Structure,Field,Size Field?,Type,Index,Default Value,PersistIfDefault,Is2k3,Comment Learning,level,f,Int32,0x01,1,0,0,Integer Learning,skill_id,f,Ref,0x02,1,0,0,Integer Actor,name,f,DBString,0x01,,0,0,String Actor,title,f,DBString,0x02,,0,0,String Actor,character_name,f,DBString,0x03,,0,0,String Actor,character_index,f,Int32,0x04,0,0,0,Integer Actor,transparent,f,Boolean,0x05,False,0,0,Flag Actor,initial_level,f,Int32,0x07,1,0,0,Integer Actor,final_level,f,Int32,0x08,50|99,0,0,Integer Actor,critical_hit,f,Boolean,0x09,True,0,0,Flag Actor,critical_hit_chance,f,Int32,0x0A,30,0,0,Integer Actor,face_name,f,DBString,0x0F,,0,0,String Actor,face_index,f,Int32,0x10,0,0,0,Integer Actor,two_weapon,f,Boolean,0x15,False,0,0,Flag Actor,lock_equipment,f,Boolean,0x16,False,0,0,Flag Actor,auto_battle,f,Boolean,0x17,False,0,0,Flag Actor,super_guard,f,Boolean,0x18,False,0,0,Flag Actor,parameters,f,Parameters,0x1F,,1,0,Array x 6 - Short Actor,exp_base,f,Int32,0x29,30|300,0,0,Integer Actor,exp_inflation,f,Int32,0x2A,30|300,0,0,Integer Actor,exp_correction,f,Int32,0x2B,0,0,0,Integer Actor,initial_equipment,f,Equipment,0x33,,1,0,Integer x 5 Actor,unarmed_animation,f,Ref,0x38,1,0,0,Integer Actor,class_id,f,Ref,0x39,0,0,1,Integer - RPG2003 Actor,battle_x,f,Int32,0x3B,220,0,1,Integer - RPG2003 Actor,battle_y,f,Int32,0x3C,120,0,1,Integer - RPG2003 Actor,battler_animation,f,Ref,0x3E,1,0,1,Integer - RPG2003 Actor,skills,f,Array,0x3F,,1,0,Array - rpg::Learning Actor,rename_skill,f,Boolean,0x42,False,0,0,Flag Actor,skill_name,f,DBString,0x43,,0,0,String Actor,state_ranks,t,Vector,0x47,,0,0,Integer Actor,state_ranks,f,Vector,0x48,,1,0,Array - Short Actor,attribute_ranks,t,Vector,0x49,,0,0,Integer Actor,attribute_ranks,f,Vector,0x4A,,1,0,Array - Short Actor,battle_commands,f,Vector>,0x50,,1,1,Array - rpg::BattleCommand - RPG2003 Sound,name,f,String,0x01,"""(OFF)""",1,0,String Sound,volume,f,Int32,0x03,100,0,0,Integer Sound,tempo,f,Int32,0x04,100,0,0,Integer Sound,balance,f,Int32,0x05,50,0,0,Integer AnimationTiming,frame,f,Int32,0x01,0,0,0,Integer AnimationTiming,se,f,Sound,0x02,,1,0,rpg::Sound AnimationTiming,flash_scope,f,Enum,0x03,0,1,0,Integer AnimationTiming,flash_red,f,Int32,0x04,31,0,0,Integer AnimationTiming,flash_green,f,Int32,0x05,31,0,0,Integer AnimationTiming,flash_blue,f,Int32,0x06,31,0,0,Integer AnimationTiming,flash_power,f,Int32,0x07,31,0,0,Integer AnimationTiming,screen_shake,f,Enum,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. AnimationCellData,valid,f,Int32,0x01,1,0,0,Bool AnimationCellData,cell_id,f,Int32,0x02,0,0,0,Integer AnimationCellData,x,f,Int32,0x03,0,0,0,Integer AnimationCellData,y,f,Int32,0x04,0,0,0,Integer AnimationCellData,zoom,f,Int32,0x05,100,0,0,Integer AnimationCellData,tone_red,f,Int32,0x06,100,0,0,Integer AnimationCellData,tone_green,f,Int32,0x07,100,0,0,Integer AnimationCellData,tone_blue,f,Int32,0x08,100,0,0,Integer AnimationCellData,tone_gray,f,Int32,0x09,100,0,0,Integer AnimationCellData,transparency,f,Int32,0x0A,0,0,0,Integer AnimationFrame,cells,f,Array,0x01,,1,0,Array - rpg::AnimationCellData Animation,name,f,DBString,0x01,,0,0,String Animation,animation_name,f,DBString,0x02,,0,0,String Animation,large,f,Boolean,0x03,False,0,0,Battle2 animation when true Animation,timings,f,Array,0x06,,1,0,Array - rpg::AnimationTiming Animation,scope,f,Enum,0x09,0,1,0,Integer Animation,position,f,Enum,0x0A,2,1,0,Integer Animation,frames,f,Array,0x0C,,1,0,Array - rpg::AnimationFrames Attribute,name,f,DBString,0x01,,0,0,String Attribute,type,f,Enum,0x02,0,1,0,Integer Attribute,a_rate,f,Int32,0x0B,300,0,0,Integer Attribute,b_rate,f,Int32,0x0C,200,0,0,Integer Attribute,c_rate,f,Int32,0x0D,100,0,0,Integer Attribute,d_rate,f,Int32,0x0E,50,0,0,Integer Attribute,e_rate,f,Int32,0x0F,0,0,0,Integer BattleCommand,name,f,DBString,0x01,,1,0,String BattleCommand,type,f,Enum,0x02,0,0,0,Integer BattleCommands,placement,f,Enum,0x02,0,0,0,Integer BattleCommands,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. BattleCommands,row,f,Enum,0x06,0,0,0,Integer BattleCommands,battle_type,f,Enum,0x07,0,0,0,Integer BattleCommands,unused_display_normal_parameters,f,Boolean,0x09,True,0,0,Unused hidden checkbox Display normal parameters in RPG2003's battle settings tab BattleCommands,commands,f,Array,0x0A,,1,0,Array - rpg::BattleCommand BattleCommands,death_handler,f,Boolean,0x0F,0,0,1,True if a 2k3 random encounter death handler is active BattleCommands,death_event,f,Ref,0x10,1,0,0,Integer BattleCommands,window_size,f,Enum,0x14,0,0,0,Integer BattleCommands,transparency,f,Enum,0x18,0,0,0,Integer BattleCommands,death_teleport,f,Boolean,0x19,False,0,0,Integer BattleCommands,death_teleport_id,f,Ref,0x1A,1,0,0,Integer BattleCommands,death_teleport_x,f,Int32,0x1B,0,0,0,Integer BattleCommands,death_teleport_y,f,Int32,0x1C,0,0,0,Integer BattleCommands,death_teleport_face,f,Enum,0x1D,0,0,0,Integer BattlerAnimation,name,f,DBString,0x01,,0,1,String BattlerAnimation,speed,f,Enum,0x02,20,0,1,Integer BattlerAnimation,poses,f,Array,0x0A,,1,1,Array - rpg::BattlerAnimationPose BattlerAnimation,weapons,f,Array,0x0B,,1,1,Array - rpg::BattlerAnimationWeapon BattlerAnimationItemSkill,unknown02,f,Int32,0x02,0,0,1, BattlerAnimationItemSkill,type,f,Enum,0x03,0,0,1, BattlerAnimationItemSkill,weapon_animation_id,f,Ref,0x04,0,0,1, BattlerAnimationItemSkill,movement,f,Enum,0x05,0,0,1, BattlerAnimationItemSkill,after_image,f,Enum,0x06,0,0,1, BattlerAnimationItemSkill,attacks,f,Int32,0x07,0,0,1, BattlerAnimationItemSkill,ranged,f,Boolean,0x08,False,0,1, BattlerAnimationItemSkill,ranged_animation_id,f,Ref,0x09,0,0,1, BattlerAnimationItemSkill,ranged_speed,f,Enum,0x0C,0,0,1, BattlerAnimationItemSkill,battle_animation_id,f,Ref,0x0D,1,0,1, BattlerAnimationItemSkill,pose,f,Ref,0x0E,3,0,1, BattlerAnimationPose,name,f,DBString,0x01,,0,1,String BattlerAnimationPose,battler_name,f,DBString,0x02,,0,1,String BattlerAnimationPose,battler_index,f,Int32,0x03,0,0,1,Integer BattlerAnimationPose,animation_type,f,Enum,0x04,0,0,1,Integer BattlerAnimationPose,battle_animation_id,f,Ref,0x05,1,0,1,Integer BattlerAnimationWeapon,name,f,DBString,0x01,,0,1,String BattlerAnimationWeapon,weapon_name,f,DBString,0x02,,0,1,String BattlerAnimationWeapon,weapon_index,f,Int32,0x03,0,0,1,Integer Chipset,name,f,DBString,0x01,,0,0,String