1Structure,Field,Size Field?,Type,Index,Default Value,PersistIfDefault,Is2k3,Comment
2Save,easyrpg_data,f,SaveEasyRpgData,0xC8,,0,0,Additional save data written by EasyRPG Player
3Enemy,maniac_unarmed_animation,f,Ref<Animation>,0x0F,1,0,0,Animation for normal enemy attacks
4SaveEasyRpgData,version,,Int32,0x01,0,0,0,Savegame version
5SaveEventExecFrame,maniac_event_info,f,Ref<ManiacEventInfo>,0x0E,0,0,0,Event info bitfield
6SaveEventExecFrame,maniac_event_id,f,Int32,0x0F,0,0,0,Event ID
7SaveEventExecFrame,maniac_event_page_id,f,Int32,0x10,0,0,0,Page ID when it is a map event
8SaveEventExecFrame,maniac_loop_info_size,f,Int32,0x11,0,0,0,Amount of loop info groups
9SaveEventExecFrame,maniac_loop_info,f,Vector<Int32>,0x12,,0,0,"One group of (Current loop count, end loop value) for each identation"
10SavePicture,easyrpg_flip,f,Enum<EasyRpgFlip>,0xC8,0,0,1,How to flip the picture
11SavePicture,easyrpg_blend_mode,f,Int32,0xC9,0,0,1,Blend mode to use for blit. See Bitmap::BlendMode
12SaveSystem,maniac_frameskip,,Int32,0x88,0,0,0,"FatalMix Frameskip (0=None, 1=1/5, 2=1/3, 3=1/2)"
13SaveSystem,maniac_picture_limit,,Int32,0x89,0,0,0,FatalMix Picture Limit
14SaveSystem,maniac_options,,Vector<UInt8>,0x8A,,0,0,"Various FatalMix options (XX XA XB XC). A: MsgSkip OFF/RShift (0/4) B: TestPlay Keep/ON/OFF (0/2/4), C: Pause focus lost Wait/Run (0/1)"
15SaveSystem,maniac_joypad_bindings,,Vector<UInt8>,0x8B,,0,0,"JoyLeft, JoyRight, JoyUp, JoyDown, Joy1, ... Joy12"
16BattleCommands,easyrpg_default_atb_mode,f,Enum<SaveSystem_AtbMode>,0xC8,0,0,1,Default ATB mode of RPG 2003 battle system
17BattleCommands,easyrpg_enable_battle_row_command,f,Boolean,0xC9,True,0,1,If the row command should be enabled in RPG Maker 2003 battles
18BattleCommands,easyrpg_sequential_order,f,Boolean,0xCA,False,0,1,If alternative and gauge style battles should behave like traditional style battles
19Skill,easyrpg_battle2k3_message,f,DBString,0xC9,DBString(kDefaultMessage),0,1,RPG Maker 2003 battle skill start notification
20Skill,easyrpg_ignore_reflect,f,Boolean,0xCA,False,0,1,If the skill bypasses reflect states. Useful for physical skills and skills which are meant to remove positive states from enemies
21Skill,easyrpg_state_hit,f,Int32,0xCB,-1,0,0,Separate accuracy value for state inflictions
22Skill,easyrpg_attribute_hit,f,Int32,0xCC,-1,0,0,Separate accuracy value for attribute shifts
23Skill,easyrpg_ignore_restrict_skill,f,Boolean,0xCD,False,0,0,If the skill should bypass skill restrictions by states
24Skill,easyrpg_ignore_restrict_magic,f,Boolean,0xCE,False,0,0,If the skill should bypass magic restrictions by states
25Skill,easyrpg_enable_stat_absorbing,f,Boolean,0xCF,False,0,0,If the skill can absorb attack/defense/spirit/agility
26Item,easyrpg_using_message,f,DBString,0xC9,DBString(kDefaultMessage),0,0,Item usage message in battle
27Item,easyrpg_max_count,f,Int32,0xCA,-1,0,0,How many the player can carry of this item
28Terms,easyrpg_item_number_separator,f,DBString,0xC8,DBString(kDefaultTerm),0,0,Item number separator
29Terms,easyrpg_skill_cost_separator,f,DBString,0xC9,DBString(kDefaultTerm),0,0,Skill cost separator
30Terms,easyrpg_equipment_arrow,f,DBString,0xCA,DBString(kDefaultTerm),0,0,Equipment window arrow
31Terms,easyrpg_status_scene_name,f,DBString,0xCB,DBString(kDefaultTerm),0,1,Status scene Name
