,transparency,f,Enum<BattleCommands_Transparency>,0x18,0,0,0,Integer 86BattleCommands,death_teleport,f,Boolean,0x19,False,0,0,Integer 87BattleCommands,death_teleport_id,f,Ref<Map>,0x1A,1,0,0,Integer 88BattleCommands,death_teleport_x,f,Int32,0x1B,0,0,0,Integer 89BattleCommands,death_teleport_y,f,Int32,0x1C,0,0,0,Integer 90BattleCommands,death_teleport_face,f,Enum<BattleCommands_Facing>,0x1D,0,0,0,Integer 91BattlerAnimation,name,f,DBString,0x01,,0,1,String 92BattlerAnimation,speed,f,Enum<BattlerAnimation_Speed>,0x02,20,0,1,Integer 93BattlerAnimation,poses,f,Array<BattlerAnimationPose>,0x0A,,1,1,Array - rpg::BattlerAnimationPose 94BattlerAnimation,weapons,f,Array<BattlerAnimationWeapon>,0x0B,,1,1,Array - rpg::BattlerAnimationWeapon 95BattlerAnimationItemSkill,unknown02,f,Int32,0x02,0,0,1, 96BattlerAnimationItemSkill,type,f,Enum<BattlerAnimationItemSkill_AnimType>,0x03,0,0,1, 97BattlerAnimationItemSkill,weapon_animation_id,f,Ref<BattlerAnimationWeapon>,0x04,0,0,1, 98BattlerAnimationItemSkill,movement,f,Enum<BattlerAnimationItemSkill_Movement>,0x05,0,0,1, 99BattlerAnimationItemSkill,after_image,f,Enum<BattlerAnimationItemSkill_Afterimage>,0x06,0,0,1, 100BattlerAnimationItemSkill,attacks,f,Int32,0x07,0,0,1, 101BattlerAnimationItemSkill,ranged,f,Boolean,0x08,False,0,1, 102BattlerAnimationItemSkill,ranged_animation_id,f,Ref<BattlerAnimationWeapon>,0x09,0,0,1, 103BattlerAnimationItemSkill,ranged_speed,f,Enum<BattlerAnimationItemSkill_Speed>,0x0C,0,0,1, 104BattlerAnimationItemSkill,battle_animation_id,f,Ref<Animation>,0x0D,1,0,1, 105BattlerAnimationItemSkill,pose,f,Ref<BattlerAnimationPose>,0x0E,3,0,1, 106BattlerAnimationPose,name,f,DBString,0x01,,0,1,String 107BattlerAnimationPose,battler_name,f,DBString,0x02,,0,1,String 108BattlerAnimationPose,battler_index,f,Int32,0x03,0,0,1,Integer 109BattlerAnimationPose,animation_type,f,Enum<BattlerAnimationPose_AnimType>,0x04,0,0,1,Integer 110BattlerAnimationPose,battle_animation_id,f,Ref<Animation>,0x05,1,0,1,Integer 111BattlerAnimationWeapon,name,f,DBString,0x01,,0,1,String 112BattlerAnimationWeapon,weapon_name,f,DBString,0x02,,0,1,String 113BattlerAnimationWeapon,weapon_index,f,Int32,0x03,0,0,1,Integer 114Chipset,name,f,DBString,0x01,,0,0,String 115Chipset,chipset_name,f,DBString,0x02,,0,0,String 116Chipset,terrain_data,f,Vector<Int16>,0x03,[1]*162,0,0,Array - Short x 162 117Chipset,passable_data_lower,f,Vector<UInt8>,0x04,[15]*162,0,0,Array - Bitflag x 162 118Chipset,passable_data_upper,f,Vector<UInt8>,0x05,[31]+[15]*143,0,0,Array - Bitflag x 144 119Chipset,animation_type,f,Enum<Chipset_AnimType>,0x0B,0,0,0,Integer 120Chipset,animation_speed,f,Int32,0x0C,0,0,0,Integer 121Class,name,f,DBString,0x01,,0,0,String 122Class,two_weapon,f,Boolean,0x15,False,0,0,Flag 123Class,lock_equipment,f,Boolean,0x16,False,0,0,Flag 124Class,auto_battle,f,Boolean,0x17,False,0,0,Flag 125Class,super_guard,f,Boolean,0x18,False,0,0,Flag 126Class,parameters,f,Parameters,0x1F,,0,0,Array x 6 - Short 127Class,exp_base,f,Int32,0x29,300,0,0,Integer 128Class,exp_inflation,f,Int32,0x2A,300,0,0,Integer 129Class,exp_correction,f,Int32,0x2B,0,0,0,Integer 130Class,battler_animation,f,Ref<Animation>,0x3E,0,0,0,Integer 131Class,skills,f,Array<Learning>,0x3F,,1,0,Array - rpg::Learning 132Class,state_ranks,t,Vector<UInt8>,0x47,,0,0,Integer 133Class,state_ranks,f,Vector<UInt8>,0x48,,1,0,Array - Short 134Class,attribute_ranks,t,Vector<UInt8>,0x49,,0,0,Integer 135Class,attribute_ranks,f,Vector<UInt8>,0x4A,,1,0,Array - Short 136Class,battle_commands,f,Vector<Ref<BattleCommand:Int32>>,0x50,,1,0,Array - Uint32 137CommonEvent,name,f,DBString,0x01,,0,0,String 138CommonEvent,trigger,f,Enum<CommonEvent_Trigger>,0x0B,0,0,0,Integer 139CommonEvent,switch_flag,f,Boolean,0x0C,False,0,0,Flag 140CommonEvent,switch_id,f,Ref<Switch>,0x0D,1,0,0,Integer 141CommonEvent,event_commands,t,Vector<EventCommand>,0x15,,1,0,Integer 142CommonEvent,event_commands,f,Vector<EventCommand>,0x16,,1,0,Array - rpg::EventCommand 143Skill,name,f,DBString,0x01,,0,0,String 144Skill,description,f,DBString,0x02,,0,0,String 145Skill,using_message1,f,DBString,0x03,,0,0,String - RPG2000 146Skill,using_message2,f,DBString,0x04,,0,0,String - RPG2000 147Skill,failure_message,f,Int32,0x07,0,0,0,Integer - RPG2000 148Skill,type,f,Enum<Skill_Type>,0x08,0,1,0,Integer 149Skill,sp_type,f,Enum<Skill_SpType>,0x09,0,0,1,Integer - RPG2003 150Skill,sp_percent,f,Int32,0x0A,0,0,1,Integer - RPG2003 151Skill,sp_cost,f,Int32,0x0B,0,0,0,Integer 152Skill,scope,f,Enum<Skill_Scope>,0x0C,0,1,0,Integer 153Skill,switch_id,f,Ref<Switch>,0x0D,1,0,0,Integer 154Skill,animation_id,f,Ref<Animation>,0x0E,1,0,0,Integer 155Skill,sound_effect,f,Sound,0x10,,1,0,rpg::Sound 156Skill,occasion_field,f,Boolean,0x12,True,0,0,Flag 157Skill,occasion_battle,f,Boolean,0x13,False,0,0,Flag 158Skill,reverse_state_effect,f,Boolean,0x14,False,0,1,Flag - RPG2003 159Skill,physical_rate,f,Int32,0x15,0,0,0,Integer 160Skill,magical_rate,f,Int32,0x16,3,0,0,Integer 161Skill,variance,f,Int32,0x17,4,0,0,Integer 162Skill,power,f,Int32,0x18,0,0,0,Integer 163Skill,hit,f,Int32,0x19,100,0,0,Integer 164Skill,affect_hp,f,Boolean,0x1F,False,0,0,Flag 165Skill,affect_sp,f,Boolean,0x20,False,0,0,Flag 166Skill,affect_attack,f,Boolean,0x21,False,0,0,Flag 167Skill,affect_defense,f,Boolean,0x22,False,0,0,Flag 168Skill,affect_spirit,f,Boolean,0x23,False,0,0,Flag 169Skill,affect_agility,f,Boolean,0x24,False,0,0,Flag 170Skill,absorb_damage,f,Boolean,0x25,False,0,0,Flag 171Skill,ignore_defense,f,Boolean,0x26,False,0,0,Flag 172Skill,state_effects,t,DBBitArray,0x29,,0,0,Integer 173Skill,state_effects,f,DBBitArray,0x2A,,1,0,Array - Flag 174Skill,attribute_effects,t,DBBitArray,0x2B,,0,0,Integer 175Skill,attribute_effects,f,DBBitArray,0x2C,,1,0,Array - Flag 176Skill,affect_attr_defence,f,Boolean,0x2D,False,0,0,Flag 177Skill,battler_animation,f,Ref<Actor>,0x31,-1,0,1,Integer - RPG2003 178Skill,battler_animation_data,f,Array<BattlerAnimationItemSkill:Ref<Actor>>,0x32,,1,1,? - RPG2003 179Item,name,f,DBString,0x01,,0,0,String 180Item,description,f,DBString,0x02,,0,0,String 181Item,type,f,Enum<Item_Type>,0x03,0,1,0,Integer 182Item,price,f,Int32,0x05,0,0,0,Integer 183Item,uses,f,Int32,0x06,1,0,0,Integer 184Item,atk_points1,f,Int32,0x0B,0,0,0,Integer 185Item,def_points1,f,Int32,0x0C,0,0,0,Integer 186Item,spi_points1,f,Int32,0x0D,0,0,0,Integer 187Item,agi_points1,f,Int32,0x0E,0,0,0,Integer 188Item,two_handed,f,Boolean,0x0F,False,1,0,Flag 189Item,sp_cost,f,Int32,0x10,0,0,0,Integer 190Item,hit,f,Int32,0x11,90,0,0,Integer 191Item,critical_hit,f,Int32,0x12,0,0,0,Integer 192Item,animation_id,f,Ref<Animation>,0x14,1,0,0,Integer 193Item,preemptive,f,Boolean,0x15,False,0,0,Flag 194Item,dual_attack,f,Boolean,0x16,False,0,0,Flag 195Item,attack_all,f,Boolean,0x17,False,0,0,Flag 196Item,ignore_evasion,f,Boolean,0x18,False,0,0,Flag 197Item,prevent_critical,f,Boolean,0x19,False,0,0,Flag 198Item,raise_evasion,f,Boolean,0x1A,False,0,0,Flag 199Item,half_sp_cost,f,Boolean,0x1B,False,0,0,Flag 200Item,no_terrain_damage,f,Boolean,0x1C,False,0,0,Flag 201Item,cursed,f,Boolean,0x1D,False,0,1,Flag - RPG2003 202Item,entire_party,f,Boolean,0x1F,False,1,0,Flag 203Item,recover_hp_rate,f,Int32,0x20,0,0,0,Integer 204Item,recover_hp,f,Int32,0x21,0,0,0,Integer 205Item,recover_sp_rate,f,Int32,0x22,0,0,0,Integer 206Item,recover_sp,f,Int32,0x23,0,0,0,Integer 207Item,occasion_field1,f,Boolean,0x25,False,0,0,Flag 208Item,ko_only,f,Boolean,0x26,False,0,0,Flag 209Item,max_hp_points,f,Int32,0x29,0,0,0,Integer 210Item,max_sp_points,f,Int32,0x2A,0,0,0,Integer 211Item,atk_points2,f,Int32,0x2B,0,0,0,Integer 212Item,def_points2,f,Int32,0x2C,0,0,0,Integer 213Item,spi_points2,f,Int32,0x2D,0,0,0,Integer 214Item,agi_points2,f,Int32,0x2E,0,0,0,Integer 215Item,using_message,f,Int32,0x33,0,1,0,Integer 216Item,skill_id,f,Ref<Skill>,0x35,1,0,0,Integer 217Item,switch_id,f,Ref<Switch>,0x37,1,0,0,Integer 