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