Chipset,chipset_name,f,DBString,0x02,,0,0,String Chipset,terrain_data,f,Vector,0x03,[1]*162,0,0,Array - Short x 162 Chipset,passable_data_lower,f,Vector,0x04,[15]*162,0,0,Array - Bitflag x 162 Chipset,passable_data_upper,f,Vector,0x05,[31]+[15]*143,0,0,Array - Bitflag x 144 Chipset,animation_type,f,Enum,0x0B,0,0,0,Integer Chipset,animation_speed,f,Int32,0x0C,0,0,0,Integer Class,name,f,DBString,0x01,,0,0,String Class,two_weapon,f,Boolean,0x15,False,0,0,Flag Class,lock_equipment,f,Boolean,0x16,False,0,0,Flag Class,auto_battle,f,Boolean,0x17,False,0,0,Flag Class,super_guard,f,Boolean,0x18,False,0,0,Flag Class,parameters,f,Parameters,0x1F,,0,0,Array x 6 - Short Class,exp_base,f,Int32,0x29,300,0,0,Integer Class,exp_inflation,f,Int32,0x2A,300,0,0,Integer Class,exp_correction,f,Int32,0x2B,0,0,0,Integer Class,battler_animation,f,Ref,0x3E,0,0,0,Integer Class,skills,f,Array,0x3F,,1,0,Array - rpg::Learning Class,state_ranks,t,Vector,0x47,,0,0,Integer Class,state_ranks,f,Vector,0x48,,1,0,Array - Short Class,attribute_ranks,t,Vector,0x49,,0,0,Integer Class,attribute_ranks,f,Vector,0x4A,,1,0,Array - Short Class,battle_commands,f,Vector>,0x50,,1,0,Array - Uint32 CommonEvent,name,f,DBString,0x01,,0,0,String CommonEvent,trigger,f,Enum,0x0B,0,0,0,Integer CommonEvent,switch_flag,f,Boolean,0x0C,False,0,0,Flag CommonEvent,switch_id,f,Ref,0x0D,1,0,0,Integer CommonEvent,event_commands,t,Vector,0x15,,1,0,Integer CommonEvent,event_commands,f,Vector,0x16,,1,0,Array - rpg::EventCommand Skill,name,f,DBString,0x01,,0,0,String Skill,description,f,DBString,0x02,,0,0,String Skill,using_message1,f,DBString,0x03,,0,0,String - RPG2000 Skill,using_message2,f,DBString,0x04,,0,0,String - RPG2000 Skill,failure_message,f,Int32,0x07,0,0,0,Integer - RPG2000 Skill,type,f,Enum,0x08,0,1,0,Integer Skill,sp_type,f,Enum,0x09,0,0,1,Integer - RPG2003 Skill,sp_percent,f,Int32,0x0A,0,0,1,Integer - RPG2003 Skill,sp_cost,f,Int32,0x0B,0,0,0,Integer Skill,scope,f,Enum,0x0C,0,1,0,Integer Skill,switch_id,f,Ref,0x0D,1,0,0,Integer Skill,animation_id,f,Ref,0x0E,1,0,0,Integer Skill,sound_effect,f,Sound,0x10,,1,0,rpg::Sound Skill,occasion_field,f,Boolean,0x12,True,0,0,Flag Skill,occasion_battle,f,Boolean,0x13,False,0,0,Flag Skill,reverse_state_effect,f,Boolean,0x14,False,0,1,Flag - RPG2003 Skill,physical_rate,f,Int32,0x15,0,0,0,Integer Skill,magical_rate,f,Int32,0x16,3,0,0,Integer Skill,variance,f,Int32,0x17,4,0,0,Integer Skill,power,f,Int32,0x18,0,0,0,Integer Skill,hit,f,Int32,0x19,100,0,0,Integer Skill,affect_hp,f,Boolean,0x1F,False,0,0,Flag Skill,affect_sp,f,Boolean,0x20,False,0,0,Flag Skill,affect_attack,f,Boolean,0x21,False,0,0,Flag Skill,affect_defense,f,Boolean,0x22,False,0,0,Flag Skill,affect_spirit,f,Boolean,0x23,False,0,0,Flag Skill,affect_agility,f,Boolean,0x24,False,0,0,Flag Skill,absorb_damage,f,Boolean,0x25,False,0,0,Flag Skill,ignore_defense,f,Boolean,0x26,False,0,0,Flag Skill,state_effects,t,DBBitArray,0x29,,0,0,Integer Skill,state_effects,f,DBBitArray,0x2A,,1,0,Array - Flag Skill,attribute_effects,t,DBBitArray,0x2B,,0,0,Integer Skill,attribute_effects,f,DBBitArray,0x2C,,1,0,Array - Flag Skill,affect_attr_defence,f,Boolean,0x2D,False,0,0,Flag Skill,battler_animation,f,Ref,0x31,-1,0,1,Integer - RPG2003 Skill,battler_animation_data,f,Array>,0x32,,1,1,? - RPG2003 Item,name,f,DBString,0x01,,0,0,String Item,description,f,DBString,0x02,,0,0,String Item,type,f,Enum,0x03,0,1,0,Integer Item,price,f,Int32,0x05,0,0,0,Integer Item,uses,f,Int32,0x06,1,0,0,Integer Item,atk_points1,f,Int32,0x0B,0,0,0,Integer Item,def_points1,f,Int32,0x0C,0,0,0,Integer Item,spi_points1,f,Int32,0x0D,0,0,0,Integer Item,agi_points1,f,Int32,0x0E,0,0,0,Integer Item,two_handed,f,Boolean,0x0F,False,1,0,Flag Item,sp_cost,f,Int32,0x10,0,0,0,Integer Item,hit,f,Int32,0x11,90,0,0,Integer Item,critical_hit,f,Int32,0x12,0,0,0,Integer Item,animation_id,f,Ref,0x14,1,0,0,Integer Item,preemptive,f,Boolean,0x15,False,0,0,Flag Item,dual_attack,f,Boolean,0x16,False,0,0,Flag Item,attack_all,f,Boolean,0x17,False,0,0,Flag Item,ignore_evasion,f,Boolean,0x18,False,0,0,Flag Item,prevent_critical,f,Boolean,0x19,False,0,0,Flag Item,raise_evasion,f,Boolean,0x1A,False,0,0,Flag Item,half_sp_cost,f,Boolean,0x1B,False,0,0,Flag Item,no_terrain_damage,f,Boolean,0x1C,False,0,0,Flag Item,cursed,f,Boolean,0x1D,False,0,1,Flag - RPG2003 Item,entire_party,f,Boolean,0x1F,False,1,0,Flag Item,recover_hp_rate,f,Int32,0x20,0,0,0,Integer Item,recover_hp,f,Int32,0x21,0,0,0,Integer Item,recover_sp_rate,f,Int32,0x22,0,0,0,Integer Item,recover_sp,f,Int32,0x23,0,0,0,Integer Item,occasion_field1,f,Boolean,0x25,False,0,0,Flag Item,ko_only,f,Boolean,0x26,False,0,0,Flag Item,max_hp_points,f,Int32,0x29,0,0,0,Integer Item,max_sp_points,f,Int32,0x2A,0,0,0,Integer Item,atk_points2,f,Int32,0x2B,0,0,0,Integer Item,def_points2,f,Int32,0x2C,0,0,0,Integer Item,spi_points2,f,Int32,0x2D,0,0,0,Integer Item,agi_points2,f,Int32,0x2E,0,0,0,Integer Item,using_message,f,Int32,0x33,0,1,0,Integer Item,skill_id,f,Ref,0x35,1,0,0,Integer Item,switch_id,f,Ref,0x37,1,0,0,Integer Item,occasion_field2,f,Boolean,0x39,True,0,0,Flag Item,occasion_battle,f,Boolean,0x3A,False,0,0,Flag Item,actor_set,t,DBBitArray,0x3D,,0,0,Integer Item,actor_set,f,DBBitArray,0x3E,,1,0,Array - Flag Item,state_set,t,DBBitArray,0x3F,,0,0,Integer Item,state_set,f,DBBitArray,0x40,,1,0,Array - Flag Item,attribute_set,t,DBBitArray,0x41,,0,0,Integer Item,attribute_set,f,DBBitArray,0x42,,1,0,Array - Flag Item,state_chance,f,Int32,0x43,0,0,0,Integer Item,reverse_state_effect,f,Boolean,0x44,False,0,0,Flag Item,weapon_animation,f,Ref,0x45,-1,0,1,Integer - RPG2003 Item,animation_data,f,Array>,0x46,,1,1,Array - RPG2003 Item,use_skill,f,Boolean,0x47,False,0,1,Flag - RPG2003 Item,class_set,t,DBBitArray,0x48,,0,1,Integer - RPG2003 Item,class_set,f,DBBitArray,0x49,,1,1,Array - Flag - RPG2003 Item,ranged_trajectory,f,Enum,0x4B,0,0,0,Integer Item,ranged_target,f,Enum,0x4C,0,0,0,Integer EnemyAction,kind,f,Enum,0x01,0,1,0,Integer EnemyAction,basic,f,Enum,0x02,1,1,0,Integer EnemyAction,skill_id,f,Ref,0x03,1,0,0,Integer EnemyAction,enemy_id,f,Ref,0x04,1,0,0,Integer EnemyAction,condition_type,f,Enum,0x05,0,1,0,Integer EnemyAction,condition_param1,f,Int32,0x06,0,0,0,Integer EnemyAction,condition_param2,f,Int32,0x07,0,0,0,Integer EnemyAction,switch_id,f,Ref,0x08,1,0,0,Integer