Ryonancing Saga Creators' Guide - Commands - Characters

Commands
Characters

General Comments

The following commands can be used to affect characters.

Individual Commands

chr_target = s1,p1

s1: Group to be affected (P,E)
p1: Party Number of the character who should be affected. (number, variable)

Because commands aimed at characters need to be told which character to affect, this command allows you to make exactly that decision.

If you wish to deal with the player side, s1 should be set to 'P', while it should be set to 'E' if you wish to affect the enemy side.
P1 is simply set to the Party Number. When dealing with the player side, that would be 1 - 15, however, the participants in combat will be the first 5 characters, that is numbers 1 - 5.
When dealing with enemies, the number depends on how many have appeared. For instance, if 3 enemies are encountered, they will take the slots 1 - 3.

Once a setting has been made, it remains in effect until it is changed via 'chr_target'!

chr_setpos = p1,p2

p1: x coordinate of the target location (number, variable)
p2: y coordinate of the target location (number, variable)

This command moves the character's centre body location to the coordinates (p1,p2).

The left edge of the screen is x = 0, the right edge is x = 640, the upper edge is y = 0, and the lower edge is y = 480.

chr_plspos = p1,p2

p1: amount by which the x coordinate should be increased (number, variable)
p2: amount by which the x coordinate should be increased (number, variable)

This command moves the character's centre body location by (p1,p2).

chr_zoomturn = p1

p1: Drawing Mode (0 - 1)

By setting p1 to 1, you can activate the altered display mode of the character specified by chr_target.
In altered display mode, the character is displayed based on the settings for turning angle, zoom factor, and inversion switch (TN:mirroring?), which each character stores individually.
Because this display mode is very slow, you should revert to the normal display mode once you no longer need it by invoking this command with p1 equalling 0.
If the party returns to the town, the display mode automatically reverts to the normal display mode.

chr_setang = p1

p1: Turning Angle at which the Character Should be Displayed (0 - 256)

This command changes the individual turning angle for the altered display mode for the character to p1.

Angles start at 0 and 256 would be a complete turn. In clockwise direction, p1 = 0 would be no turn, p1 = 64 would be 90°, and p1 = 128 would be 180°.

chr_plsang = p1

p1: Degree by which the Turning Angle Should be Increased

This command increases the individual turning angle for the altered display mode for the character by p1.

Angles start at 0 and 256 would be a complete turn. In clockwise direction, p1 = 0 would be no turn, p1 = 64 would be 90°, and p1 = 128 would be 180°.

chr_setrat = p1

p1: New Zoom Factor

This command sets the individual zoom factor for the altered display mode for the character to p1.

A zoom factor of 256 means 1:1, 128 means shrunken by factor 2, while 512 means enlarged by factor 2.

chr_plsrat = p1

p1: Zoom Factor to Be Added

This command increases the individual zoom factor for the altered display mode for the character by p1.

A zoom factor of 256 means 1:1, 128 means shrunken by factor 2, while 512 means enlarged by factor 2.

chr_reverse = p1

p1: Inversion Switch (0 - 1)

If p1 equals 1, the character's inversion switch is set to ON. If p1 is 0, the inversion switch is set to OFF.

If the inversion switch is ON, the character will be displayed inverted (mirrored?) when in altered display mode.

chr_setvib = p1,p2

p1: Amount of the Vibration in Horizontal Direction (number, variable)
p2: Amount of the Vibragtion in Vertical Direction (number, variable)

This command causes the character to vibrate.

chr_changeState = s1

s1: New State

This command changes the state of a character.

s1 must be a name found in the roster in state.txt.

When this command is invoked, animation number and animation progress time are automatically reset to 0.

chr_changeState2 = s1

s1: New State

This command changes the state of a character.

s1 must be a name found in the roster in state.txt.

When this command is invoked, animation number and animation progress time are NOT changed.

chr_setAninum = p1

p1: New Animation Number (number, variable)

This command changes the animation number

chr_setAnitim = p1

p1: New Animation Progress Time (number, variable)

This command changes the current animation progress time.

chr_getDamage

This command deals out the damage defined by int_attribute, int_DamageHP, and int_DamageMP.

When this command is used, the damage is randomly modified (slightly only).

Once this command has been executed, the involved damage values are reset to 0.

chr_reduceDamage

This command deals out the damage defined by int_DamageHP and int_DamageMP.

When this command is used, the damage is used as given without any modification (TN: aren't reduced and get mixed up?).