218Item,occasion_field2,f,Boolean,0x39,True,0,0,Flag 219Item,occasion_battle,f,Boolean,0x3A,False,0,0,Flag 220Item,actor_set,t,DBBitArray,0x3D,,0,0,Integer 221Item,actor_set,f,DBBitArray,0x3E,,1,0,Array - Flag 222Item,state_set,t,DBBitArray,0x3F,,0,0,Integer 223Item,state_set,f,DBBitArray,0x40,,1,0,Array - Flag 224Item,attribute_set,t,DBBitArray,0x41,,0,0,Integer 225Item,attribute_set,f,DBBitArray,0x42,,1,0,Array - Flag 226Item,state_chance,f,Int32,0x43,0,0,0,Integer 227Item,reverse_state_effect,f,Boolean,0x44,False,0,0,Flag 228Item,weapon_animation,f,Ref<Actor>,0x45,-1,0,1,Integer - RPG2003 229Item,animation_data,f,Array<BattlerAnimationItemSkill:Ref<Actor>>,0x46,,1,1,Array - RPG2003 230Item,use_skill,f,Boolean,0x47,False,0,1,Flag - RPG2003 231Item,class_set,t,DBBitArray,0x48,,0,1,Integer - RPG2003 232Item,class_set,f,DBBitArray,0x49,,1,1,Array - Flag - RPG2003 233Item,ranged_trajectory,f,Enum<Item_Trajectory>,0x4B,0,0,0,Integer 234Item,ranged_target,f,Enum<Item_Target>,0x4C,0,0,0,Integer 235EnemyAction,kind,f,Enum<EnemyAction_Kind>,0x01,0,1,0,Integer 236EnemyAction,basic,f,Enum<EnemyAction_Basic>,0x02,1,1,0,Integer 237EnemyAction,skill_id,f,Ref<Skill>,0x03,1,0,0,Integer 238EnemyAction,enemy_id,f,Ref<Enemy>,0x04,1,0,0,Integer 239EnemyAction,condition_type,f,Enum<EnemyAction_ConditionType>,0x05,0,1,0,Integer 240EnemyAction,condition_param1,f,Int32,0x06,0,0,0,Integer 241EnemyAction,condition_param2,f,Int32,0x07,0,0,0,Integer 242EnemyAction,switch_id,f,Ref<Switch>,0x08,1,0,0,Integer 243EnemyAction,switch_on,f,Boolean,0x09,False,0,0,Flag 244EnemyAction,switch_on_id,f,Ref<Switch>,0x0A,1,0,0,Integer 245EnemyAction,switch_off,f,Boolean,0x0B,False,0,0,Flag 246EnemyAction,switch_off_id,f,Ref<Switch>,0x0C,1,0,0,Integer 247EnemyAction,rating,f,Int32,0x0D,50,0,0,Integer 248Enemy,name,f,DBString,0x01,,0,0,String 249Enemy,battler_name,f,DBString,0x02,,0,0,String 250Enemy,battler_hue,f,Int32,0x03,0,0,0,Integer 251Enemy,max_hp,f,Int32,0x04,10,0,0,Integer 252Enemy,max_sp,f,Int32,0x05,10,0,0,Integer 253Enemy,attack,f,Int32,0x06,10,0,0,Integer 254Enemy,defense,f,Int32,0x07,10,0,0,Integer 255Enemy,spirit,f,Int32,0x08,10,0,0,Integer 256Enemy,agility,f,Int32,0x09,10,0,0,Integer 257Enemy,transparent,f,Boolean,0x0A,False,0,0,Flag 258Enemy,exp,f,Int32,0x0B,0,0,0,Integer 259Enemy,gold,f,Int32,0x0C,0,0,0,Integer 260Enemy,drop_id,f,Ref<Item>,0x0D,0,0,0,Integer 261Enemy,drop_prob,f,Int32,0x0E,100,0,0,Integer 262Enemy,critical_hit,f,Boolean,0x15,False,0,0,Flag 263Enemy,critical_hit_chance,f,Int32,0x16,30,0,0,Integer 264Enemy,miss,f,Boolean,0x1A,False,0,0,Flag 265Enemy,levitate,f,Boolean,0x1C,False,0,0,Flag 266Enemy,state_ranks,t,Vector<UInt8>,0x1F,,0,0,Integer 267Enemy,state_ranks,f,Vector<UInt8>,0x20,,1,0,Array - Short 268Enemy,attribute_ranks,t,Vector<UInt8>,0x21,,0,0,Integer 269Enemy,attribute_ranks,f,Vector<UInt8>,0x22,,1,0,Array - Short 270Enemy,actions,f,Array<EnemyAction>,0x2A,,1,0,Array - rpg::EnemyAction 271TroopMember,enemy_id,f,Ref<Enemy>,0x01,1,0,0,Integer 272TroopMember,x,f,Int32,0x02,0,0,0,Integer 273TroopMember,y,f,Int32,0x03,0,0,0,Integer 274TroopMember,invisible,f,Boolean,0x04,False,0,0,Flag 275TroopPageCondition,flags,f,TroopPageCondition_Flags,0x01,,1,0,Bitflag - x 2 if RPG2003 276TroopPageCondition,switch_a_id,f,Ref<Switch>,0x02,1,0,0,Integer 277TroopPageCondition,switch_b_id,f,Ref<Switch>,0x03,1,0,0,Integer 278TroopPageCondition,variable_id,f,Ref<Variable>,0x04,1,0,0,Integer 279TroopPageCondition,variable_value,f,Int32,0x05,0,0,0,Integer 280TroopPageCondition,turn_a,f,Int32,0x06,0,0,0,Integer 281TroopPageCondition,turn_b,f,Int32,0x07,0,0,0,Integer 282TroopPageCondition,fatigue_min,f,Int32,0x08,0,0,0,Integer 283TroopPageCondition,fatigue_max,f,Int32,0x09,100,0,0,Integer 284TroopPageCondition,enemy_id,f,Int32,0x0A,0,0,0,Integer 285TroopPageCondition,enemy_hp_min,f,Int32,0x0B,0,0,0,Integer 286TroopPageCondition,enemy_hp_max,f,Int32,0x0C,100,0,0,Integer 287TroopPageCondition,actor_id,f,Ref<Actor>,0x0D,1,0,0,Integer 288TroopPageCondition,actor_hp_min,f,Int32,0x0E,0,0,0,Integer 289TroopPageCondition,actor_hp_max,f,Int32,0x0F,100,0,0,Integer 290TroopPageCondition,turn_enemy_id,f,Int32,0x10,0,0,1,Integer - RPG2003 291TroopPageCondition,turn_enemy_a,f,Int32,0x11,0,0,1,Integer - RPG2003 292TroopPageCondition,turn_enemy_b,f,Int32,0x12,0,0,1,Integer - RPG2003 293TroopPageCondition,turn_actor_id,f,Ref<Actor>,0x13,1,0,1,Integer - RPG2003 294TroopPageCondition,turn_actor_a,f,Int32,0x14,0,0,1,Integer - RPG2003 295TroopPageCondition,turn_actor_b,f,Int32,0x15,0,0,1,Integer - RPG2003 296TroopPageCondition,command_actor_id,f,Ref<Actor>,0x16,1,0,1,Integer - RPG2003 297TroopPageCondition,command_id,f,Ref<BattleCommand>,0x17,1,0,1,Integer - RPG2003 298TroopPage,condition,f,TroopPageCondition,0x02,,1,0,rpg::TroopPageCondition 299TroopPage,event_commands,t,Vector<EventCommand>,0x0B,,1,0,Integer 300TroopPage,event_commands,f,Vector<EventCommand>,0x0C,,1,0,Array - rpg::EventCommand 301Troop,name,f,DBString,0x01,,0,0,String 302Troop,members,f,Array<TroopMember>,0x02,,1,0,Array - rpg::TroopMember 303Troop,auto_alignment,f,Boolean,0x03,False,0,1,Flag 304Troop,terrain_set,t,DBBitArray,0x04,,0,0,Integer 305Troop,terrain_set,f,DBBitArray,0x05,,1,0,Array - Flag 306Troop,appear_randomly,f,Boolean,0x06,False,0,1,Flag 307Troop,pages,f,Array<TroopPage>,0x0B,,1,0,Array - rpg::TroopPage 308Terrain,name,f,DBString,0x01,,0,0,String 309Terrain,damage,f,Int32,0x02,0,0,0,Integer 310Terrain,encounter_rate,f,Int32,0x03,100,0,0,Integer 311Terrain,background_name,f,DBString,0x04,,0,0,String 312Terrain,boat_pass,f,Boolean,0x05,False,0,0,Flag 313Terrain,ship_pass,f,Boolean,0x06,False,0,0,Flag 314Terrain,airship_pass,f,Boolean,0x07,True,0,0,Flag 315Terrain,airship_land,f,Boolean,0x09,True,0,0,Flag 316Terrain,bush_depth,f,Enum<Terrain_BushDepth>,0x0B,0,1,0,Integer 317Terrain,footstep,f,Sound,0x0F,,1,1,rpg::Sound - RPG2003 318Terrain,on_damage_se,f,Boolean,0x10,False,0,1,Flag - RPG2003 319Terrain,background_type,f,Enum<Terrain_BGAssociation>,0x11,0,0,1,Integer - RPG2003 320Terrain,background_a_name,f,DBString,0x15,,0,1,String - RPG2003 321Terrain,background_a_scrollh,f,Boolean,0x16,False,0,1,Flag - RPG2003 322Terrain,background_a_scrollv,f,Boolean,0x17,False,0,1,Flag - RPG2003 323Terrain,background_a_scrollh_speed,f,Int32,0x18,0,0,1,Integer - RPG2003 324Terrain,background_a_scrollv_speed,f,Int32,0x19,0,0,1,Integer - RPG2003 325Terrain,background_b,f,Boolean,0x1E,False,0,1,Flag - RPG2003 326Terrain,background_b_name,f,DBString,0x1F,,0,1,String - RPG2003 327Terrain,background_b_scrollh,f,Boolean,0x20,False,0,1,Flag - RPG2003 328Terrain,background_b_scrollv,f,Boolean,0x21,False,0,1,Flag - RPG2003 329Terrain,background_b_scrollh_speed,f,Int32,0x22,0,0,1,Integer - RPG2003 330Terrain,background_b_scrollv_speed,f,Int32,0x23,0,0,1,Integer - RPG2003 331Terrain,special_flags,f,Terrain_Flags,0x28,,0,1,Bitflag - RPG2003 332Terrain,special_back_party,f,Int32,0x29,15,0,1,Integer - RPG2003 333Terrain,special_back_enemies,f,Int32,0x2A,10,0,1,Integer - RPG2003 334Terrain,special_lateral_party,f,Int32,0x2B,10,0,1,Integer - RPG2003 335Terrain,special_lateral_enemies,f,Int32,0x2C,5,0,1,Integer - RPG2003 336Terrain,grid_location,f,Int32,0x2D,0,0,1,Integer - RPG2003 337Terrain,grid_top_y,f,Int32,0x2E,120,0,1,Integer - RPG2003 338Terrain,grid_elongation,f,Int32,0x2F,392,0,1,Integer - RPG2003 339Terrain,grid_inclination,f,Int32,0x30,16000,0,1,Integer - RPG2003 340State,name,f,DBString,0x01,,0,0,String 341State,type,f,Enum<State_Persistence>,0x02,0,1,0,Integer 342State,color,f,Int32,0x03,6,0,0,Integer 343State,priority,f,Int32,0x04,50,0,0,Integer 344State,restriction,f,Enum<State_Restriction>,0x05,0,1,0,Integer 345State,a_rate,f,Int32,0x0B,100,0,0,Integer 346State,b_rate,f,Int32,0x0C,80,0,0,Integer 347State,c_rate,f,Int32,0x0D,60,0,0,Integer 348State,d_rate,f,Int32,0x0E,30,0,0,Integer 349State,e_rate,f,Int32,0x0F,0,0,0,Integer 