EnemyAction,switch_on,f,Boolean,0x09,False,0,0,Flag EnemyAction,switch_on_id,f,Ref,0x0A,1,0,0,Integer EnemyAction,switch_off,f,Boolean,0x0B,False,0,0,Flag EnemyAction,switch_off_id,f,Ref,0x0C,1,0,0,Integer EnemyAction,rating,f,Int32,0x0D,50,0,0,Integer Enemy,name,f,DBString,0x01,,0,0,String Enemy,battler_name,f,DBString,0x02,,0,0,String Enemy,battler_hue,f,Int32,0x03,0,0,0,Integer Enemy,max_hp,f,Int32,0x04,10,0,0,Integer Enemy,max_sp,f,Int32,0x05,10,0,0,Integer Enemy,attack,f,Int32,0x06,10,0,0,Integer Enemy,defense,f,Int32,0x07,10,0,0,Integer Enemy,spirit,f,Int32,0x08,10,0,0,Integer Enemy,agility,f,Int32,0x09,10,0,0,Integer Enemy,transparent,f,Boolean,0x0A,False,0,0,Flag Enemy,exp,f,Int32,0x0B,0,0,0,Integer Enemy,gold,f,Int32,0x0C,0,0,0,Integer Enemy,drop_id,f,Ref,0x0D,0,0,0,Integer Enemy,drop_prob,f,Int32,0x0E,100,0,0,Integer Enemy,critical_hit,f,Boolean,0x15,False,0,0,Flag Enemy,critical_hit_chance,f,Int32,0x16,30,0,0,Integer Enemy,miss,f,Boolean,0x1A,False,0,0,Flag Enemy,levitate,f,Boolean,0x1C,False,0,0,Flag Enemy,state_ranks,t,Vector,0x1F,,0,0,Integer Enemy,state_ranks,f,Vector,0x20,,1,0,Array - Short Enemy,attribute_ranks,t,Vector,0x21,,0,0,Integer Enemy,attribute_ranks,f,Vector,0x22,,1,0,Array - Short Enemy,actions,f,Array,0x2A,,1,0,Array - rpg::EnemyAction TroopMember,enemy_id,f,Ref,0x01,1,0,0,Integer TroopMember,x,f,Int32,0x02,0,0,0,Integer TroopMember,y,f,Int32,0x03,0,0,0,Integer TroopMember,invisible,f,Boolean,0x04,False,0,0,Flag TroopPageCondition,flags,f,TroopPageCondition_Flags,0x01,,1,0,Bitflag - x 2 if RPG2003 TroopPageCondition,switch_a_id,f,Ref,0x02,1,0,0,Integer TroopPageCondition,switch_b_id,f,Ref,0x03,1,0,0,Integer TroopPageCondition,variable_id,f,Ref,0x04,1,0,0,Integer TroopPageCondition,variable_value,f,Int32,0x05,0,0,0,Integer TroopPageCondition,turn_a,f,Int32,0x06,0,0,0,Integer TroopPageCondition,turn_b,f,Int32,0x07,0,0,0,Integer TroopPageCondition,fatigue_min,f,Int32,0x08,0,0,0,Integer TroopPageCondition,fatigue_max,f,Int32,0x09,100,0,0,Integer TroopPageCondition,enemy_id,f,Int32,0x0A,0,0,0,Integer TroopPageCondition,enemy_hp_min,f,Int32,0x0B,0,0,0,Integer TroopPageCondition,enemy_hp_max,f,Int32,0x0C,100,0,0,Integer TroopPageCondition,actor_id,f,Ref,0x0D,1,0,0,Integer TroopPageCondition,actor_hp_min,f,Int32,0x0E,0,0,0,Integer TroopPageCondition,actor_hp_max,f,Int32,0x0F,100,0,0,Integer TroopPageCondition,turn_enemy_id,f,Int32,0x10,0,0,1,Integer - RPG2003 TroopPageCondition,turn_enemy_a,f,Int32,0x11,0,0,1,Integer - RPG2003 TroopPageCondition,turn_enemy_b,f,Int32,0x12,0,0,1,Integer - RPG2003 TroopPageCondition,turn_actor_id,f,Ref,0x13,1,0,1,Integer - RPG2003 TroopPageCondition,turn_actor_a,f,Int32,0x14,0,0,1,Integer - RPG2003 TroopPageCondition,turn_actor_b,f,Int32,0x15,0,0,1,Integer - RPG2003 TroopPageCondition,command_actor_id,f,Ref,0x16,1,0,1,Integer - RPG2003 TroopPageCondition,command_id,f,Ref,0x17,1,0,1,Integer - RPG2003 TroopPage,condition,f,TroopPageCondition,0x02,,1,0,rpg::TroopPageCondition TroopPage,event_commands,t,Vector,0x0B,,1,0,Integer TroopPage,event_commands,f,Vector,0x0C,,1,0,Array - rpg::EventCommand Troop,name,f,DBString,0x01,,0,0,String Troop,members,f,Array,0x02,,1,0,Array - rpg::TroopMember Troop,auto_alignment,f,Boolean,0x03,False,0,1,Flag Troop,terrain_set,t,DBBitArray,0x04,,0,0,Integer Troop,terrain_set,f,DBBitArray,0x05,,1,0,Array - Flag Troop,appear_randomly,f,Boolean,0x06,False,0,1,Flag Troop,pages,f,Array,0x0B,,1,0,Array - rpg::TroopPage Terrain,name,f,DBString,0x01,,0,0,String Terrain,damage,f,Int32,0x02,0,0,0,Integer Terrain,encounter_rate,f,Int32,0x03,100,0,0,Integer Terrain,background_name,f,DBString,0x04,,0,0,String Terrain,boat_pass,f,Boolean,0x05,False,0,0,Flag Terrain,ship_pass,f,Boolean,0x06,False,0,0,Flag Terrain,airship_pass,f,Boolean,0x07,True,0,0,Flag Terrain,airship_land,f,Boolean,0x09,True,0,0,Flag Terrain,bush_depth,f,Enum,0x0B,0,1,0,Integer Terrain,footstep,f,Sound,0x0F,,1,1,rpg::Sound - RPG2003 Terrain,on_damage_se,f,Boolean,0x10,False,0,1,Flag - RPG2003 Terrain,background_type,f,Enum,0x11,0,0,1,Integer - RPG2003 Terrain,background_a_name,f,DBString,0x15,,0,1,String - RPG2003 Terrain,background_a_scrollh,f,Boolean,0x16,False,0,1,Flag - RPG2003 Terrain,background_a_scrollv,f,Boolean,0x17,False,0,1,Flag - RPG2003 Terrain,background_a_scrollh_speed,f,Int32,0x18,0,0,1,Integer - RPG2003 Terrain,background_a_scrollv_speed,f,Int32,0x19,0,0,1,Integer - RPG2003 Terrain,background_b,f,Boolean,0x1E,False,0,1,Flag - RPG2003 Terrain,background_b_name,f,DBString,0x1F,,0,1,String - RPG2003 Terrain,background_b_scrollh,f,Boolean,0x20,False,0,1,Flag - RPG2003 Terrain,background_b_scrollv,f,Boolean,0x21,False,0,1,Flag - RPG2003 Terrain,background_b_scrollh_speed,f,Int32,0x22,0,0,1,Integer - RPG2003 Terrain,background_b_scrollv_speed,f,Int32,0x23,0,0,1,Integer - RPG2003 Terrain,special_flags,f,Terrain_Flags,0x28,,0,1,Bitflag - RPG2003 Terrain,special_back_party,f,Int32,0x29,15,0,1,Integer - RPG2003 Terrain,special_back_enemies,f,Int32,0x2A,10,0,1,Integer - RPG2003 Terrain,special_lateral_party,f,Int32,0x2B,10,0,1,Integer - RPG2003 Terrain,special_lateral_enemies,f,Int32,0x2C,5,0,1,Integer - RPG2003 Terrain,grid_location,f,Int32,0x2D,0,0,1,Integer - RPG2003 Terrain,grid_top_y,f,Int32,0x2E,120,0,1,Integer - RPG2003 Terrain,grid_elongation,f,Int32,0x2F,392,0,1,Integer - RPG2003 Terrain,grid_inclination,f,Int32,0x30,16000,0,1,Integer - RPG2003 State,name,f,DBString,0x01,,0,0,String State,type,f,Enum,0x02,0,1,0,Integer State,color,f,Int32,0x03,6,0,0,Integer State,priority,f,Int32,0x04,50,0,0,Integer State,restriction,f,Enum,0x05,0,1,0,Integer State,a_rate,f,Int32,0x0B,100,0,0,Integer State,b_rate,f,Int32,0x0C,80,0,0,Integer State,c_rate,f,Int32,0x0D,60,0,0,Integer State,d_rate,f,Int32,0x0E,30,0,0,Integer State,e_rate,f,Int32,0x0F,0,0,0,Integer State,hold_turn,f,Int32,0x15,0,0,0,Integer State,auto_release_prob,f,Int32,0x16,0,0,0,Integer State,release_by_damage,f,Int32,0x17,0,0,0,Integer State,affect_type,f,Enum,0x1E,0,0,1,Integer - RPG2003 State,affect_attack,f,Boolean,0x1F,False,0,0,Flag State,affect_defense,f,Boolean,0x20,False,0,0,Flag State,affect_spirit,f,Boolean,0x21,False,0,0,Flag State,affect_agility,f,Boolean,0x22,False,0,0,Flag State,reduce_hit_ratio,f,Int32,0x23,100,0,0,Integer