Once this command has been executed, the involved damage values are reset to 0.

chr_voice1 = p1

p1: Number of the Voice File to be Played (number, variable)

Plays the voice file with the number p1 once.

chr_voice2 = p1

p1: Number of the Voice File to be Played (number, variable)

Plays the voice file with the number p1 once. However, should this command be issued while the same voice file is still being played by a previous chr_voice2 command, the new instance is NOT played.

chr_addCondition = s1

s1: Name of the Condition

This adds the condition s1 to the character.

s1 must be a name listed in the roster in condition.txt.

chr_clrCondition = s1

s1: Name of the Condition

This removes/heals the condition s1 from the character.

s1 must be a name listed in the roster in condition.txt.

'Attached' and 'Captured' are special cases working as follows:

  • If the affected character is a player character
    'Attached' is removed: All enemies attached to that player character are removed.
    'Captured' is removed: Only that single player character is freed.
  • If the affected character is an enemy character
    'Attached' is removed: Only that single enemy is removed.
    'Captured' is removed: All player character captured by that enemy are freed.
  • chr_setCndtim_s1 = p1

    s1: Name of the Condition
    p1: New Time (number, variable)

    This changes the time the character has been subject to condition s1 to p1.

    s1 must be a name listed in the roster in condition.txt.

    Because most condition tend to heal more easily, the longer they are suffered, their time is reset to 0 when a character is newly affected by them.

    When s1 is not 'Attach', you should use chr_target with the target group set to P.
    Since the time of 'Attach' is administrated by the enemy, you should set the target group to E via chr_target if you want to affect it.

    Because the damage dealt by 'Poison' increases over time, you usually should use chr_plsCndtim rather than this command when dealing with 'Poison'.

    chr_plsCndtim_s1 = p1

    s1: Name of the Condition
    p1: Time to Be Added (number, variable)

    This increases the time the character has been subject to condition s1 by p1.

    s1 must be a name listed in the roster in condition.txt.

    When s1 is not 'Attach', you should use chr_target with the target group set to P.
    Since the time of 'Attach' is administrated by the enemy, you should set the target group to E via chr_target if you want to affect it.

    Because the damage dealt by 'Poison' increases over time, you usually should use this command rather than chr_setCndtim when dealing with 'Poison'.

    chr_setAttachpos = s1,p1

    s1: Group ID (P,E)
    p1: Body Location (0 - 2)

    This command changes the location for 'Attach'. The default body locations are the enemy's mouth and the player's hip.

    When s1 is E, p1 will determine how (= where) the enemy attaches itself. 0 means the center coordinates during hit calculation (TN: ?). 1 means the coordinates of the attack origin. And 2 means the mouth coordinates.

    When s1 is P, p1 will determine where on the character the enemy attachs itself. 0 means hip, 1 means head, and 2 means centre.

    Regardless of which variant you are using, chr_target should be set to E beforehand. In other words, this is handled by the enemy character.

    chr_Captureejnum = p1

    p1: Party Number of The Enemy Who Should Become The New Captor

    This command changes the enemy who has captured the character.

    This command should be used when chr_target is set to group P.

    chr_setCapturepos = s1,p1

    s1: Group ID (P,E)
    p1: Body Location (0 - 2)

    This command changes the location for 'Capture'. The default body locations are the enemy's mouth and the player's hip.

    When s1 is E, p1 will determine where the enemy keeps the player. 0 means the center coordinates during hit calculation (TN: ?). 1 means the coordinates of the attack origin. And 2 means the mouth coordinates.

    When s1 is P, p1 will determine where the player character is being held. 0 means hip, 1 means head, and 2 means centre.

    Regardless of which variant you are using, chr_target should be set to P beforehand.

    chr_setgrd = p1

    p1: New Defense Status (0 or 1)

    This command changes the character's defense status. If p1 equals 1, the character changes to a defensive status, and when it equals 0, any defensive status is cleared.

    chr_adjfield

    This command makes sure that the character can't leave the screen.

    chr_breakFrozen

    This command is used when a frozen condition is broken by means of a blunt physical attack. The character looses 1/4 of their maximum HP and the frozen condition is cleared.

    If the state had been 'Frozen', it is automatically changed to 'Damage', and if it has been 'DownFrozen', it is automatically changed to 'Down'.

    chr_clearFrozen

    Yjos cp,,amd c;ears a frozen condition.

    If the state had been 'Frozen', it is automatically changed to 'Damage', and if it has been 'DownFrozen', it is automatically changed to 'Down'.

    chr_misshit

    This command displays the word "Miss!!" over the character.

    chr_escape

    This command removes a character from the battle. Player characters are considered escaped.

    chr_sppon

    When dealing with a skill which has additional support routines, those support routines are executed.

    chr_plssklexp_s1 = p1

    s1: Skill Type to which Experience Should Be Added.
    p1: Amount of Experience That Should Be Added (number, variable).

    Increases the experience for s1 by p1. S1 must be a name found in the roster in skillkind.txt.


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