350State,hold_turn,f,Int32,0x15,0,0,0,Integer 351State,auto_release_prob,f,Int32,0x16,0,0,0,Integer 352State,release_by_damage,f,Int32,0x17,0,0,0,Integer 353State,affect_type,f,Enum<State_AffectType>,0x1E,0,0,1,Integer - RPG2003 354State,affect_attack,f,Boolean,0x1F,False,0,0,Flag 355State,affect_defense,f,Boolean,0x20,False,0,0,Flag 356State,affect_spirit,f,Boolean,0x21,False,0,0,Flag 357State,affect_agility,f,Boolean,0x22,False,0,0,Flag 358State,reduce_hit_ratio,f,Int32,0x23,100,0,0,Integer 359State,avoid_attacks,f,Boolean,0x24,False,0,1,Flag - RPG2003 360State,reflect_magic,f,Boolean,0x25,False,0,1,Flag - RPG2003 361State,cursed,f,Boolean,0x26,False,0,1,Flag - RPG2003 362State,battler_animation_id,f,Ref<Animation>,0x27,100,0,1,Integer - RPG2003 363State,restrict_skill,f,Boolean,0x29,False,0,0,Flag 364State,restrict_skill_level,f,Int32,0x2A,0,0,0,Integer 365State,restrict_magic,f,Boolean,0x2B,False,0,0,Flag 366State,restrict_magic_level,f,Int32,0x2C,0,0,0,Integer 367State,hp_change_type,f,Enum<State_ChangeType>,0x2D,0,0,0,Integer 368State,sp_change_type,f,Enum<State_ChangeType>,0x2E,0,0,0,Integer 369State,message_actor,f,DBString,0x33,,0,0,String 370State,message_enemy,f,DBString,0x34,,0,0,String 371State,message_already,f,DBString,0x35,,0,0,String 372State,message_affected,f,DBString,0x36,,0,0,String 373State,message_recovery,f,DBString,0x37,,0,0,String 374State,hp_change_max,f,Int32,0x3D,0,0,0,Integer 375State,hp_change_val,f,Int32,0x3E,0,0,0,Integer 376State,hp_change_map_steps,f,Int32,0x3F,0,0,0,Integer 377State,hp_change_map_val,f,Int32,0x40,0,0,0,Integer 378State,sp_change_max,f,Int32,0x41,0,0,0,Integer 379State,sp_change_val,f,Int32,0x42,0,0,0,Integer 380State,sp_change_map_steps,f,Int32,0x43,0,0,0,Integer 381State,sp_change_map_val,f,Int32,0x44,0,0,0,Integer 382Terms,encounter,f,DBString,0x01,,1,0,String 383Terms,special_combat,f,DBString,0x02,,1,0,String 384Terms,escape_success,f,DBString,0x03,,1,0,String 385Terms,escape_failure,f,DBString,0x04,,1,0,String 386Terms,victory,f,DBString,0x05,,1,0,String 387Terms,defeat,f,DBString,0x06,,1,0,String 388Terms,exp_received,f,DBString,0x07,,1,0,String 389Terms,gold_recieved_a,f,DBString,0x08,,1,0,String 390Terms,gold_recieved_b,f,DBString,0x09,,1,0,String 391Terms,item_recieved,f,DBString,0x0A,,1,0,String 392Terms,attacking,f,DBString,0x0B,,1,0,String 393Terms,enemy_critical,f,DBString,0x0C,,1,0,String 394Terms,actor_critical,f,DBString,0x0D,,1,0,String 395Terms,defending,f,DBString,0x0E,,1,0,String 396Terms,observing,f,DBString,0x0F,,1,0,String 397Terms,focus,f,DBString,0x10,,1,0,String 398Terms,autodestruction,f,DBString,0x11,,1,0,String 399Terms,enemy_escape,f,DBString,0x12,,1,0,String 400Terms,enemy_transform,f,DBString,0x13,,1,0,String 401Terms,enemy_damaged,f,DBString,0x14,,1,0,String 402Terms,enemy_undamaged,f,DBString,0x15,,1,0,String 403Terms,actor_damaged,f,DBString,0x16,,1,0,String 404Terms,actor_undamaged,f,DBString,0x17,,1,0,String 405Terms,skill_failure_a,f,DBString,0x18,,1,0,String 406Terms,skill_failure_b,f,DBString,0x19,,1,0,String 407Terms,skill_failure_c,f,DBString,0x1A,,1,0,String 408Terms,dodge,f,DBString,0x1B,,1,0,String 409Terms,use_item,f,DBString,0x1C,,1,0,String 410Terms,hp_recovery,f,DBString,0x1D,,1,0,String 411Terms,parameter_increase,f,DBString,0x1E,,1,0,String 412Terms,parameter_decrease,f,DBString,0x1F,,1,0,String 413Terms,enemy_hp_absorbed,f,DBString,0x20,,1,0,String 414Terms,actor_hp_absorbed,f,DBString,0x21,,1,0,String 415Terms,resistance_increase,f,DBString,0x22,,1,0,String 416Terms,resistance_decrease,f,DBString,0x23,,1,0,String 417Terms,level_up,f,DBString,0x24,,1,0,String 418Terms,skill_learned,f,DBString,0x25,,1,0,String 419Terms,battle_start,f,DBString,0x26,,1,1,String 420Terms,miss,f,DBString,0x27,,1,1,String 421Terms,shop_greeting1,f,DBString,0x29,,1,0,String 422Terms,shop_regreeting1,f,DBString,0x2A,,1,0,String 423Terms,shop_buy1,f,DBString,0x2B,,1,0,String 424Terms,shop_sell1,f,DBString,0x2C,,1,0,String 425Terms,shop_leave1,f,DBString,0x2D,,1,0,String 426Terms,shop_buy_select1,f,DBString,0x2E,,1,0,String 427Terms,shop_buy_number1,f,DBString,0x2F,,1,0,String 428Terms,shop_purchased1,f,DBString,0x30,,1,0,String 429Terms,shop_sell_select1,f,DBString,0x31,,1,0,String 430Terms,shop_sell_number1,f,DBString,0x32,,1,0,String 431Terms,shop_sold1,f,DBString,0x33,,1,0,String 432Terms,shop_greeting2,f,DBString,0x36,,1,0,String 433Terms,shop_regreeting2,f,DBString,0x37,,1,0,String 434Terms,shop_buy2,f,DBString,0x38,,1,0,String 435Terms,shop_sell2,f,DBString,0x39,,1,0,String 436Terms,shop_leave2,f,DBString,0x3A,,1,0,String 437Terms,shop_buy_select2,f,DBString,0x3B,,1,0,String 438Terms,shop_buy_number2,f,DBString,0x3C,,1,0,String 439Terms,shop_purchased2,f,DBString,0x3D,,1,0,String 440Terms,shop_sell_select2,f,DBString,0x3E,,1,0,String 441Terms,shop_sell_number2,f,DBString,0x3F,,1,0,String 442Terms,shop_sold2,f,DBString,0x40,,1,0,String 443Terms,shop_greeting3,f,DBString,0x43,,1,0,String 444Terms,shop_regreeting3,f,DBString,0x44,,1,0,String 445Terms,shop_buy3,f,DBString,0x45,,1,0,String 446Terms,shop_sell3,f,DBString,0x46,,1,0,String 447Terms,shop_leave3,f,DBString,0x47,,1,0,String 448Terms,shop_buy_select3,f,DBString,0x48,,1,0,String 449Terms,shop_buy_number3,f,DBString,0x49,,1,0,String 450Terms,shop_purchased3,f,DBString,0x4A,,1,0,String 451Terms,shop_sell_select3,f,DBString,0x4B,,1,0,String 452Terms,shop_sell_number3,f,DBString,0x4C,,1,0,String 453Terms,shop_sold3,f,DBString,0x4D,,1,0,String 454Terms,inn_a_greeting_1,f,DBString,0x50,,1,0,String 455Terms,inn_a_greeting_2,f,DBString,0x51,,1,0,String 456Terms,inn_a_greeting_3,f,DBString,0x52,,1,0,String 457Terms,inn_a_accept,f,DBString,0x53,,1,0,String 458Terms,inn_a_cancel,f,DBString,0x54,,1,0,String 459Terms,inn_b_greeting_1,f,DBString,0x55,,1,0,String 460Terms,inn_b_greeting_2,f,DBString,0x56,,1,0,String 461Terms,inn_b_greeting_3,f,DBString,0x57,,1,0,String 462Terms,inn_b_accept,f,DBString,0x58,,1,0,String 463Terms,inn_b_cancel,f,DBString,0x59,,1,0,String 464Terms,possessed_items,f,DBString,0x5C,,1,0,String 465Terms,equipped_items,f,DBString,0x5D,,1,0,String 466Terms,gold,f,DBString,0x5F,,1,0,String 467Terms,battle_fight,f,DBString,0x65,,1,0,String 468Terms,battle_auto,f,DBString,0x66,,1,0,String 469Terms,battle_escape,f,DBString,0x67,,1,0,String 470Terms,command_attack,f,DBString,0x68,,1,0,String 471Terms,command_defend,f,DBString,0x69,,1,0,String 472Terms,command_item,f,DBString,0x6A,,1,0,String 473Terms,command_skill,f,DBString,0x6B,,1,0,String 474Terms,menu_equipment,f,DBString,0x6C,,1,0,String 475Terms,menu_save,f,DBString,0x6E,,1,0,String 476Terms,menu_quit,f,DBString,0x70,,1,0,String 477Terms,new_game,f,DBString,0x72,,1,0,String 478Terms,load_game,f,DBString,0x73,,1,0,String 479Terms,exit_game,f,DBString,0x75,,1,0,String 480Terms,status,f,DBString,0x76,,1,1,String 481Terms,row,f,DBString,0x77,,1,1,String 482Terms,order,f,DBString,0x78,,1,1,String 483Terms,wait_on,f,DBString,0x79,,1,1,String 484Terms,wait_off,f,DBString,0x7A,,1,1,String 485Terms,level,f,DBString,0x7B,,1,0,String 486Terms,health_points,f,DBString,0x7C,,1,0,String 487Terms,spirit_points,f,DBString,0x7D,,1,0,String 488Terms,normal_status,f,DBString,0x7E,,1,0,String 489Terms,exp_short,f,DBString,0x7F,,1,0,String - char x 2? 490Terms,lvl_short,f,DBString,0x80,,1,0,String - char x 2? 491Terms,hp_short,f,DBString,0x81,,1,0,String - char x 2? 492Terms,sp_short,f,DBString,0x82,,1,0,String - char x 2? 