State,avoid_attacks,f,Boolean,0x24,False,0,1,Flag - RPG2003 State,reflect_magic,f,Boolean,0x25,False,0,1,Flag - RPG2003 State,cursed,f,Boolean,0x26,False,0,1,Flag - RPG2003 State,battler_animation_id,f,Ref,0x27,100,0,1,Integer - RPG2003 State,restrict_skill,f,Boolean,0x29,False,0,0,Flag State,restrict_skill_level,f,Int32,0x2A,0,0,0,Integer State,restrict_magic,f,Boolean,0x2B,False,0,0,Flag State,restrict_magic_level,f,Int32,0x2C,0,0,0,Integer State,hp_change_type,f,Enum,0x2D,0,0,0,Integer State,sp_change_type,f,Enum,0x2E,0,0,0,Integer State,message_actor,f,DBString,0x33,,0,0,String State,message_enemy,f,DBString,0x34,,0,0,String State,message_already,f,DBString,0x35,,0,0,String State,message_affected,f,DBString,0x36,,0,0,String State,message_recovery,f,DBString,0x37,,0,0,String State,hp_change_max,f,Int32,0x3D,0,0,0,Integer State,hp_change_val,f,Int32,0x3E,0,0,0,Integer State,hp_change_map_steps,f,Int32,0x3F,0,0,0,Integer State,hp_change_map_val,f,Int32,0x40,0,0,0,Integer State,sp_change_max,f,Int32,0x41,0,0,0,Integer State,sp_change_val,f,Int32,0x42,0,0,0,Integer State,sp_change_map_steps,f,Int32,0x43,0,0,0,Integer State,sp_change_map_val,f,Int32,0x44,0,0,0,Integer Terms,encounter,f,DBString,0x01,,1,0,String Terms,special_combat,f,DBString,0x02,,1,0,String Terms,escape_success,f,DBString,0x03,,1,0,String Terms,escape_failure,f,DBString,0x04,,1,0,String Terms,victory,f,DBString,0x05,,1,0,String Terms,defeat,f,DBString,0x06,,1,0,String Terms,exp_received,f,DBString,0x07,,1,0,String Terms,gold_recieved_a,f,DBString,0x08,,1,0,String Terms,gold_recieved_b,f,DBString,0x09,,1,0,String Terms,item_recieved,f,DBString,0x0A,,1,0,String Terms,attacking,f,DBString,0x0B,,1,0,String Terms,enemy_critical,f,DBString,0x0C,,1,0,String Terms,actor_critical,f,DBString,0x0D,,1,0,String Terms,defending,f,DBString,0x0E,,1,0,String Terms,observing,f,DBString,0x0F,,1,0,String Terms,focus,f,DBString,0x10,,1,0,String Terms,autodestruction,f,DBString,0x11,,1,0,String Terms,enemy_escape,f,DBString,0x12,,1,0,String Terms,enemy_transform,f,DBString,0x13,,1,0,String Terms,enemy_damaged,f,DBString,0x14,,1,0,String Terms,enemy_undamaged,f,DBString,0x15,,1,0,String Terms,actor_damaged,f,DBString,0x16,,1,0,String Terms,actor_undamaged,f,DBString,0x17,,1,0,String Terms,skill_failure_a,f,DBString,0x18,,1,0,String Terms,skill_failure_b,f,DBString,0x19,,1,0,String Terms,skill_failure_c,f,DBString,0x1A,,1,0,String Terms,dodge,f,DBString,0x1B,,1,0,String Terms,use_item,f,DBString,0x1C,,1,0,String Terms,hp_recovery,f,DBString,0x1D,,1,0,String Terms,parameter_increase,f,DBString,0x1E,,1,0,String Terms,parameter_decrease,f,DBString,0x1F,,1,0,String Terms,enemy_hp_absorbed,f,DBString,0x20,,1,0,String Terms,actor_hp_absorbed,f,DBString,0x21,,1,0,String Terms,resistance_increase,f,DBString,0x22,,1,0,String Terms,resistance_decrease,f,DBString,0x23,,1,0,String Terms,level_up,f,DBString,0x24,,1,0,String Terms,skill_learned,f,DBString,0x25,,1,0,String Terms,battle_start,f,DBString,0x26,,1,1,String Terms,miss,f,DBString,0x27,,1,1,String Terms,shop_greeting1,f,DBString,0x29,,1,0,String Terms,shop_regreeting1,f,DBString,0x2A,,1,0,String Terms,shop_buy1,f,DBString,0x2B,,1,0,String Terms,shop_sell1,f,DBString,0x2C,,1,0,String Terms,shop_leave1,f,DBString,0x2D,,1,0,String Terms,shop_buy_select1,f,DBString,0x2E,,1,0,String Terms,shop_buy_number1,f,DBString,0x2F,,1,0,String Terms,shop_purchased1,f,DBString,0x30,,1,0,String Terms,shop_sell_select1,f,DBString,0x31,,1,0,String Terms,shop_sell_number1,f,DBString,0x32,,1,0,String Terms,shop_sold1,f,DBString,0x33,,1,0,String Terms,shop_greeting2,f,DBString,0x36,,1,0,String Terms,shop_regreeting2,f,DBString,0x37,,1,0,String Terms,shop_buy2,f,DBString,0x38,,1,0,String Terms,shop_sell2,f,DBString,0x39,,1,0,String Terms,shop_leave2,f,DBString,0x3A,,1,0,String Terms,shop_buy_select2,f,DBString,0x3B,,1,0,String Terms,shop_buy_number2,f,DBString,0x3C,,1,0,String Terms,shop_purchased2,f,DBString,0x3D,,1,0,String Terms,shop_sell_select2,f,DBString,0x3E,,1,0,String Terms,shop_sell_number2,f,DBString,0x3F,,1,0,String Terms,shop_sold2,f,DBString,0x40,,1,0,String Terms,shop_greeting3,f,DBString,0x43,,1,0,String Terms,shop_regreeting3,f,DBString,0x44,,1,0,String Terms,shop_buy3,f,DBString,0x45,,1,0,String Terms,shop_sell3,f,DBString,0x46,,1,0,String Terms,shop_leave3,f,DBString,0x47,,1,0,String Terms,shop_buy_select3,f,DBString,0x48,,1,0,String Terms,shop_buy_number3,f,DBString,0x49,,1,0,String Terms,shop_purchased3,f,DBString,0x4A,,1,0,String Terms,shop_sell_select3,f,DBString,0x4B,,1,0,String Terms,shop_sell_number3,f,DBString,0x4C,,1,0,String Terms,shop_sold3,f,DBString,0x4D,,1,0,String Terms,inn_a_greeting_1,f,DBString,0x50,,1,0,String Terms,inn_a_greeting_2,f,DBString,0x51,,1,0,String Terms,inn_a_greeting_3,f,DBString,0x52,,1,0,String Terms,inn_a_accept,f,DBString,0x53,,1,0,String Terms,inn_a_cancel,f,DBString,0x54,,1,0,String Terms,inn_b_greeting_1,f,DBString,0x55,,1,0,String Terms,inn_b_greeting_2,f,DBString,0x56,,1,0,String Terms,inn_b_greeting_3,f,DBString,0x57,,1,0,String Terms,inn_b_accept,f,DBString,0x58,,1,0,String Terms,inn_b_cancel,f,DBString,0x59,,1,0,String Terms,possessed_items,f,DBString,0x5C,,1,0,String Terms,equipped_items,f,DBString,0x5D,,1,0,String Terms,gold,f,DBString,0x5F,,1,0,String Terms,battle_fight,f,DBString,0x65,,1,0,String Terms,battle_auto,f,DBString,0x66,,1,0,String Terms,battle_escape,f,DBString,0x67,,1,0,String Terms,command_attack,f,DBString,0x68,,1,0,String Terms,command_defend,f,DBString,0x69,,1,0,String Terms,command_item,f,DBString,0x6A,,1,0,String Terms,command_skill,f,DBString,0x6B,,1,0,String Terms,menu_equipment,f,DBString,0x6C,,1,0,String Terms,menu_save,f,DBString,0x6E,,1,0,String Terms,menu_quit,f,DBString,0x70,,1,0,String Terms,new_game,f,DBString,0x72,,1,0,String Terms,load_game,f,DBString,0x73,,1,0,String Terms,exit_game,f,DBString,0x75,,1,0,String Terms,status,f,DBString,0x76,,1,1,String Terms,row,f,DBString,0x77,,1,1,String Terms,order,f,DBString,0x78,,1,1,String Terms,wait_on,f,DBString,0x79,,1,1,String Terms,wait_off,f,DBString,0x7A,,1,1,String Terms,level,f,DBString,0x7B,,1,0,String Terms,health_points,f,DBString,0x7C,,1,0,String Terms,spirit_points,f,DBString,0x7D,,1,0,String Terms,normal_status,f,DBString,0x7E,,1,0,String