32Terms,easyrpg_status_scene_class,f,DBString,0xCC,DBString(kDefaultTerm),0,1,Status scene Class
33Terms,easyrpg_status_scene_title,f,DBString,0xCD,DBString(kDefaultTerm),0,1,Status scene Title
34Terms,easyrpg_status_scene_condition,f,DBString,0xCE,DBString(kDefaultTerm),0,1,Status scene Condition
35Terms,easyrpg_status_scene_front,f,DBString,0xCF,DBString(kDefaultTerm),0,1,Status scene Front
36Terms,easyrpg_status_scene_back,f,DBString,0xD0,DBString(kDefaultTerm),0,1,Status scene Back
37Terms,easyrpg_order_scene_confirm,f,DBString,0xD1,DBString(kDefaultTerm),0,1,Order scene Confirm
38Terms,easyrpg_order_scene_redo,f,DBString,0xD2,DBString(kDefaultTerm),0,1,Order scene Redo
39Terms,easyrpg_battle2k3_double_attack,f,DBString,0xD3,DBString(kDefaultTerm),0,1,RPG Maker 2003 battle monster Double attack notification
40Terms,easyrpg_battle2k3_defend,f,DBString,0xD4,DBString(kDefaultTerm),0,1,RPG Maker 2003 battle monster Defend notification
41Terms,easyrpg_battle2k3_observe,f,DBString,0xD5,DBString(kDefaultTerm),0,1,RPG Maker 2003 battle monster Observe notification
42Terms,easyrpg_battle2k3_charge,f,DBString,0xD6,DBString(kDefaultTerm),0,1,RPG Maker 2003 battle monster Charge notification
43Terms,easyrpg_battle2k3_selfdestruct,f,DBString,0xD7,DBString(kDefaultTerm),0,1,RPG Maker 2003 battle monster Self-Destruct notification
44Terms,easyrpg_battle2k3_escape,f,DBString,0xD8,DBString(kDefaultTerm),0,1,RPG Maker 2003 battle monster Escape notification
45Terms,easyrpg_battle2k3_special_combat_back,f,DBString,0xD9,,0,1,Message for back and pincer attack
46Terms,easyrpg_battle2k3_skill,f,DBString,0xDA,DBString(kDefaultTerm),0,1,RPG Maker 2003 battle general skill start notification
47Terms,easyrpg_battle2k3_item,f,DBString,0xDB,DBString(kDefaultTerm),0,1,RPG Maker 2003 battle general item start notification
48System,easyrpg_alternative_exp,f,Int32,0xC8,0,0,0,Which EXP formula to use: 0=Default 1=2k 2=2k3
49System,easyrpg_battle_options,f,Vector<Int16>,0xC9,"[0,1,2]",0,0,Available battle options where 0=Battle 1=AutoBattle 2=Escape
50System,easyrpg_max_actor_hp,f,Int32,0xCA,-1,0,0,Absolute maximum HP value actors can have
51System,easyrpg_max_enemy_hp,f,Int32,0xCB,-1,0,0,Absolute maximum HP value enemies can have
52System,easyrpg_max_damage,f,Int32,0xCC,-1,0,0,How much damage can an attack inflict at most
53System,easyrpg_max_exp,f,Int32,0xCD,-1,0,0,Absolute maximum EXP value actors can have
54System,easyrpg_max_level,f,Int32,0xCE,-1,0,0,Absolute maximum level actors can reach
55System,easyrpg_max_savefiles,f,Int32,0xCF,15,0,0,How many savegame slots should be shown in the savegame scene
56System,easyrpg_max_item_count,f,Int32,0xD0,-1,0,0,How many items of a kind the player can carry. Can be overridden per item with the easyrpg_max_count setting of an item
57System,easyrpg_variable_min_value,f,Int32,0xD1,0,0,0,Minimum value a variable can have
58System,easyrpg_variable_max_value,f,Int32,0xD2,0,0,0,Maximum value a variable can have
59System,easyrpg_max_actor_sp,f,Int32,0xD3,-1,0,0,Absolute maximum SP value actors can have
60System,easyrpg_max_enemy_sp,f,Int32,0xD4,-1,0,0,Absolute maximum SP value enemies can have
61System,easyrpg_max_stat_base_value,f,Int32,0xD5,-1,0,0,Absolute maximum value a base stat can have
62System,easyrpg_max_stat_battle_value,f,Int32,0xD6,-1,0,0,Absolute maximum value a battle stat can have
63