Ryonancing Saga Creators' Guide - Commands - Variables

Commands
Variables

General Comments

The following commands can be used to affect variables in your code (usually in skills, it would seem).

Individual Commands

<p1>

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}

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.)

obj<p1>

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.

eve_party

This returns 1 if the currently acting party is the player side, 2 if it is the enemy's turn.

eve_jn

This returns the party number of the acting character.

eve_cn

This returns the character number of the acting character.

pajnum
eajnum

This returns the party number of the character using this skill.

This can only be used in a skill text.

pacnum
eacnum

This returns the character number of the character using the skill.

This can only be used in a skill text.

ptjnum
etjnum

This returns the party number of the character currently targeted (for attack).

This can only be used in a skill text.

ptcnum
etcnum

This returns the character number of the character currently targeted (for attack).

This can only be used in a skill text.

turn

This returns 1 if it is the player's turn, 2 if it is the enemy's turn, and 0 if it is neither.

targetparty

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.

pLV

This returns the current LV of the player character selected by chr_target.

eLV

This returns the current LV of the enemy.

esize_x
esize_x

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.

btlemax

This returns the maximum number of enemies which can participate in a single battle (currently 9).

btleapr

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.

minus

Returns -1. Since it has become possible to use minus in mathematical expressions, this command is not needed.

pform_p1

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.

eform_p1

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.

chrpos_p1_x
chrpos_p1_y

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.

chrpos2_s1_p1_x
chrpos2_s1_p1_y

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.

chrpos3_x
chrpos3_y

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.

Statenum

This function returns the current state number of the character selected by chr_target.

Aninum

This function returns the current animation number of the character selected by chr_target.

Anitim

This function returns the current animation progress time (?) of the character selected by chr_target.

Aninummax

This function returns the number of animation phases of the character selected by chr_target in their current state.

Aninummax2_s1

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.

pow
con
agl
mgc
min
chm
LP
HP
MP
LPmax
HPmax
MPmax

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).

pow_tmp
con_tmp
agl_tmp
mgc_tmp
min_tmp
chm_tmp

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').

useHP
useMP

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!

jdgCnd_s1

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.

Cndtim_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.

checkcanmove

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.

Captureejnum

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.

rst_s1

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.

sklLV_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.

jdgspp_s1

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.

jdggrd

This function returns 1 if the character designated by chr_target is currently blocking/defending and 0 if that is not the case.

chgmode

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

vib_x
vib_y

These functions return the current shaking degree of the character designated by chr_target.

objtim

This function returns the progress time of the object designated by obj_target.

objp_x
objp_y

These functions return the coordinates of the object designated by 'obj_target'.

objv_x
objv_y

These functions return the velocity of the object designated by 'obj_target'.

obja_x
obja_y

These functions return the acceleration of the object designated by 'obj_target'.

objang

This functions returns the angle of the object designated by 'obj_target'.

objrat

This functions returns the zoom rate of the object designated by 'obj_target'.

objreverse

If the inversion switch of the object designated by 'obj_target' is ON, this function returns 1, if it is OFF, it returns 0.

lastDmgHP

This returns the HP damage that has been created just beforehand.

lastDmgMP

This returns the MP damage that has been created just beforehand.

statang

This returns the angle which has been calculated via int_calcang just beforehand.

statcos

This returns the value which has been calculated via int_calccos just beforehand.

statsin

This returns the value which has been calculated via int_calcsin just beforehand.

Attachform_x
Attachform_y

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.

pname_s1

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.

ename_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.

State_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.

Attribute_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.

Condition_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.

SkillKind_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.

Skill_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.


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