Terms,exp_short,f,DBString,0x7F,,1,0,String - char x 2? Terms,lvl_short,f,DBString,0x80,,1,0,String - char x 2? Terms,hp_short,f,DBString,0x81,,1,0,String - char x 2? Terms,sp_short,f,DBString,0x82,,1,0,String - char x 2? Terms,sp_cost,f,DBString,0x83,,1,0,String Terms,attack,f,DBString,0x84,,1,0,String Terms,defense,f,DBString,0x85,,1,0,String Terms,spirit,f,DBString,0x86,,1,0,String Terms,agility,f,DBString,0x87,,1,0,String Terms,weapon,f,DBString,0x88,,1,0,String Terms,shield,f,DBString,0x89,,1,0,String Terms,armor,f,DBString,0x8A,,1,0,String Terms,helmet,f,DBString,0x8B,,1,0,String Terms,accessory,f,DBString,0x8C,,1,0,String Terms,save_game_message,f,DBString,0x92,,1,0,String Terms,load_game_message,f,DBString,0x93,,1,0,String Terms,file,f,DBString,0x94,,1,0,String Terms,exit_game_message,f,DBString,0x97,,1,0,String Terms,yes,f,DBString,0x98,,1,0,String Terms,no,f,DBString,0x99,,1,0,String Music,name,f,String,0x01,"""(OFF)""",1,0,String Music,fadein,f,Int32,0x02,0,0,0,Integer Music,volume,f,Int32,0x03,100,0,0,Integer Music,tempo,f,Int32,0x04,100,0,0,Integer Music,balance,f,Int32,0x05,50,0,0,Integer TestBattler,actor_id,f,Ref,0x01,1,0,0,Integer TestBattler,level,f,Int32,0x02,1,0,0,Integer TestBattler,weapon_id,f,Ref,0x0B,0,0,0,Integer TestBattler,shield_id,f,Ref,0x0C,0,0,0,Integer TestBattler,armor_id,f,Ref,0x0D,0,0,0,Integer TestBattler,helmet_id,f,Ref,0x0E,0,0,0,Integer TestBattler,accessory_id,f,Ref,0x0F,0,0,0,Integer System,ldb_id,f,Int32,0x0A,0,0,0,Integer - RPG2003 System,boat_name,f,DBString,0x0B,,0,0,String System,ship_name,f,DBString,0x0C,,0,0,String System,airship_name,f,DBString,0x0D,,0,0,String System,boat_index,f,Int32,0x0E,0,0,0,Integer System,ship_index,f,Int32,0x0F,0,0,0,Integer System,airship_index,f,Int32,0x10,0,0,0,Integer System,title_name,f,DBString,0x11,,0,0,String System,gameover_name,f,DBString,0x12,,0,0,String System,system_name,f,DBString,0x13,,0,0,String System,system2_name,f,DBString,0x14,,0,1,String - RPG2003 System,party,t,Count>,0x15,,0,0,Integer System,party,f,Vector,0x16,"[1]",1,0,Array - Short System,menu_commands,t,Count>,0x1A,,0,1,Integer - RPG2003 System,menu_commands,f,Vector,0x1B,"[1]",1,1,Array - Short - RPG2003 System,title_music,f,Music,0x1F,,1,0,rpg::Music System,battle_music,f,Music,0x20,,1,0,rpg::Music System,battle_end_music,f,Music,0x21,,1,0,rpg::Music System,inn_music,f,Music,0x22,,1,0,rpg::Music System,boat_music,f,Music,0x23,,1,0,rpg::Music System,ship_music,f,Music,0x24,,1,0,rpg::Music System,airship_music,f,Music,0x25,,1,0,rpg::Music System,gameover_music,f,Music,0x26,,1,0,rpg::Music System,cursor_se,f,Sound,0x29,,1,0,rpg::Sound System,decision_se,f,Sound,0x2A,,1,0,rpg::Sound System,cancel_se,f,Sound,0x2B,,1,0,rpg::Sound System,buzzer_se,f,Sound,0x2C,,1,0,rpg::Sound System,battle_se,f,Sound,0x2D,,1,0,rpg::Sound System,escape_se,f,Sound,0x2E,,1,0,rpg::Sound System,enemy_attack_se,f,Sound,0x2F,,1,0,rpg::Sound System,enemy_damaged_se,f,Sound,0x30,,1,0,rpg::Sound System,actor_damaged_se,f,Sound,0x31,,1,0,rpg::Sound System,dodge_se,f,Sound,0x32,,1,0,rpg::Sound System,enemy_death_se,f,Sound,0x33,,1,0,rpg::Sound System,item_se,f,Sound,0x34,,1,0,rpg::Sound System,transition_out,f,Enum,0x3D,0,1,0,Integer System,transition_in,f,Enum,0x3E,0,1,0,Integer System,battle_start_fadeout,f,Enum,0x3F,0,1,0,Integer System,battle_start_fadein,f,Enum,0x40,0,1,0,Integer System,battle_end_fadeout,f,Enum,0x41,0,1,0,Integer System,battle_end_fadein,f,Enum,0x42,0,1,0,Integer System,message_stretch,f,Enum,0x47,0,0,0,Integer System,font_id,f,Enum,0x48,0,0,0,Integer System,selected_condition,f,Int32,0x51,0,0,0,Integer System,selected_hero,f,Ref,0x52,0,1,0,Integer System,battletest_background,f,DBString,0x54,,0,0,String System,battletest_data,f,Array,0x55,,1,0,Array - rpg::TestBattler System,save_count,f,Int32,0x5B,0,0,0,Integer System,battletest_terrain,f,Ref,0x5E,0,0,0,Integer System,battletest_formation,f,Enum,0x5F,0,0,0,Integer System,battletest_condition,f,Enum,0x60,0,0,0,Integer System,equipment_setting,f,Enum,0x61,0,0,1,Integer RPG2003 - Whether equipment usage is by Actor or by Class. This is a global setting in RM2k3! System,battletest_alt_terrain,f,Ref,0x62,-1,0,1,Integer RPG2003 (EDITOR ONLY) - Double click on Terrain in Troops changes this setting and 0x54. Affects only the RM2k3 editor. System,show_frame,f,Boolean,0x63,False,0,1,Flag - RPG2003 System,frame_name,f,DBString,0x64,,0,1,String - RPG2003 System,invert_animations,f,Boolean,0x65,False,0,1,Flag - RPG2003 System,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 Switch,name,f,DBString,0x01,,0,0,String Variable,name,f,DBString,0x01,,0,0,String Database,actors,f,Array,0x0B,,1,0,rpg::Actor Database,skills,f,Array,0x0C,,1,0,rpg::Skill Database,items,f,Array,0x0D,,1,0,rpg::Item Database,enemies,f,Array,0x0E,,1,0,rpg::Enemy Database,troops,f,Array,0x0F,,1,0,rpg::Troop Database,terrains,f,Array,0x10,,1,0,rpg::Terrain Database,attributes,f,Array,0x11,,1,0,rpg::Attribute Database,states,f,Array,0x12,,1,0,rpg::State Database,animations,f,Array,0x13,,1,0,rpg::Animation Database,chipsets,f,Array,0x14,,1,0,rpg::Chipset Database,terms,f,Terms,0x15,,1,0,rpg::Terms Database,system,f,System,0x16,,1,0,rpg::System Database,switches,f,Array,0x17,,1,0,rpg::Switches Database,variables,f,Array,0x18,,1,0,rpg::Variables Database,commonevents,f,Array,0x19,,1,0,rpg::CommonEvent Database,version,f,DatabaseVersion,0x1A,0,0,0,Indicates version of database. When 1 the database was converted to RPG Maker 2000 v1.61 Database,commoneventD2,f,EmptyBlock,0x1B,,1,1,Duplicated? - Not used - RPG2003 Database,commoneventD3,f,EmptyBlock,0x1C,,1,1,Duplicated? - Not used - RPG2003 Database,battlecommands,f,BattleCommands,0x1D,,1,1,rpg::BattleCommand - RPG2003 Database,classes,f,Array,0x1E,,1,1,rpg::Class - RPG2003 Database,classD1,f,EmptyBlock,0x1F,,1,1,Duplicated? - Not used - RPG2003 Database,battleranimations,f,Array,0x20,,1,1,rpg::BattlerAnimation - RPG2003 Encounter,troop_id,f,Ref,0x01,0,0,0,Integer MapInfo,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 MapInfo,parent_map,f,Ref,0x02,0,0,0,Integer. Used to inherit parent map properties MapInfo,indentation,f,Int32,0x03,0,0,0,Integer. Dummy editor dumped data. Branch indentation level in TreeCtrl MapInfo,type,f,Enum,0x04,-1,0,0,Integer MapInfo,scrollbar_x,f,Int32,0x05,0,0,0,Integer. Editor only MapInfo,scrollbar_y,f,Int32,0x06,0,0,0,Integer. Editor only MapInfo,expanded_node,f,Boolean,0x07,False,0,0,Flag. Editor only MapInfo,music_type,f,Enum,0x0B,0,1,0,Integer. 