493Terms,sp_cost,f,DBString,0x83,,1,0,String 494Terms,attack,f,DBString,0x84,,1,0,String 495Terms,defense,f,DBString,0x85,,1,0,String 496Terms,spirit,f,DBString,0x86,,1,0,String 497Terms,agility,f,DBString,0x87,,1,0,String 498Terms,weapon,f,DBString,0x88,,1,0,String 499Terms,shield,f,DBString,0x89,,1,0,String 500Terms,armor,f,DBString,0x8A,,1,0,String 501Terms,helmet,f,DBString,0x8B,,1,0,String 502Terms,accessory,f,DBString,0x8C,,1,0,String 503Terms,save_game_message,f,DBString,0x92,,1,0,String 504Terms,load_game_message,f,DBString,0x93,,1,0,String 505Terms,file,f,DBString,0x94,,1,0,String 506Terms,exit_game_message,f,DBString,0x97,,1,0,String 507Terms,yes,f,DBString,0x98,,1,0,String 508Terms,no,f,DBString,0x99,,1,0,String 509Music,name,f,String,0x01,"""(OFF)""",1,0,String 510Music,fadein,f,Int32,0x02,0,0,0,Integer 511Music,volume,f,Int32,0x03,100,0,0,Integer 512Music,tempo,f,Int32,0x04,100,0,0,Integer 513Music,balance,f,Int32,0x05,50,0,0,Integer 514TestBattler,actor_id,f,Ref<Actor>,0x01,1,0,0,Integer 515TestBattler,level,f,Int32,0x02,1,0,0,Integer 516TestBattler,weapon_id,f,Ref<Item>,0x0B,0,0,0,Integer 517TestBattler,shield_id,f,Ref<Item>,0x0C,0,0,0,Integer 518TestBattler,armor_id,f,Ref<Item>,0x0D,0,0,0,Integer 519TestBattler,helmet_id,f,Ref<Item>,0x0E,0,0,0,Integer 520TestBattler,accessory_id,f,Ref<Item>,0x0F,0,0,0,Integer 521System,ldb_id,f,Int32,0x0A,0,0,0,Integer - RPG2003 522System,boat_name,f,DBString,0x0B,,0,0,String 523System,ship_name,f,DBString,0x0C,,0,0,String 524System,airship_name,f,DBString,0x0D,,0,0,String 525System,boat_index,f,Int32,0x0E,0,0,0,Integer 526System,ship_index,f,Int32,0x0F,0,0,0,Integer 527System,airship_index,f,Int32,0x10,0,0,0,Integer 528System,title_name,f,DBString,0x11,,0,0,String 529System,gameover_name,f,DBString,0x12,,0,0,String 530System,system_name,f,DBString,0x13,,0,0,String 531System,system2_name,f,DBString,0x14,,0,1,String - RPG2003 532System,party,t,Count<Vector<Int16>>,0x15,,0,0,Integer 533System,party,f,Vector<Int16>,0x16,"[1]",1,0,Array - Short 534System,menu_commands,t,Count<Vector<Int16>>,0x1A,,0,1,Integer - RPG2003 535System,menu_commands,f,Vector<Int16>,0x1B,"[1]",1,1,Array - Short - RPG2003 536System,title_music,f,Music,0x1F,,1,0,rpg::Music 537System,battle_music,f,Music,0x20,,1,0,rpg::Music 538System,battle_end_music,f,Music,0x21,,1,0,rpg::Music 539System,inn_music,f,Music,0x22,,1,0,rpg::Music 540System,boat_music,f,Music,0x23,,1,0,rpg::Music 541System,ship_music,f,Music,0x24,,1,0,rpg::Music 542System,airship_music,f,Music,0x25,,1,0,rpg::Music 543System,gameover_music,f,Music,0x26,,1,0,rpg::Music 544System,cursor_se,f,Sound,0x29,,1,0,rpg::Sound 545System,decision_se,f,Sound,0x2A,,1,0,rpg::Sound 546System,cancel_se,f,Sound,0x2B,,1,0,rpg::Sound 547System,buzzer_se,f,Sound,0x2C,,1,0,rpg::Sound 548System,battle_se,f,Sound,0x2D,,1,0,rpg::Sound 549System,escape_se,f,Sound,0x2E,,1,0,rpg::Sound 550System,enemy_attack_se,f,Sound,0x2F,,1,0,rpg::Sound 551System,enemy_damaged_se,f,Sound,0x30,,1,0,rpg::Sound 552System,actor_damaged_se,f,Sound,0x31,,1,0,rpg::Sound 553System,dodge_se,f,Sound,0x32,,1,0,rpg::Sound 554System,enemy_death_se,f,Sound,0x33,,1,0,rpg::Sound 555System,item_se,f,Sound,0x34,,1,0,rpg::Sound 556System,transition_out,f,Enum<System_FadeOut>,0x3D,0,1,0,Integer 557System,transition_in,f,Enum<System_FadeIn>,0x3E,0,1,0,Integer 558System,battle_start_fadeout,f,Enum<System_FadeOut>,0x3F,0,1,0,Integer 559System,battle_start_fadein,f,Enum<System_FadeIn>,0x40,0,1,0,Integer 560System,battle_end_fadeout,f,Enum<System_FadeOut>,0x41,0,1,0,Integer 561System,battle_end_fadein,f,Enum<System_FadeIn>,0x42,0,1,0,Integer 562System,message_stretch,f,Enum<System_Stretch>,0x47,0,0,0,Integer 563System,font_id,f,Enum<System_Font>,0x48,0,0,0,Integer 564System,selected_condition,f,Int32,0x51,0,0,0,Integer 565System,selected_hero,f,Ref<Actor>,0x52,0,1,0,Integer 566System,battletest_background,f,DBString,0x54,,0,0,String 567System,battletest_data,f,Array<TestBattler>,0x55,,1,0,Array - rpg::TestBattler 568System,save_count,f,Int32,0x5B,0,0,0,Integer 569System,battletest_terrain,f,Ref<Terrain>,0x5E,0,0,0,Integer 570System,battletest_formation,f,Enum<System_BattleFormation>,0x5F,0,0,0,Integer 571System,battletest_condition,f,Enum<System_BattleCondition>,0x60,0,0,0,Integer 572System,equipment_setting,f,Enum<System_EquipmentSetting>,0x61,0,0,1,Integer RPG2003 - Whether equipment usage is by Actor or by Class. This is a global setting in RM2k3! 573System,battletest_alt_terrain,f,Ref<Terrain>,0x62,-1,0,1,Integer RPG2003 (EDITOR ONLY) - Double click on Terrain in Troops changes this setting and 0x54. Affects only the RM2k3 editor. 574System,show_frame,f,Boolean,0x63,False,0,1,Flag - RPG2003 575System,frame_name,f,DBString,0x64,,0,1,String - RPG2003 576System,invert_animations,f,Boolean,0x65,False,0,1,Flag - RPG2003 577System,show_title,f,Boolean,0x6F,True,0,1,When false the title is skipped and the game starts directly. In TestPlay mode skips directly to the Load scene. Added in RPG Maker 2003 v1.11 578Switch,name,f,DBString,0x01,,0,0,String 579Variable,name,f,DBString,0x01,,0,0,String 580Database,actors,f,Array<Actor>,0x0B,,1,0,rpg::Actor 581Database,skills,f,Array<Skill>,0x0C,,1,0,rpg::Skill 582Database,items,f,Array<Item>,0x0D,,1,0,rpg::Item 583Database,enemies,f,Array<Enemy>,0x0E,,1,0,rpg::Enemy 584Database,troops,f,Array<Troop>,0x0F,,1,0,rpg::Troop 585Database,terrains,f,Array<Terrain>,0x10,,1,0,rpg::Terrain 586Database,attributes,f,Array<Attribute>,0x11,,1,0,rpg::Attribute 587Database,states,f,Array<State>,0x12,,1,0,rpg::State 588Database,animations,f,Array<Animation>,0x13,,1,0,rpg::Animation 589Database,chipsets,f,Array<Chipset>,0x14,,1,0,rpg::Chipset 590Database,terms,f,Terms,0x15,,1,0,rpg::Terms 591Database,system,f,System,0x16,,1,0,rpg::System 592Database,switches,f,Array<Switch>,0x17,,1,0,rpg::Switchs 593Database,variables,f,Array<Variable>,0x18,,1,0,rpg::Variables 594Database,commonevents,f,Array<CommonEvent>,0x19,,1,0,rpg::CommonEvent 595Database,version,f,DatabaseVersion,0x1A,0,0,0,Indicates version of database. When 1 the database was converted to RPG Maker 2000 v1.61 596Database,commoneventD2,f,EmptyBlock,0x1B,,1,1,Duplicated? - Not used - RPG2003 597Database,commoneventD3,f,EmptyBlock,0x1C,,1,1,Duplicated? - Not used - RPG2003 598Database,battlecommands,f,BattleCommands,0x1D,,1,1,rpg::BattleCommand - RPG2003 599Database,classes,f,Array<Class>,0x1E,,1,1,rpg::Class - RPG2003 600Database,classD1,f,EmptyBlock,0x1F,,1,1,Duplicated? - Not used - RPG2003 601Database,battleranimations,f,Array<BattlerAnimation>,0x20,,1,1,rpg::BattlerAnimation - RPG2003 602Encounter,troop_id,f,Ref<Troop>,0x01,0,0,0,Integer 603MapInfo,name,f,DBString,0x01,,0,0,String. Note: Map ID 0 used to be game title but it should be ignored (TreeCtrl dummy editor dumped data); always use RPG_RT.ini GameTitle instead 604MapInfo,parent_map,f,Ref<Map>,0x02,0,0,0,Integer. Used to inherit parent map properties 605MapInfo,indentation,f,Int32,0x03,0,0,0,Integer. Dummy editor dumped data. Branch indentation level in TreeCtrl 606MapInfo,type,f,Enum<TreeMap_MapType>,0x04,-1,0,0,Integer 607MapInfo,scrollbar_x,f,Int32,0x05,0,0,0,Integer. Editor only 608MapInfo,scrollbar_y,f,Int32,0x06,0,0,0,Integer. Editor only 609MapInfo,expanded_node,f,Boolean,0x07,False,0,0,Flag. Editor only 610MapInfo,music_type,f,Enum<MapInfo_MusicType>,0x0B,0,1,0,Integer. 0=inherit; 1=from event; 2=specified in 0x0C 611MapInfo,music,f,Music,0x0C,,1,0,Array - rpg::Music 612MapInfo,background_type,f,Enum<MapInfo_BGMType>,0x15,0,1,0,Integer. 