The following commands can be used to affect variables in your code (usually in skills, it would seem).
p1: Variable ID number (0 - 9999, can not be a mathematical expression)
This returns the value stored in the variable number p1.
Even after the text for the picture for a Condition has been loaded completely, the value is preserved. (Translator Note: Currently, I am not sure what this refers to.)
p1: Variable ID number (0 - 9999, can not be a mathematical expression)
This returns a value stored in the two dimensional array number p1. For the second dimension, the party number of the character designated by chr_target is being used.
Even after the text for the picture for a Condition has been loaded completely, the value is preserved. (Translator Note: Currently, I am not sure what this refers to.)
p1: Variable ID number (0 - 9999, can not be a mathematical expression)
This returns a value stored in the two dimensional array number p1. For the second dimension, the party number of the character designated by chr_target is being used.
This command can only be used in a skill text. When it is used, the content is reset to 0.
This returns 1 if the currently acting party is the player side, 2 if it is the enemy's turn.
This returns the party number of the acting character.
This returns the character number of the acting character.
This returns the party number of the character using this skill.
This can only be used in a skill text.
This returns the character number of the character using the skill.
This can only be used in a skill text.
This returns the party number of the character currently targeted (for attack).
This can only be used in a skill text.
This returns the character number of the character currently targeted (for attack).
This can only be used in a skill text.
This returns 1 if it is the player's turn, 2 if it is the enemy's turn, and 0 if it is neither.
When a skill is used, this will return 1 if the group currently targeted (for attack) is the player side, and 2 if it is the enemy side.
While it is changed automatically to 1 during the enemy turn when Enemy Control Mode is switched OFF, it can be changed at any time.
This returns the current LV of the player character selected by chr_target.
This returns the current LV of the enemy.
This returns the enemy's size in the current state.
The size is automatically set to the length (?) size when a graphic is pasted in.
This returns the maximum number of enemies which can participate in a single battle (currently 9).
This returns the number of enemies which have appeared in this battle.
However, if you are doing a test battle and skip slots, the result differs. For instance, if you placed enemies in slot 1, 3, and 5, the result returned will be 5.
Returns -1. Since it has become possible to use minus in mathematical expressions, this command is not needed.
p1: Party Number
This returns the character number of the player character with the party number p1.
If there is no one at the slot, -1 is returned.
p1: Party Number
This returns the character number of the enemy character with the party number p1.
If there is no one at the slot, -1 is returned.
p1: Coordinates to be examined (0 - 2)
This function returns the respective coordinate of the character selected by chr_target in their current state.
If p1 is 0, the body location whose coordinates are examined will be the hip, if it is 1, it would be the head, and if it is 2, it would be the center.
s1: State to be examined.
p1: Coordinates to be examined (0 - 2)
This function returns the respective coordinate of the character selected by chr_target in at their current position if they were in the state s1.
If p1 is 0, the body location whose coordinates are examined will be the hip, if it is 1, it would be the head, and if it is 2, it would be the center.
s1 may be any name listed in state.txt.
This function returns the respective coordinate of the center body location of the character selected by chr_target in their current state.
If the target is a player character, the overall size is expected to be 200 x 200 , therefore the location of (100,100) is returned, but when dealing with enemies, the center is calculated based on the size of the pasted image.
This function returns the current state number of the character selected by chr_target.
This function returns the current animation number of the character selected by chr_target.
This function returns the current animation progress time (?) of the character selected by chr_target.
This function returns the number of animation phases of the character selected by chr_target in their current state.
s1: State to be Examined
This function returns the number of animation phases of the character selected by chr_target in the state s1.
s1 may be any name listed in state.txt.
This function returns the current value of the respective ability or status of the character designated by chr_target.
The commands 'pow' - 'chm' can NOT be used in ability calculating texts ('calculate_status_P' and 'calculate_status_E' in the 'Battle' folder).
These variables can only be used in ability calculating texts ('calculate_status_P' and 'calculate_status_E' in the 'Battle' folder).
Their values are changed by status_set, status_pls, and status_mul.
Just before a new text is loaded, they are set to the values of the original abilities ('pow' - 'chm').
These functions return the number of HP respectively MP, the character selected via chr_target has expended to use the currently handled skill.
These functions can only be used in skill texts!
s1: condition name
If the character designated by chr_target is currently subject to condition s1, this function will return 1, otherwise it will return 0.
You can only use a name from condition.txt for s1.
s1: condition name
This function returns the length of time since the character designated by chr_target has been subject to the condition s1.
You can only use a name from condition.txt for s1.
If the player is able to act, this function returns 1, otherwise 0.
Which conditions render the characters unable to move can be checked in the 'canmove' entry in the individual text files.
This function returns the party number of the enemy who is holding the player character designated by chr_target captive.
This function is used when the active group has been changed to P via chr_target.
s1: Damage Type Name
This function returns the resistance of the character designated by chr_target to damage type s1.
You can use only names defined in attribute.txt for s1.
s1: Skill Type Name
This function returns the skill level of the character designated by chr_target in regard to skill type s1.
You can use only names defined in skillkind.txt for s1.
This function is used when the active group has been changed to P via chr_target.
s1: Skill Name
If the character designated by chr_target is subject to the supplementary effects of skill s1, this function returns 1, otherwise 0.
You can use only names defined in skill.txt for s1.
This function returns 1 if the character designated by chr_target is currently blocking/defending and 0 if that is not the case.
This function returns the current activity state of the character designated by chr_target:
0: Waiting for their turn
1: After selecting a technique and before it occurs
2: After selecting a magic and before it occurs
3: After selecting flight (as in 'fleeing') and before it is executed
These functions return the current shaking degree of the character designated by chr_target.
This function returns the progress time of the object designated by obj_target.
These functions return the coordinates of the object designated by 'obj_target'.
These functions return the velocity of the object designated by 'obj_target'.
These functions return the acceleration of the object designated by 'obj_target'.
This functions returns the angle of the object designated by 'obj_target'.
This functions returns the zoom rate of the object designated by 'obj_target'.
If the inversion switch of the object designated by 'obj_target' is ON, this function returns 1, if it is OFF, it returns 0.
This returns the HP damage that has been created just beforehand.
This returns the MP damage that has been created just beforehand.
This returns the angle which has been calculated via int_calcang just beforehand.
This returns the value which has been calculated via int_calccos just beforehand.
This returns the value which has been calculated via int_calcsin just beforehand.
If enemies of the same type were to attach themselves to a single character, they would cover each other completely. Thus, their position is slightly varied, based on their respective party numbers.
These variables contain the offset which should be used on such an occasion.
These variables should be used when the affected group has been set to E via chr_target.
s1: Player Character Name
This function returns the character number of the player character s1.
You can use only names defined in player.txt for s1.
s1: Enemy Character Name
This function returns the character number of the enemy character s1.
You can use only names defined in enemy.txt for s1.
s1: State Name
This function returns the state number of the state s1.
You can use only names defined in state.txt for s1.
s1: Damage Type Name
This function returns the damage type number of the damage type s1.
You can use only names defined in attribute.txt for s1.
s1: Condition Name
This function returns the condition number of the condition s1.
You can use only names defined in condition.txt for s1.
s1: Skill Type Name
This function returns the skill type number of the skill type s1.
You can use only names defined in skillkind.txt for s1.
s1: Skill Name
This function returns the skill number of the skill s1.
You can use only names defined in skill.txt for s1.