0=inherit; 1=from event; 2=specified in 0x0C MapInfo,music,f,Music,0x0C,,1,0,Array - rpg::Music MapInfo,background_type,f,Enum,0x15,0,1,0,Integer. 0=inherit; 1=from terrain ldb data; 2=specified in 0x16 MapInfo,background_name,f,DBString,0x16,,0,0,String MapInfo,teleport,f,Enum,0x1F,0,1,0,Flag. 0=inherit; 1=allow; 2=disallow MapInfo,escape,f,Enum,0x20,0,1,0,Flag. 0=inherit; 1=allow; 2=disallow MapInfo,save,f,Enum,0x21,0,1,0,Flag. 0=inherit; 1=allow; 2=disallow MapInfo,encounters,f,Array,0x29,,1,0,Array - rpg::Encounter MapInfo,encounter_steps,f,Int32,0x2C,25,0,0,0=Encounters Disabled; 1=Encounter Rate for the map MapInfo,area_rect,f,Rect,0x33,,1,0,Uint32 x 4 (Left; Top; Right; Bottom). Normal map (non-area) is 0; 0; 0; 0 Start,party_map_id,f,Ref,0x01,0,0,0,Integer Start,party_x,f,Int32,0x02,0,0,0,Integer Start,party_y,f,Int32,0x03,0,0,0,Integer Start,boat_map_id,f,Ref,0x0B,0,0,0,Integer Start,boat_x,f,Int32,0x0C,0,0,0,Integer Start,boat_y,f,Int32,0x0D,0,0,0,Integer Start,ship_map_id,f,Ref,0x15,0,0,0,Integer Start,ship_x,f,Int32,0x16,0,0,0,Integer Start,ship_y,f,Int32,0x17,0,0,0,Integer Start,airship_map_id,f,Ref,0x1F,0,0,0,Integer Start,airship_x,f,Int32,0x20,0,0,0,Integer Start,airship_y,f,Int32,0x21,0,0,0,Integer EventPageCondition,flags,f,EventPageCondition_Flags,0x01,,1,0,Bitflag EventPageCondition,switch_a_id,f,Ref,0x02,1,0,0,Integer EventPageCondition,switch_b_id,f,Ref,0x03,1,0,0,Integer EventPageCondition,variable_id,f,Ref,0x04,1,0,0,Integer EventPageCondition,variable_value,f,Int32,0x05,0,0,0,Integer EventPageCondition,item_id,f,Ref,0x06,1,0,0,Integer EventPageCondition,actor_id,f,Ref,0x07,1,1,0,Integer EventPageCondition,timer_sec,f,Int32,0x08,0,0,0,Integer EventPageCondition,timer2_sec,f,Int32,0x09,0,0,1,Integer - RPG2003 EventPageCondition,compare_operator,f,Enum,0x0A,1,0,1,Integer - RPG2003 MoveRoute,move_commands,t,Vector,0x0B,,0,0,Integer MoveRoute,move_commands,f,Vector,0x0C,,1,0,Array - rpg::MoveCommand MoveRoute,repeat,f,Boolean,0x15,True,0,0,Flag MoveRoute,skippable,f,Boolean,0x16,False,0,0,Flag EventPage,condition,f,EventPageCondition,0x02,,1,0,rpg::EventPageCondition EventPage,character_name,f,DBString,0x15,,0,0,String EventPage,character_index,f,Int32,0x16,0,0,0,Integer EventPage,character_direction,f,Enum,0x17,2,1,0,Integer EventPage,character_pattern,f,Enum,0x18,1,0,0,Integer EventPage,translucent,f,Boolean,0x19,False,1,0,Integer EventPage,move_type,f,Enum,0x1F,1,1,0,Integer EventPage,move_frequency,f,Int32,0x20,3,0,0,Integer EventPage,trigger,f,Enum,0x21,0,1,0,Integer EventPage,layer,f,Enum,0x22,0,1,0,Integer EventPage,overlap_forbidden,f,Boolean,0x23,False,1,0,Flag EventPage,animation_type,f,Enum,0x24,0,1,0,Integer EventPage,move_speed,f,Enum,0x25,3,0,0,Integer EventPage,move_route,f,MoveRoute,0x29,,1,0,rpg::MoveRoute EventPage,event_commands,t,Vector,0x33,,1,0,Integer EventPage,event_commands,f,Vector,0x34,,1,0,Array - rpg::EventCommand Event,name,f,DBString,0x01,,0,0,String Event,x,f,Int32,0x02,0,0,0,Integer Event,y,f,Int32,0x03,0,0,0,Integer Event,pages,f,Array,0x05,,1,0,Array - rpg::EventPage Map,chipset_id,f,Int32,0x01,1,0,0,Integer Map,width,f,Int32,0x02,20,0,0,Integer Map,height,f,Int32,0x03,15,0,0,Integer Map,scroll_type,f,Enum,0x0B,0,1,0,Integer Map,parallax_flag,f,Boolean,0x1F,False,0,0,Flag Map,parallax_name,f,DBString,0x20,,0,0,String Map,parallax_loop_x,f,Boolean,0x21,False,0,0,Flag Map,parallax_loop_y,f,Boolean,0x22,False,0,0,Flag Map,parallax_auto_loop_x,f,Boolean,0x23,False,0,0,Flag Map,parallax_sx,f,Int32,0x24,0,0,0,Integer Map,parallax_auto_loop_y,f,Boolean,0x25,False,0,0,Flag Map,parallax_sy,f,Int32,0x26,0,0,0,Integer Map,generator_flag,f,Boolean,0x28,False,0,0,Flag Map,generator_mode,f,Enum,0x29,0,0,0,Integer Map,top_level,f,Boolean,0x2A,False,0,0,Bool Map,generator_tiles,f,Enum,0x30,0,0,0,Integer Map,generator_width,f,Int32,0x31,4,0,0,Integer Map,generator_height,f,Int32,0x32,1,0,0,Integer Map,generator_surround,f,Boolean,0x33,True,0,0,Flag Map,generator_upper_wall,f,Boolean,0x34,True,0,0,Flag Map,generator_floor_b,f,Boolean,0x35,True,0,0,Flag Map,generator_floor_c,f,Boolean,0x36,True,0,0,Flag Map,generator_extra_b,f,Boolean,0x37,True,0,0,Flag Map,generator_extra_c,f,Boolean,0x38,True,0,0,Flag Map,generator_x,f,Vector,0x3C,,0,0,Uint32 x 9 RPG2003 Map,generator_y,f,Vector,0x3D,,0,0,Uint32 x 9 RPG2003 Map,generator_tile_ids,f,Vector,0x3E,,0,0,Array - Short RPG2003 Map,lower_layer,f,Vector,0x47,,1,0,Array - Short Map,upper_layer,f,Vector,0x48,,1,0,Array - Short Map,events,f,Array,0x51,,1,0,Array - rpg::Event Map,save_count_2k3e,f,Int32,0x5A,0,0,1,Integer - Used by steam version of rm2k3 instead of 0x5B. Map,save_count,f,Int32,0x5B,0,0,0,Integer SaveTitle,timestamp,f,Double,0x01,0.0,0,0,double - timestamp in Delphi's TDateTime format SaveTitle,hero_name,f,String,0x0B,,0,0,char[]: hero name SaveTitle,hero_level,f,Int32,0x0C,0,0,0,int: hero level SaveTitle,hero_hp,f,Int32,0x0D,0,0,0,int: hero HP SaveTitle,face1_name,f,String,0x15,,0,0,char[]: face filename SaveTitle,face1_id,f,Int32,0x16,0,0,0,int: face id SaveTitle,face2_name,f,String,0x17,,0,0,char[]: face filename SaveTitle,face2_id,f,Int32,0x18,0,0,0,int: face id SaveTitle,face3_name,f,String,0x19,,0,0,char[]: face filename SaveTitle,face3_id,f,Int32,0x1A,0,0,0,int: face id SaveTitle,face4_name,f,String,0x1B,,0,0,char[]: face filename SaveTitle,face4_id,f,Int32,0x1C,0,0,0,int: face id SaveSystem,scene,f,Enum,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). SaveSystem,frame_count,f,Int32,0x0B,0,0,0, SaveSystem,graphics_name,f,String,0x15,,0,0,string SaveSystem,message_stretch,f,Enum,0x16,0,0,0,Integer SaveSystem,font_id,f,Enum,0x17,0,0,0,Integer SaveSystem,switches,t,Count>,0x1F,0,0,0, SaveSystem,switches,f,Vector,0x20,,1,0, SaveSystem,variables,t,Count>,0x21,0,0,0, SaveSystem,variables,f,Vector,0x22,,1,0, SaveSystem,message_transparent,f,Int32,0x29,0,0,0, SaveSystem,message_position,f,Int32,0x2A,2,0,0, SaveSystem,message_prevent_overlap,f,Int32,0x2B,1,0,0, SaveSystem,message_continue_events,f,Int32,0x2C,0,0,0, SaveSystem,face_name,f,String,0x33,,0,0, SaveSystem,face_id,f,Int32,0x34,0,0,0, SaveSystem,face_right,f,Boolean,0x35,False,0,0,bool