0=inherit; 1=from terrain ldb data; 2=specified in 0x16 613MapInfo,background_name,f,DBString,0x16,,0,0,String 614MapInfo,teleport,f,Enum<MapInfo_TriState>,0x1F,0,1,0,Flag. 0=inherit; 1=allow; 2=disallow 615MapInfo,escape,f,Enum<MapInfo_TriState>,0x20,0,1,0,Flag. 0=inherit; 1=allow; 2=disallow 616MapInfo,save,f,Enum<MapInfo_TriState>,0x21,0,1,0,Flag. 0=inherit; 1=allow; 2=disallow 617MapInfo,encounters,f,Array<Encounter>,0x29,,1,0,Array - rpg::Encounter 618MapInfo,encounter_steps,f,Int32,0x2C,25,0,0,0=Encounters Disabled; 1=Encounter Rate for the map 619MapInfo,area_rect,f,Rect,0x33,,1,0,Uint32 x 4 (Left; Top; Right; Bottom). Normal map (non-area) is 0; 0; 0; 0 620Start,party_map_id,f,Ref<Map>,0x01,0,0,0,Integer 621Start,party_x,f,Int32,0x02,0,0,0,Integer 622Start,party_y,f,Int32,0x03,0,0,0,Integer 623Start,boat_map_id,f,Ref<Map>,0x0B,0,0,0,Integer 624Start,boat_x,f,Int32,0x0C,0,0,0,Integer 625Start,boat_y,f,Int32,0x0D,0,0,0,Integer 626Start,ship_map_id,f,Ref<Map>,0x15,0,0,0,Integer 627Start,ship_x,f,Int32,0x16,0,0,0,Integer 628Start,ship_y,f,Int32,0x17,0,0,0,Integer 629Start,airship_map_id,f,Ref<Map>,0x1F,0,0,0,Integer 630Start,airship_x,f,Int32,0x20,0,0,0,Integer 631Start,airship_y,f,Int32,0x21,0,0,0,Integer 632EventPageCondition,flags,f,EventPageCondition_Flags,0x01,,1,0,Bitflag 633EventPageCondition,switch_a_id,f,Ref<Switch>,0x02,1,0,0,Integer 634EventPageCondition,switch_b_id,f,Ref<Switch>,0x03,1,0,0,Integer 635EventPageCondition,variable_id,f,Ref<Variable>,0x04,1,0,0,Integer 636EventPageCondition,variable_value,f,Int32,0x05,0,0,0,Integer 637EventPageCondition,item_id,f,Ref<Item>,0x06,1,0,0,Integer 638EventPageCondition,actor_id,f,Ref<Actor>,0x07,1,1,0,Integer 639EventPageCondition,timer_sec,f,Int32,0x08,0,0,0,Integer 640EventPageCondition,timer2_sec,f,Int32,0x09,0,0,1,Integer - RPG2003 641EventPageCondition,compare_operator,f,Enum<EventPageCondition_Comparison>,0x0A,1,0,1,Integer - RPG2003 642MoveRoute,move_commands,t,Vector<MoveCommand>,0x0B,,0,0,Integer 643MoveRoute,move_commands,f,Vector<MoveCommand>,0x0C,,1,0,Array - rpg::MoveCommand 644MoveRoute,repeat,f,Boolean,0x15,True,0,0,Flag 645MoveRoute,skippable,f,Boolean,0x16,False,0,0,Flag 646EventPage,condition,f,EventPageCondition,0x02,,1,0,rpg::EventPageCondition 647EventPage,character_name,f,DBString,0x15,,0,0,String 648EventPage,character_index,f,Int32,0x16,0,0,0,Integer 649EventPage,character_direction,f,Enum<EventPage_Direction>,0x17,2,1,0,Integer 650EventPage,character_pattern,f,Enum<EventPage_Frame>,0x18,1,0,0,Integer 651EventPage,translucent,f,Boolean,0x19,False,1,0,Integer 652EventPage,move_type,f,Enum<EventPage_MoveType>,0x1F,1,1,0,Integer 653EventPage,move_frequency,f,Int32,0x20,3,0,0,Integer 654EventPage,trigger,f,Enum<EventPage_Trigger>,0x21,0,1,0,Integer 655EventPage,layer,f,Enum<EventPage_Layers>,0x22,0,1,0,Integer 656EventPage,overlap_forbidden,f,Boolean,0x23,False,1,0,Flag 657EventPage,animation_type,f,Enum<EventPage_AnimType>,0x24,0,1,0,Integer 658EventPage,move_speed,f,Enum<EventPage_MoveSpeed>,0x25,3,0,0,Integer 659EventPage,move_route,f,MoveRoute,0x29,,1,0,rpg::MoveRoute 660EventPage,event_commands,t,Vector<EventCommand>,0x33,,1,0,Integer 661EventPage,event_commands,f,Vector<EventCommand>,0x34,,1,0,Array - rpg::EventCommand 662Event,name,f,DBString,0x01,,0,0,String 663Event,x,f,Int32,0x02,0,0,0,Integer 664Event,y,f,Int32,0x03,0,0,0,Integer 665Event,pages,f,Array<EventPage>,0x05,,1,0,Array - rpg::EventPage 666Map,chipset_id,f,Int32,0x01,1,0,0,Integer 667Map,width,f,Int32,0x02,20,0,0,Integer 668Map,height,f,Int32,0x03,15,0,0,Integer 669Map,scroll_type,f,Enum<Map_ScrollType>,0x0B,0,1,0,Integer 670Map,parallax_flag,f,Boolean,0x1F,False,0,0,Flag 671Map,parallax_name,f,DBString,0x20,,0,0,String 672Map,parallax_loop_x,f,Boolean,0x21,False,0,0,Flag 673Map,parallax_loop_y,f,Boolean,0x22,False,0,0,Flag 674Map,parallax_auto_loop_x,f,Boolean,0x23,False,0,0,Flag 675Map,parallax_sx,f,Int32,0x24,0,0,0,Integer 676Map,parallax_auto_loop_y,f,Boolean,0x25,False,0,0,Flag 677Map,parallax_sy,f,Int32,0x26,0,0,0,Integer 678Map,generator_flag,f,Boolean,0x28,False,0,0,Flag 679Map,generator_mode,f,Enum<Map_GeneratorMode>,0x29,0,0,0,Integer 680Map,top_level,f,Boolean,0x2A,False,0,0,Bool 681Map,generator_tiles,f,Enum<Map_GeneratorTiles>,0x30,0,0,0,Integer 682Map,generator_width,f,Int32,0x31,4,0,0,Integer 683Map,generator_height,f,Int32,0x32,1,0,0,Integer 684Map,generator_surround,f,Boolean,0x33,True,0,0,Flag 685Map,generator_upper_wall,f,Boolean,0x34,True,0,0,Flag 686Map,generator_floor_b,f,Boolean,0x35,True,0,0,Flag 687Map,generator_floor_c,f,Boolean,0x36,True,0,0,Flag 688Map,generator_extra_b,f,Boolean,0x37,True,0,0,Flag 689Map,generator_extra_c,f,Boolean,0x38,True,0,0,Flag 690Map,generator_x,f,Vector<UInt32>,0x3C,,0,0,Uint32 x 9 RPG2003 691Map,generator_y,f,Vector<UInt32>,0x3D,,0,0,Uint32 x 9 RPG2003 692Map,generator_tile_ids,f,Vector<Int16>,0x3E,,0,0,Array - Short RPG2003 693Map,lower_layer,f,Vector<Int16>,0x47,,1,0,Array - Short 694Map,upper_layer,f,Vector<Int16>,0x48,,1,0,Array - Short 695Map,events,f,Array<Event>,0x51,,1,0,Array - rpg::Event 696Map,save_count_2k3e,f,Int32,0x5A,0,0,1,Integer - Used by steam version of rm2k3 instead of 0x5B. 697Map,save_count,f,Int32,0x5B,0,0,0,Integer 698SaveTitle,timestamp,f,Double,0x01,0.0,0,0,double - timestamp in Delphi's TDateTime format 699SaveTitle,hero_name,f,String,0x0B,,0,0,char[]: hero name 700SaveTitle,hero_level,f,Int32,0x0C,0,0,0,int: hero level 701SaveTitle,hero_hp,f,Int32,0x0D,0,0,0,int: hero HP 702SaveTitle,face1_name,f,String,0x15,,0,0,char[]: face filename 703SaveTitle,face1_id,f,Int32,0x16,0,0,0,int: face id 704SaveTitle,face2_name,f,String,0x17,,0,0,char[]: face filename 705SaveTitle,face2_id,f,Int32,0x18,0,0,0,int: face id 706SaveTitle,face3_name,f,String,0x19,,0,0,char[]: face filename 707SaveTitle,face3_id,f,Int32,0x1A,0,0,0,int: face id 708SaveTitle,face4_name,f,String,0x1B,,0,0,char[]: face filename 709SaveTitle,face4_id,f,Int32,0x1C,0,0,0,int: face id 710SaveSystem,scene,f,Enum<SaveSystem_Scene>,0x01,0,1,0,The current Scene for RPG_RT. Legacy field only used by RPG_RT and not by EasyRPG Player. Savegames always have a scene of 5 (filemenu). 711SaveSystem,frame_count,f,Int32,0x0B,0,0,0, 712SaveSystem,graphics_name,f,String,0x15,,0,0,string 713SaveSystem,message_stretch,f,Enum<System_Stretch>,0x16,0,0,0,Integer 714SaveSystem,font_id,f,Enum<System_Font>,0x17,0,0,0,Integer 715SaveSystem,switches,t,Count<Vector<Boolean>>,0x1F,0,0,0, 716SaveSystem,switches,f,Vector<Boolean>,0x20,,1,0, 717SaveSystem,variables,t,Count<Vector<Int32>>,0x21,0,0,0, 718SaveSystem,variables,f,Vector<Int32>,0x22,,1,0, 719SaveSystem,message_transparent,f,Int32,0x29,0,0,0, 720SaveSystem,message_position,f,Int32,0x2A,2,0,0, 721SaveSystem,message_prevent_overlap,f,Int32,0x2B,1,0,0, 722SaveSystem,message_continue_events,f,Int32,0x2C,0,0,0, 723SaveSystem,face_name,f,String,0x33,,0,0, 724SaveSystem,face_id,f,Int32,0x34,0,0,0, 725SaveSystem,face_right,f,Boolean,0x35,False,0,0,bool 726SaveSystem,face_flip,f,Boolean,0x36,False,0,0,bool 727SaveSystem,event_message_active,f,Boolean,0x37,False,0,0,A flag set by RPG_RT when a message is spawned by ShowMessage; ShowChoices; or ShowNumberInput and cleared when message spawned for any other reason. 728SaveSystem,music_stopping,f,Boolean,0x3D,False,0,0,Music is being faded out or had been stopped (Play music with the same music as currently playing will restart the music when this flag is set) 729SaveSystem,title_music,f,Music,0x47,"Music{ """" }",1,0, 730SaveSystem,battle_music,f,Music,0x48,"Music{ """" }",1,0, 731SaveSystem,battle_end_music,f,Music,0x49,"Music{ """" }",1,0, 732SaveSystem,inn_music,f,Music,0x4A,"Music{ """" }",1,0, 733SaveSystem,current_music,f,Music,0x4B,,1,0, 734SaveSystem,before_vehicle_music,f,Music,0x4C,,1,0, 735SaveSystem,before_battle_music,f,Music,0x4D,,1,0, 736SaveSystem,stored_music,f,Music,0x4E,,1,0, 737SaveSystem,boat_music,f,Music,0x4F,"Music{ """" }",1,0, 738SaveSystem,ship_music,f,Music,0x50,"Music{ """" }",1,0, 739SaveSystem,airship_music,f,Music,0x51,"Music{ """" }",1,0, 740SaveSystem,gameover_music,f,Music,0x52,"Music{ """" }",1,0, 741SaveSystem,cursor_se,f,Sound,0x5B,"Sound{ """" }",1,0, 742SaveSystem,decision_se,f,Sound,0x5C,"Sound{ """" }",1,0, 743SaveSystem,cancel_se,f,Sound,0x5D,"Sound{ """" }",1,0, 744SaveSystem,buzzer_se,f,Sound,0x5E,"Sound{ """" }",1,0, 745SaveSystem,battle_se,f,Sound,0x5F,"Sound{ """" }",1,0, 746SaveSystem,escape_se,f,Sound,0x60,"Sound{ """" }",1,0, 747SaveSystem,enemy_attack_se,f,Sound,0x61,"Sound{ """" }",1,0, 748SaveSystem,enemy_damaged_se,f,Sound,0x62,"Sound{ """" }",1,0, 749SaveSystem,actor_damaged_se,f,Sound,0x63,"Sound{ """" }",1,0, 750SaveSystem,dodge_se,f,Sound,0x64,"Sound{ """" }",1,0, 751SaveSystem,enemy_death_se,f,Sound,0x65,"Sound{ """" }",1,0, 752SaveSystem,item_se,f,Sound,0x66,"Sound{ """" }",1,0, 753SaveSystem,transition_out,f,Int8,0x6F,-1,1,0, 754SaveSystem,transition_in,f,Int8,0x70,-1,1,0, 755SaveSystem,battle_start_fadeout,f,Int8,0x71,-1,1,0, 756SaveSystem,battle_start_fadein,f,Int8,0x72,-1,1,0, 757SaveSystem,battle_end_fadeout,f,Int8,0x73,-1,1,0, 758SaveSystem,battle_end_fadein,f,Int8,0x74,-1,1,0, 759SaveSystem,teleport_allowed,f,Boolean,0x79,True,0,0, 760SaveSystem,escape_allowed,f,Boolean,0x7A,True,0,0, 761SaveSystem,save_allowed,f,Boolean,0x7B,True,0,0, 762SaveSystem,menu_allowed,f,Boolean,0x7C,True,0,0, 763SaveSystem,background,f,String,0x7D,,0,0,string 764SaveSystem,save_count,f,Int32,0x83,0,0,0, 765SaveSystem,save_slot,f,Int32,0x84,1,0,0, 766SaveSystem,atb_mode,f,Enum<SaveSystem_AtbMode>,0x8C,0,0,1,ATB mode of RPG 2003 battle system. 767SaveScreen,tint_finish_red,f,Int32,0x01,100,0,0,int 768SaveScreen,tint_finish_green,f,Int32,0x02,100,0,0,int 769SaveScreen,tint_finish_blue,f,Int32,0x03,100,0,0,int 770SaveScreen,tint_finish_sat,f,Int32,0x04,100,0,0,int 771SaveScreen,tint_current_red,f,Double,0x0B,100.0,0,0,double 772SaveScreen,tint_current_green,f,Double,0x0C,100.0,0,0,double 773SaveScreen,tint_current_blue,f,Double,0x0D,100.0,0,0,double 774SaveScreen,tint_current_sat,f,Double,0x0E,100.0,0,0,double 775SaveScreen,tint_time_left,f,Int32,0x0F,0,0,0,int 776SaveScreen,flash_continuous,f,Boolean,0x14,False,0,0,int 777SaveScreen,flash_red,f,Int32,0x15,0,0,0,int 778SaveScreen,flash_green,f,Int32,0x16,0,0,0,int 779SaveScreen,flash_blue,f,Int32,0x17,0,0,0,int 780SaveScreen,flash_current_level,f,Double,0x18,0.0,0,0,double 781SaveScreen,flash_time_left,f,Int32,0x19,0,0,0,int 782SaveScreen,shake_continuous,f,Boolean,0x1E,False,0,0,int 783SaveScreen,shake_strength,f,Int32,0x1F,0,0,0,int 784SaveScreen,shake_speed,f,Int32,0x20,0,0,0,int 785SaveScreen,shake_position,f,Int32,0x21,0,0,0,int 786SaveScreen,shake_position_y,f,Int32,0x22,0,0,0,int - unused 787SaveScreen,shake_time_left,f,Int32,0x23,0,0,0,int 788SaveScreen,pan_x,f,Int32,0x29,0,0,0,int 789SaveScreen,pan_y,f,Int32,0x2A,0,0,0,int 790SaveScreen,battleanim_id,f,Int32,0x2B,0,0,0,int - battle animation ID 791SaveScreen,battleanim_target,f,Int32,0x2C,0,0,0,int - battle animation target 792SaveScreen,battleanim_frame,f,Int32,0x2D,0,0,0,int - frame count - Ref<Animation>? FIXME 793SaveScreen,battleanim_active,f,Boolean,0x2E,False,0,0,There is currently a battle animation playing 794SaveScreen,battleanim_global,f,Boolean,0x2F,False,0,0,int - battle animation global scope 795SaveScreen,weather,f,Int32,0x30,0,0,0,int 796SaveScreen,weather_strength,f,Int32,0x31,0,0,0,int 797SavePicture,name,f,String,0x01,,0,0,string 798SavePicture,start_x,f,Double,0x02,0.0,0,0,X position where picture was originally shown 799SavePicture,start_y,f,Double,0x03,0.0,0,0,Y position where picture was originally shown 800SavePicture,current_x,f,Double,0x04,0.0,0,0,Current x position of picture 801SavePicture,current_y,f,Double,0x05,0.0,0,0,Current y position of picture 802SavePicture,fixed_to_map,f,Boolean,0x06,False,0,0,If true; picture will scroll with map 803SavePicture,current_magnify,f,Double,0x07,100.0,0,0,Current zoom level of picture. 804SavePicture,current_top_trans,f,Double,0x08,0.0,0,0,Current transparency of picture. In RPG2k3 < 1.12 affects only top half of picture. 805SavePicture,use_transparent_color,f,Boolean,0x09,False,0,0,If false; ignore the transparent color 806SavePicture,current_red,f,Double,0x0B,100.0,0,0,Current red tint 807SavePicture,current_green,f,Double,0x0C,100.0,0,0,Current green tint 808SavePicture,current_blue,f,Double,0x0D,100.0,0,0,Current blue tint. 809SavePicture,current_sat,f,Double,0x0E,100.0,0,0,Current saturation 810SavePicture,effect_mode,f,Enum<SavePicture_Effect>,0x0F,0,0,0,Which effect is active. 811SavePicture,current_effect_power,f,Double,0x10,0.0,0,0,The current power of the active effect. 812SavePicture,current_bot_trans,f,Double,0x12,0.0,0,0,Bottom half transparency. Only has an effect in RPG2k3 < 1.12. 813SavePicture,spritesheet_cols,f,Int32,0x13,1,0,1,Spritesheet columns 814SavePicture,spritesheet_rows,f,Int32,0x14,1,0,1,Spritesheet rows 815SavePicture,spritesheet_frame,f,Int32,0x15,0,0,1,Current spritesheet frame 816SavePicture,spritesheet_speed,f,Int32,0x16,0,0,1,Spritesheet speed (X frames per second) 817SavePicture,frames,f,Int32,0x17,0,0,1,Frames since ShowPicture 818SavePicture,spritesheet_play_once,f,Boolean,0x18,False,0,1,True: Play once and destroy; False: Loop spritesheet 819SavePicture,map_layer,f,Enum<MapLayer>,0x19,7,0,0,Layer to show picture on at the map 820SavePicture,battle_layer,f,Enum<BattleLayer>,0x1A,0,0,0,Layer to show picture on in battle 821SavePicture,flags,f,SavePicture_Flags,0x1B,97,0,0,Bitflag. Persists Map/Battle change/end; Affected by Shake/Flash/Tint 822SavePicture,finish_x,f,Double,0x1F,0.0,0,0,Final X position to move picture to. 823SavePicture,finish_y,f,Double,0x20,0.0,0,0,Final Y position to move picture to. 824SavePicture,finish_magnify,f,Int32,0x21,100,0,0,Final zoom level to animate picture to. 825SavePicture,finish_top_trans,f,Int32,0x22,0,0,0,Final top_trans level to animate picture. 826SavePicture,finish_bot_trans,f,Int32,0x23,0,0,0,Final bot_trans level to animate picture. 827SavePicture,finish_red,f,Int32,0x29,100,0,0,Final red tint to animate picture. 828SavePicture,finish_green,f,Int32,0x2A,100,0,0,Final green tint to animate picture. 829SavePicture,finish_blue,f,Int32,0x2B,100,0,0,Final blue tint to animate picture. 830SavePicture,finish_sat,f,Int32,0x2C,100,0,0,Final saturation to animate picture. 831SavePicture,finish_effect_power,f,Int32,0x2E,0,0,0,Final power of the effect to animate picture. 832SavePicture,time_left,f,Int32,0x33,0,0,0,How much time left in picture move / animation effects. 833SavePicture,current_rotation,f,Double,0x34,0.0,0,0,How much the picture is currently rotated. 834SavePicture,current_waver,f,Int32,0x35,0,0,0,Current wave effect for picture. 835SavePartyLocation,boarding,f,Boolean,0x65,False,0,0, 836SavePartyLocation,aboard,f,Boolean,0x66,False,0,0, 837SavePartyLocation,vehicle,f,Enum<SavePartyLocation_VehicleType>,0x67,0,0,0,Vehicle in use 838SavePartyLocation,unboarding,f,Boolean,0x68,False,0,0, 839SavePartyLocation,preboard_move_speed,f,Int32,0x69,4,0,0,Move speed before the party boarded the vehicle 840SavePartyLocation,menu_calling,f,Boolean,0x6C,False,0,0,Flag which briefly is true if the player presses ESC. At the right place in handling each frame's activities for the player; the code checks whether this flag is set and calls the menu; however there are several conditions which would cancel this flag and instead process another higher-priority action; such as when an encounter takes place during the same frame. 841SavePartyLocation,pan_state,f,Enum<SavePartyLoction_PanState>,0x6f,1,0,0,0: screen is fixed; 1: screen moves with player. 842SavePartyLocation,pan_current_x,f,Int32,0x70,kPanXDefault,0,0,Number of 1/16 pixels to the left of player 843SavePartyLocation,pan_current_y,f,Int32,0x71,kPanYDefault,0,0,Number of 1/16 pixels above the player 844SavePartyLocation,pan_finish_x,f,Int32,0x72,kPanXDefault,0,0,Number of 1/16 pixels to the left of player when current scroll finishes 845SavePartyLocation,pan_finish_y,f,Int32,0x73,kPanYDefault,0,0,Number of 1/16 pixels above the player when current scroll finishes. 846SavePartyLocation,pan_speed,f,Int32,0x79,kPanSpeedDefault,0,0,speed in the scrolls of the screen - shown in sixteenth pixels. 847SavePartyLocation,encounter_steps,f,Int32,0x7C,0,0,0,int: sum of terrain.encounter_rate for each step 848SavePartyLocation,encounter_calling,f,Boolean,0x7D,False,0,0,Similar to 0x6C - is used to signal a different piece of code that an encounter is to be triggered; which may be cancelled by other conditions such as the player starting to interact with an event during the same frame. 