SaveSystem,face_flip,f,Boolean,0x36,False,0,0,bool SaveSystem,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. SaveSystem,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) SaveSystem,title_music,f,Music,0x47,"Music{ """" }",1,0, SaveSystem,battle_music,f,Music,0x48,"Music{ """" }",1,0, SaveSystem,battle_end_music,f,Music,0x49,"Music{ """" }",1,0, SaveSystem,inn_music,f,Music,0x4A,"Music{ """" }",1,0, SaveSystem,current_music,f,Music,0x4B,,1,0, SaveSystem,before_vehicle_music,f,Music,0x4C,,1,0, SaveSystem,before_battle_music,f,Music,0x4D,,1,0, SaveSystem,stored_music,f,Music,0x4E,,1,0, SaveSystem,boat_music,f,Music,0x4F,"Music{ """" }",1,0, SaveSystem,ship_music,f,Music,0x50,"Music{ """" }",1,0, SaveSystem,airship_music,f,Music,0x51,"Music{ """" }",1,0, SaveSystem,gameover_music,f,Music,0x52,"Music{ """" }",1,0, SaveSystem,cursor_se,f,Sound,0x5B,"Sound{ """" }",1,0, SaveSystem,decision_se,f,Sound,0x5C,"Sound{ """" }",1,0, SaveSystem,cancel_se,f,Sound,0x5D,"Sound{ """" }",1,0, SaveSystem,buzzer_se,f,Sound,0x5E,"Sound{ """" }",1,0, SaveSystem,battle_se,f,Sound,0x5F,"Sound{ """" }",1,0, SaveSystem,escape_se,f,Sound,0x60,"Sound{ """" }",1,0, SaveSystem,enemy_attack_se,f,Sound,0x61,"Sound{ """" }",1,0, SaveSystem,enemy_damaged_se,f,Sound,0x62,"Sound{ """" }",1,0, SaveSystem,actor_damaged_se,f,Sound,0x63,"Sound{ """" }",1,0, SaveSystem,dodge_se,f,Sound,0x64,"Sound{ """" }",1,0, SaveSystem,enemy_death_se,f,Sound,0x65,"Sound{ """" }",1,0, SaveSystem,item_se,f,Sound,0x66,"Sound{ """" }",1,0, SaveSystem,transition_out,f,Int8,0x6F,-1,1,0, SaveSystem,transition_in,f,Int8,0x70,-1,1,0, SaveSystem,battle_start_fadeout,f,Int8,0x71,-1,1,0, SaveSystem,battle_start_fadein,f,Int8,0x72,-1,1,0, SaveSystem,battle_end_fadeout,f,Int8,0x73,-1,1,0, SaveSystem,battle_end_fadein,f,Int8,0x74,-1,1,0, SaveSystem,teleport_allowed,f,Boolean,0x79,True,0,0, SaveSystem,escape_allowed,f,Boolean,0x7A,True,0,0, SaveSystem,save_allowed,f,Boolean,0x7B,True,0,0, SaveSystem,menu_allowed,f,Boolean,0x7C,True,0,0, SaveSystem,background,f,String,0x7D,,0,0,string SaveSystem,save_count,f,Int32,0x83,0,0,0, SaveSystem,save_slot,f,Int32,0x84,1,0,0, SaveSystem,atb_mode,f,Enum,0x8C,0,0,1,ATB mode of RPG 2003 battle system. SaveScreen,tint_finish_red,f,Int32,0x01,100,0,0,int SaveScreen,tint_finish_green,f,Int32,0x02,100,0,0,int SaveScreen,tint_finish_blue,f,Int32,0x03,100,0,0,int SaveScreen,tint_finish_sat,f,Int32,0x04,100,0,0,int SaveScreen,tint_current_red,f,Double,0x0B,100.0,0,0,double SaveScreen,tint_current_green,f,Double,0x0C,100.0,0,0,double SaveScreen,tint_current_blue,f,Double,0x0D,100.0,0,0,double SaveScreen,tint_current_sat,f,Double,0x0E,100.0,0,0,double SaveScreen,tint_time_left,f,Int32,0x0F,0,0,0,int SaveScreen,flash_continuous,f,Boolean,0x14,False,0,0,int SaveScreen,flash_red,f,Int32,0x15,0,0,0,int SaveScreen,flash_green,f,Int32,0x16,0,0,0,int SaveScreen,flash_blue,f,Int32,0x17,0,0,0,int SaveScreen,flash_current_level,f,Double,0x18,0.0,0,0,double SaveScreen,flash_time_left,f,Int32,0x19,0,0,0,int SaveScreen,shake_continuous,f,Boolean,0x1E,False,0,0,int SaveScreen,shake_strength,f,Int32,0x1F,0,0,0,int SaveScreen,shake_speed,f,Int32,0x20,0,0,0,int SaveScreen,shake_position,f,Int32,0x21,0,0,0,int SaveScreen,shake_position_y,f,Int32,0x22,0,0,0,int - unused SaveScreen,shake_time_left,f,Int32,0x23,0,0,0,int SaveScreen,pan_x,f,Int32,0x29,0,0,0,int SaveScreen,pan_y,f,Int32,0x2A,0,0,0,int SaveScreen,battleanim_id,f,Int32,0x2B,0,0,0,int - battle animation ID SaveScreen,battleanim_target,f,Int32,0x2C,0,0,0,int - battle animation target SaveScreen,battleanim_frame,f,Int32,0x2D,0,0,0,int - frame count - Ref? FIXME SaveScreen,battleanim_active,f,Boolean,0x2E,False,0,0,There is currently a battle animation playing SaveScreen,battleanim_global,f,Boolean,0x2F,False,0,0,int - battle animation global scope SaveScreen,weather,f,Int32,0x30,0,0,0,int SaveScreen,weather_strength,f,Int32,0x31,0,0,0,int SavePicture,name,f,String,0x01,,0,0,string SavePicture,start_x,f,Double,0x02,0.0,0,0,X position where picture was originally shown SavePicture,start_y,f,Double,0x03,0.0,0,0,Y position where picture was originally shown SavePicture,current_x,f,Double,0x04,0.0,0,0,Current x position of picture SavePicture,current_y,f,Double,0x05,0.0,0,0,Current y position of picture SavePicture,fixed_to_map,f,Boolean,0x06,False,0,0,If true; picture will scroll with map SavePicture,current_magnify,f,Double,0x07,100.0,0,0,Current zoom level of picture. SavePicture,current_top_trans,f,Double,0x08,0.0,0,0,Current transparency of picture. In RPG2k3 < 1.12 affects only top half of picture. SavePicture,use_transparent_color,f,Boolean,0x09,False,0,0,If false; ignore the transparent color SavePicture,current_red,f,Double,0x0B,100.0,0,0,Current red tint SavePicture,current_green,f,Double,0x0C,100.0,0,0,Current green tint SavePicture,current_blue,f,Double,0x0D,100.0,0,0,Current blue tint. SavePicture,current_sat,f,Double,0x0E,100.0,0,0,Current saturation SavePicture,effect_mode,f,Enum,0x0F,0,0,0,Which effect is active. SavePicture,current_effect_power,f,Double,0x10,0.0,0,0,The current power of the active effect. SavePicture,current_bot_trans,f,Double,0x12,0.0,0,0,Bottom half transparency. Only has an effect in RPG2k3 < 1.12. SavePicture,spritesheet_cols,f,Int32,0x13,1,0,1,Spritesheet columns SavePicture,spritesheet_rows,f,Int32,0x14,1,0,1,Spritesheet rows SavePicture,spritesheet_frame,f,Int32,0x15,0,0,1,Current spritesheet frame SavePicture,spritesheet_speed,f,Int32,0x16,0,0,1,Spritesheet speed (X frames per second) SavePicture,frames,f,Int32,0x17,0,0,1,Frames since ShowPicture SavePicture,spritesheet_play_once,f,Boolean,0x18,False,0,1,True: Play once and destroy; False: Loop spritesheet SavePicture,map_layer,f,Enum,0x19,7,0,0,Layer to show picture on at the map SavePicture,battle_layer,f,Enum,0x1A,0,0,0,Layer to show picture on in battle SavePicture,flags,f,SavePicture_Flags,0x1B,97,0,0,Bitflag. Persists Map/Battle change/end; Affected by Shake/Flash/Tint SavePicture,finish_x,f,Double,0x1F,0.0,0,0,Final X position to move picture to. SavePicture,finish_y,f,Double,0x20,0.0,0,0,Final Y position to move picture