849SavePartyLocation,map_save_count,f,Int32,0x83,0,0,0,Mirrors save_count of current map. On mismatch events are not continued after load. 850SavePartyLocation,database_save_count,f,Int32,0x84,0,0,0,? 851SaveVehicleLocation,vehicle,f,Enum<SaveVehicleLocation_VehicleType>,0x65,0,0,0,Which vehicle 852SaveVehicleLocation,remaining_ascent,f,Int32,0x6A,0,0,0,From 0 to 255 - In flying vehicles; remaining distance to ascend 853SaveVehicleLocation,remaining_descent,f,Int32,0x6B,0,0,0,From 0 to 255 - In flying vehicles; remaining distance to descend 854SaveVehicleLocation,orig_sprite_name,f,String,0x6F,,0,0,Set by ChangeVehicleGraphic command 855SaveVehicleLocation,orig_sprite_id,f,Int32,0x70,0,0,0,Set by ChangeVehicleGraphic command 856SaveActor,name,f,String,0x01,kEmptyName,1,0,string 857SaveActor,title,f,String,0x02,kEmptyName,1,0,string 858SaveActor,sprite_name,f,String,0x0B,,0,0,string 859SaveActor,sprite_id,f,Int32,0x0C,0,0,0,int 860SaveActor,transparency,f,Int32,0x0D,0,0,0,transparency value. 0 means opaque; 3 is the value used when actor is transparent. 861SaveActor,face_name,f,String,0x15,,0,0,string 862SaveActor,face_id,f,Int32,0x16,0,0,0,int 863SaveActor,level,f,Int32,0x1F,-1,0,0,int 864SaveActor,exp,f,Int32,0x20,-1,0,0,int 865SaveActor,hp_mod,f,Int32,0x21,-1,0,0,? 866SaveActor,sp_mod,f,Int32,0x22,-1,0,0,? 867SaveActor,attack_mod,f,Int32,0x29,0,0,0,int 868SaveActor,defense_mod,f,Int32,0x2A,0,0,0,int 869SaveActor,spirit_mod,f,Int32,0x2B,0,0,0,int 870SaveActor,agility_mod,f,Int32,0x2C,0,0,0,int 871SaveActor,skills,t,Count<Vector<Int16>>,0x33,0,1,0,? 872SaveActor,skills,f,Vector<Int16>,0x34,,1,0,short[] 873SaveActor,equipped,f,Vector<Int16>,0x3D,"[0]*5",1,0,short[5] 874SaveActor,current_hp,f,Int32,0x47,-1,0,0,int 875SaveActor,current_sp,f,Int32,0x48,-1,0,0,int 876SaveActor,battle_commands,f,Vector<Ref<BattleCommand:Int32>>,0x50,"[-1]*7",1,1,array of (uncompressed) int32 877SaveActor,status,t,Count<Vector<Int16>>,0x51,0,0,0,? 878SaveActor,status,f,Vector<Int16>,0x52,,1,0,array of short 879SaveActor,changed_battle_commands,f,Boolean,0x53,False,0,0,bool 880SaveActor,class_id,f,Ref<Class>,0x5A,-1,0,0,int class-id 881SaveActor,row,f,Enum<SaveActor_RowType>,0x5B,0,0,1,RPG2003 Battle row 882SaveActor,two_weapon,f,Boolean,0x5C,False,0,1,bool 883SaveActor,lock_equipment,f,Boolean,0x5D,False,0,1,bool 884SaveActor,auto_battle,f,Boolean,0x5E,False,0,1,bool 885SaveActor,super_guard,f,Boolean,0x5F,False,0,1,bool 886SaveActor,battler_animation,f,Ref<BattlerAnimation>,0x60,0,0,1,Integer - RPG2003 887SaveInventory,party,t,Count<Vector<Int16>>,0x01,0,1,0,? 888SaveInventory,party,f,Vector<Int16>,0x02,,1,0,? 889SaveInventory,item_ids,t,Count<Vector<Int16>>,0x0B,0,1,0,? 890SaveInventory,item_ids,f,Vector<Int16>,0x0C,,1,0,short[]: item list 891SaveInventory,item_counts,f,Vector<UInt8>,0x0D,,1,0,? 892SaveInventory,item_usage,f,Vector<UInt8>,0x0E,,1,0,? 893SaveInventory,gold,f,Int32,0x15,0,0,0,int 894SaveInventory,timer1_frames,f,Int32,0x17,0,0,0,Number of frames remaining for timer1; When set; the value is seconds * 60 + 59. 895SaveInventory,timer1_active,f,Boolean,0x18,False,0,0,If timer1 is active 896SaveInventory,timer1_visible,f,Boolean,0x19,False,0,0,If timer1 is visible 897SaveInventory,timer1_battle,f,Boolean,0x1A,False,0,0,If timer1 will be active in battles 898SaveInventory,timer2_frames,f,Int32,0x1B,0,0,0,Number of frames remaining for timer2; When set; the value is seconds * 60 + 59. 899SaveInventory,timer2_active,f,Boolean,0x1C,False,0,0,If timer2 is active 900SaveInventory,timer2_visible,f,Boolean,0x1D,False,0,0,If timer2 is visible 901SaveInventory,timer2_battle,f,Boolean,0x1E,False,0,0,If timer2 will be active in battles 902SaveInventory,battles,f,Int32,0x20,0,0,0,? 903SaveInventory,defeats,f,Int32,0x21,0,0,0,? 904SaveInventory,escapes,f,Int32,0x22,0,0,0,? 905SaveInventory,victories,f,Int32,0x23,0,0,0,? 906SaveInventory,turns,f,Int32,0x29,0,0,0,Number of turns passed in the latest battle fought. RPG2000: 'turn' passes after every character (enemies and heroes both) performed an action each. RPG2003: every time a hero or enemy performs an action that is considered a 'turn'. 907SaveInventory,steps,f,Int32,0x2A,0,0,0,Number of steps taken in the field. 908SaveTarget,map_id,f,Int32,0x01,0,0,0,int 909SaveTarget,map_x,f,Int32,0x02,0,0,0,int 910SaveTarget,map_y,f,Int32,0x03,0,0,0,int 911SaveTarget,switch_on,f,Boolean,0x04,False,0,0,bool 912SaveTarget,switch_id,f,Ref<Switch>,0x05,0,0,0,int 913SaveEventExecFrame,commands,t,Vector<EventCommand>,0x01,0,1,0,int 914SaveEventExecFrame,commands,f,Vector<EventCommand>,0x02,,1,0,event command list 915SaveEventExecFrame,current_command,f,Int32,0x0B,0,0,0,int 916SaveEventExecFrame,event_id,f,Int32,0x0C,0,0,0,0 if it's common event or in other map 917SaveEventExecFrame,triggered_by_decision_key,f,Boolean,0x0D,False,0,0,Event was triggered by the Action Key 918SaveEventExecFrame,subcommand_path,t,Vector<UInt8>,0x15,0,0,0,size of the 0x16 vector - indention level 919SaveEventExecFrame,subcommand_path,f,Vector<UInt8>,0x16,,1,0,byte For each indention level in the script; an ID is stored there which corresponds to the branch to take in case a command allows multiple branches. For example; the Show Choice command would write the result of the choice (for example 2 for the third item) into the current indention level's entry in this array; and the script processor would later look for the Case subcommand with the corresponding ID; if any; and jump to that one (if none found; it would jump to the End Case subcommand). Once the jump is executed; the ID is set to 255 (probably a protection mechanism even though there should normally not be multiple subcommands with the same ID). 920SaveEventExecState,stack,f,Array<SaveEventExecFrame>,0x01,,1,0,array 921SaveEventExecState,show_message,f,Boolean,0x04,False,0,0,Show Message command has been executed in the current move route 922SaveEventExecState,abort_on_escape,f,Boolean,0x0B,False,0,0,Flag which is set before a fight if the EnemyEncounter event command had battle_escape_mode set to 1 (abort event on escape). After the fight; the interpreter checks if the battle result was an escape and this flag was set and abort the event in that case. 923SaveEventExecState,wait_movement,f,Boolean,0x0D,False,0,0,Whether Wait for all movement is in effect 924SaveEventExecState,keyinput_wait,f,Boolean,0x15,False,0,0, 925SaveEventExecState,keyinput_variable,f,UInt8,0x16,0,0,0, 926SaveEventExecState,keyinput_all_directions,f,Boolean,0x17,False,0,0, 927SaveEventExecState,keyinput_decision,f,Int32,0x18,0,0,0,Maniac: Mouse Left (Bit 1) 928SaveEventExecState,keyinput_cancel,f,Int32,0x19,0,0,0,Maniac: Mouse Right (Bit 1) 929SaveEventExecState,keyinput_2kshift_2k3numbers,f,Int32,0x1A,0,0,0,In RM2k Value this is keyinput_shift 930SaveEventExecState,keyinput_2kdown_2k3operators,f,Int32,0x1B,0,0,0,In Value keyinput_down 931SaveEventExecState,keyinput_2kleft_2k3shift,f,Int32,0x1C,0,0,0,In Value keyinput_left; Maniac: Mouse Middle (Bit 1) 932SaveEventExecState,keyinput_2kright,f,Int32,0x1D,0,0,0,Only in Value 933SaveEventExecState,keyinput_2kup,f,Int32,0x1E,0,0,0,Only in Value 934SaveEventExecState,wait_time,f,Int32,0x1F,0,0,0,int 935SaveEventExecState,keyinput_time_variable,f,Int32,0x20,0,0,0, 936SaveEventExecState,keyinput_2k3down,f,Int32,0x23,0,0,0,Maniac: Mouse Scroll Down (Bit 1) 937SaveEventExecState,keyinput_2k3left,f,Int32,0x24,0,0,0, 938SaveEventExecState,keyinput_2k3right,f,Int32,0x25,0,0,0, 939SaveEventExecState,keyinput_2k3up,f,Int32,0x26,0,0,0,Maniac: Mouse Scroll Up (Bit 1) 940SaveEventExecState,keyinput_timed,f,Boolean,0x29,False,0,0, 941SaveEventExecState,wait_key_enter,f,Boolean,0x2a,False,0,0,Used for a wait command WaitForKeyInput rm2k3 feature to wait for decision key press. 942SaveMapEventBase,active,f,Boolean,0x01,True,0,0,Flag 943SaveMapEventBase,map_id,f,Int32,0x0B,0,1,0,? 944SaveMapEventBase,position_x,f,Int32,0x0C,0,1,0,? 945SaveMapEventBase,position_y,f,Int32,0x0D,0,1,0,? 946SaveMapEventBase,direction,f,Int32,0x15,2,1,0,Facing direction 947SaveMapEventBase,sprite_direction,f,Int32,0x16,2,1,0,Sprite direction 948SaveMapEventBase,anim_frame,f,Int32,0x17,1,0,0,? 949SaveMapEventBase,transparency,f,Int32,0x18,0,0,0,0 or 3 - Transparency level of the current event page 950SaveMapEventBase,remaining_step,f,Int32,0x1F,0,0,0,From 0 to 255 - Remaining distance of the current move 951SaveMapEventBase,move_frequency,f,Int32,0x20,2,0,0,? 952SaveMapEventBase,layer,f,Int32,0x21,1,1,0,? 953SaveMapEventBase,overlap_forbidden,f,Boolean,0x22,False,0,0,Flag 954SaveMapEventBase,animation_type,f,Enum<EventPage_AnimType>,0x23,0,1,0, 955SaveMapEventBase,lock_facing,f,Boolean,0x24,False,0,0,facing locked 956SaveMapEventBase,move_speed,f,Int32,0x25,4,1,0, 957SaveMapEventBase,move_route,f,MoveRoute,0x29,,1,0,chunks: rpg::MoveRoute 958SaveMapEventBase,move_route_overwrite,f,Boolean,0x2A,False,0,0,Use custom move route 959SaveMapEventBase,move_route_index,f,Int32,0x2B,0,0,0,Index of MoveEvent command route 960SaveMapEventBase,move_route_repeated,f,Boolean,0x2C,False,0,0,Boolean - Repeating move route has been completed at least once 961SaveMapEventBase,sprite_transparent,f,Boolean,0x2E,False,0,0,bool 962SaveMapEventBase,route_through,f,Boolean,0x2F,False,0,0,Whether the move route (MoveEvent or defined route) activated through mode. Almost the same as 0x33 (through). 0x2F represents that by MoveEvent the through mode has been activated; but 0x33 is what's actually checked for collisions. In several cases; 0x33 will be changed to indicate a condition in which an event or the hero is in through mode through other means than a MoveEvent; which can be: an event with an empty page being activated; player pressing Ctrl in test play; hero entering or exiting a vehicle (only very briefly) 963SaveMapEventBase,anim_paused,f,Int32,0x30,0,0,0,? 964SaveMapEventBase,through,f,Boolean,0x33,False,0,0,Can go through anything 965SaveMapEventBase,stop_count,f,Int32,0x34,0,0,0,? 966SaveMapEventBase,anim_count,f,Int32,0x35,0,0,0,? 967SaveMapEventBase,max_stop_count,f,Int32,0x36,0,0,0,2^move_frequency unless it's a random move route - Once stop_count reaches it; the next move command is executed 968SaveMapEventBase,jumping,f,Boolean,0x3D,False,0,0,? 969SaveMapEventBase,begin_jump_x,f,Int32,0x3E,0,0,0,? 970SaveMapEventBase,begin_jump_y,f,Int32,0x3F,0,0,0,? 971SaveMapEventBase,pause,f,Boolean,0x47,False,0,0,Indicates paused movement for an event; set while the player is talking to the event so that it won't run away 972SaveMapEventBase,flying,f,Boolean,0x48,False,0,0,Flag 973SaveMapEventBase,sprite_name,f,String,0x49,,0,0,? 974SaveMapEventBase,sprite_id,f,Int32,0x4A,0,0,0,? 975SaveMapEventBase,processed,f,Boolean,0x4B,False,0,0,Flag whether an event (the hero is also an event) in the current frame processed their movement actions (may also be none). This is required because events are asked every frame to initiate their next movement step if required; but not necessarily in order; because checking passability for an event trying to move onto another tile will trigger any event's movement initiation which is on the target tile (because this way the target event may move away; allowing the other event to move to that tile). This flag ensures that every event processes their possible movements only once per frame even if it was already asked to do so out of order as part of another event's movement initiation. 976SaveMapEventBase,flash_red,f,Int32,0x51,-1,0,0,int 977SaveMapEventBase,flash_green,f,Int32,0x52,-1,0,0,int 978SaveMapEventBase,flash_blue,f,Int32,0x53,-1,0,0,int 979SaveMapEventBase,flash_current_level,f,Double,0x54,0.0,0,0,double 980SaveMapEventBase,flash_time_left,f,Int32,0x55,0,0,0,int 981SaveMapEvent,waiting_execution,f,Boolean,0x65,False,0,0,If true; this event is waiting for foreground execution. 982SaveMapEvent,original_move_route_index,f,Int32,0x66,0,0,0,Index of custom move route 983SaveMapEvent,triggered_by_decision_key,f,Boolean,0x67,False,0,0,If true; this event was started by the decision key. 984SaveMapEvent,parallel_event_execstate,f,SaveEventExecState,0x6C,,1,0,chunks 985SaveMapInfo,position_x,f,Int32,0x01,0,0,0,int 986SaveMapInfo,position_y,f,Int32,0x02,0,0,0,int 987SaveMapInfo,encounter_rate,f,Int32,0x03,-1,0,0,int 988SaveMapInfo,chipset_id,f,Int32,0x05,0,0,0,int 989SaveMapInfo,events,f,Array<SaveMapEvent>,0x0B,,1,0,? array 990SaveMapInfo,lower_tiles,f,Vector<UInt8>,0x15,"[x for x in range(0, 144)]",1,0,? [00 01 02 ... 8E 8F] 991SaveMapInfo,upper_tiles,f,Vector<UInt8>,0x16,"[x for x in range(0, 144)]",1,0, 992SaveMapInfo,parallax_name,f,String,0x20,,0,0,string 993SaveMapInfo,parallax_horz,f,Boolean,0x21,False,0,0,bool 994SaveMapInfo,parallax_vert,f,Boolean,0x22,False,0,0,bool 995SaveMapInfo,parallax_horz_auto,f,Boolean,0x23,False,0,0,bool 996SaveMapInfo,parallax_horz_speed,f,Int32,0x24,0,0,0,int 997SaveMapInfo,parallax_vert_auto,f,Boolean,0x25,False,0,0,bool 998SaveMapInfo,parallax_vert_speed,f,Int32,0x26,0,0,0,int 999SaveCommonEvent,parallel_event_execstate,f,SaveEventExecState,0x01,,1,0,chunks 1000SavePanorama,pan_x,f,Int32,0x01,0,0,0,Panorama X position 1001SavePanorama,pan_y,f,Int32,0x02,0,0,0,Panorama Y position 1002Save,title,f,SaveTitle,0x64,,0,0,rpg::SaveTitle 1003Save,system,f,SaveSystem,0x65,,1,0,rpg::SaveSystem 1004Save,screen,f,SaveScreen,0x66,,1,0,rpg::SaveScreen 1005Save,pictures,f,Array<SavePicture>,0x67,,1,0,array of rpg::SavePicture 1006Save,party_location,f,SavePartyLocation,0x68,,1,0,rpg::SavePartyLocation 1007Save,boat_location,f,SaveVehicleLocation,0x69,,1,0,rpg::SaveVehicleLocation 1008Save,ship_location,f,SaveVehicleLocation,0x6A,,1,0,rpg::SaveVehicleLocation 1009Save,airship_location,f,SaveVehicleLocation,0x6B,,1,0,rpg::SaveVehicleLocation 1010Save,actors,f,Array<SaveActor>,0x6C,,1,0,array of rpg::SaveActor 1011Save,inventory,f,SaveInventory,0x6D,,1,0,rpg::SaveInventory 1012Save,targets,f,Array<SaveTarget>,0x6E,,1,0,array of rpg::SaveTarget 1013Save,map_info,f,SaveMapInfo,0x6F,,1,0,rpg::SaveMapInfo 1014Save,panorama,f,SavePanorama,0x70,,1,0,Used to store panorama position data. Used by RPG_RT 2k3 1.12 in other versions an empty object. 1015Save,foreground_event_execstate,f,SaveEventExecState,0x71,,1,0,rpg::SaveEventExecState 1016Save,common_events,f,Array<SaveCommonEvent>,0x72,,1,0,array of rpg::SaveCommonEvent 1017Equipment,weapon_id,,Ref<Item:Int16>,,0,0,0, 1018Equipment,shield_id,,Ref<Item:Int16>,,0,0,0, 1019Equipment,armor_id,,Ref<Item:Int16>,,0,0,0, 1020Equipment,helmet_id,,Ref<Item:Int16>,,0,0,0, 1021Equipment,accessory_id,,Ref<Item:Int16>,,0,0,0, 1022EventCommand,code,,Enum<EventCommand_Code>,,0,0,0, 1023EventCommand,indent,,Int32,,0,0,0, 1024EventCommand,string,,DBString,,,0,0, 1025EventCommand,parameters,,DBArray<Int32>,,,0,0, 1026MoveCommand,command_id,,Enum<MoveCommand_Code>,,0,0,0, 1027MoveCommand,parameter_string,,DBString,,,0,0, 1028MoveCommand,parameter_a,,Int32,,0,0,0, 1029MoveCommand,parameter_b,,Int32,,0,0,0, 1030MoveCommand,parameter_c,,Int32,,0,0,0, 1031Parameters,maxhp,,Vector<Int16>,,,1,0, 1032Parameters,maxsp,,Vector<Int16>,,,1,0, 1033Parameters,attack,,Vector<Int16>,,,1,0, 1034Parameters,defense,,Vector<Int16>,,,1,0, 1035Parameters,spirit,,Vector<Int16>,,,1,0, 1036Parameters,agility,,Vector<Int16>,,,1,0, 1037Rect,l,,UInt32,,0,0,0, 1038Rect,t,,UInt32,,0,0,0, 1039Rect,r,,UInt32,,0,0,0, 1040Rect,b,,UInt32,,0,0,0, 1041TreeMap,maps,,Array<MapInfo>,,,1,0, 1042TreeMap,tree_order,,Vector<Ref<Map>>,,,1,0, 1043TreeMap,active_node,,Int32,,0,0,0, 1044TreeMap,start,,Start,,,0,0, 1045