to. SavePicture,finish_magnify,f,Int32,0x21,100,0,0,Final zoom level to animate picture to. SavePicture,finish_top_trans,f,Int32,0x22,0,0,0,Final top_trans level to animate picture. SavePicture,finish_bot_trans,f,Int32,0x23,0,0,0,Final bot_trans level to animate picture. SavePicture,finish_red,f,Int32,0x29,100,0,0,Final red tint to animate picture. SavePicture,finish_green,f,Int32,0x2A,100,0,0,Final green tint to animate picture. SavePicture,finish_blue,f,Int32,0x2B,100,0,0,Final blue tint to animate picture. SavePicture,finish_sat,f,Int32,0x2C,100,0,0,Final saturation to animate picture. SavePicture,finish_effect_power,f,Int32,0x2E,0,0,0,Final power of the effect to animate picture. SavePicture,time_left,f,Int32,0x33,0,0,0,How much time left in picture move / animation effects. SavePicture,current_rotation,f,Double,0x34,0.0,0,0,How much the picture is currently rotated. SavePicture,current_waver,f,Int32,0x35,0,0,0,Current wave effect for picture. SavePartyLocation,boarding,f,Boolean,0x65,False,0,0, SavePartyLocation,aboard,f,Boolean,0x66,False,0,0, SavePartyLocation,vehicle,f,Enum,0x67,0,0,0,Vehicle in use SavePartyLocation,unboarding,f,Boolean,0x68,False,0,0, SavePartyLocation,preboard_move_speed,f,Int32,0x69,4,0,0,Move speed before the party boarded the vehicle SavePartyLocation,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. SavePartyLocation,pan_state,f,Enum,0x6f,1,0,0,0: screen is fixed; 1: screen moves with player. SavePartyLocation,pan_current_x,f,Int32,0x70,kPanXDefault,0,0,Number of 1/16 pixels to the left of player SavePartyLocation,pan_current_y,f,Int32,0x71,kPanYDefault,0,0,Number of 1/16 pixels above the player SavePartyLocation,pan_finish_x,f,Int32,0x72,kPanXDefault,0,0,Number of 1/16 pixels to the left of player when current scroll finishes SavePartyLocation,pan_finish_y,f,Int32,0x73,kPanYDefault,0,0,Number of 1/16 pixels above the player when current scroll finishes. SavePartyLocation,pan_speed,f,Int32,0x79,kPanSpeedDefault,0,0,speed in the scrolls of the screen - shown in sixteenth pixels. SavePartyLocation,total_encounter_rate,f,Int32,0x7C,0,0,0,int: sum of terrain.encounter_rate for each step SavePartyLocation,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. SavePartyLocation,map_save_count,f,Int32,0x83,0,0,0,Mirrors save_count of current map. On mismatch events are not continued after load. SavePartyLocation,database_save_count,f,Int32,0x84,0,0,0,? SaveVehicleLocation,vehicle,f,Enum,0x65,0,0,0,Which vehicle SaveVehicleLocation,remaining_ascent,f,Int32,0x6A,0,0,0,From 0 to 255 - In flying vehicles; remaining distance to ascend SaveVehicleLocation,remaining_descent,f,Int32,0x6B,0,0,0,From 0 to 255 - In flying vehicles; remaining distance to descend SaveVehicleLocation,orig_sprite_name,f,String,0x6F,,0,0,Set by ChangeVehicleGraphic command SaveVehicleLocation,orig_sprite_id,f,Int32,0x70,0,0,0,Set by ChangeVehicleGraphic command SaveActor,name,f,String,0x01,kEmptyName,1,0,string SaveActor,title,f,String,0x02,kEmptyName,1,0,string SaveActor,sprite_name,f,String,0x0B,,0,0,string SaveActor,sprite_id,f,Int32,0x0C,0,0,0,int SaveActor,transparency,f,Int32,0x0D,0,0,0,transparency value. 0 means opaque; 3 is the value used when actor is transparent. SaveActor,face_name,f,String,0x15,,0,0,string SaveActor,face_id,f,Int32,0x16,0,0,0,int SaveActor,level,f,Int32,0x1F,-1,0,0,int SaveActor,exp,f,Int32,0x20,-1,0,0,int SaveActor,hp_mod,f,Int32,0x21,-1,0,0,? SaveActor,sp_mod,f,Int32,0x22,-1,0,0,? SaveActor,attack_mod,f,Int32,0x29,0,0,0,int SaveActor,defense_mod,f,Int32,0x2A,0,0,0,int SaveActor,spirit_mod,f,Int32,0x2B,0,0,0,int SaveActor,agility_mod,f,Int32,0x2C,0,0,0,int SaveActor,skills,t,Count>,0x33,0,1,0,? SaveActor,skills,f,Vector,0x34,,1,0,short[] SaveActor,equipped,f,Vector,0x3D,"[0]*5",1,0,short[5] SaveActor,current_hp,f,Int32,0x47,-1,0,0,int SaveActor,current_sp,f,Int32,0x48,-1,0,0,int SaveActor,battle_commands,f,Vector>,0x50,"[-1]*7",1,1,array of (uncompressed) int32 SaveActor,status,t,Count>,0x51,0,0,0,? SaveActor,status,f,Vector,0x52,,1,0,array of short SaveActor,changed_battle_commands,f,Boolean,0x53,False,0,0,bool SaveActor,class_id,f,Ref,0x5A,-1,0,0,int class-id SaveActor,row,f,Enum,0x5B,0,0,1,RPG2003 Battle row SaveActor,two_weapon,f,Boolean,0x5C,False,0,1,bool SaveActor,lock_equipment,f,Boolean,0x5D,False,0,1,bool SaveActor,auto_battle,f,Boolean,0x5E,False,0,1,bool SaveActor,super_guard,f,Boolean,0x5F,False,0,1,bool SaveActor,battler_animation,f,Ref,0x60,0,0,1,Integer - RPG2003 SaveInventory,party,t,Count>,0x01,0,1,0,? SaveInventory,party,f,Vector,0x02,,1,0,? SaveInventory,item_ids,t,Count>,0x0B,0,1,0,? SaveInventory,item_ids,f,Vector,0x0C,,1,0,short[]: item list SaveInventory,item_counts,f,Vector,0x0D,,1,0,? SaveInventory,item_usage,f,Vector,0x0E,,1,0,? SaveInventory,gold,f,Int32,0x15,0,0,0,int SaveInventory,timer1_frames,f,Int32,0x17,0,0,0,Number of frames remaining for timer1; When set; the value is seconds * 60 + 59. SaveInventory,timer1_active,f,Boolean,0x18,False,0,0,If timer1 is active SaveInventory,timer1_visible,f,Boolean,0x19,False,0,0,If timer1 is visible SaveInventory,timer1_battle,f,Boolean,0x1A,False,0,0,If timer1 will be active in battles SaveInventory,timer2_frames,f,Int32,0x1B,0,0,0,Number of frames remaining for timer2; When set; the value is seconds * 60 + 59. SaveInventory,timer2_active,f,Boolean,0x1C,False,0,0,If timer2 is active SaveInventory,timer2_visible,f,Boolean,0x1D,False,0,0,If timer2 is visible SaveInventory,timer2_battle,f,Boolean,0x1E,False,0,0,If timer2 will be active in battles SaveInventory,battles,f,Int32,0x20,0,0,0,? SaveInventory,defeats,f,Int32,0x21,0,0,0,? SaveInventory,escapes,f,Int32,0x22,0,0,0,? SaveInventory,victories,f,Int32,0x23,0,0,0,? SaveInventory,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'. SaveInventory,steps,f,Int32,0x2A,0,0,0,Number of steps taken in the field. SaveTarget,map_id,f,Int32,0x01,0,0,0,int SaveTarget,map_x,f,Int32,0x02,0,0,0,int SaveTarget,map_y,f,Int32,0x03,0,0,0,int SaveTarget,switch_on,f,Boolean,0x04,False,0,0,bool SaveTarget,switch_id,f,Ref,0x05,0,0,0,int SaveEventExecFrame,commands,t,Vector,0x01,0,1,0,int SaveEventExecFrame,commands,f,Vector,0x02,,1,0,event command list SaveEventExecFrame,current_command,f,Int32,0x0B,0,0,0,int SaveEventExecFrame,event_id,f,Int32,0x0C,0,0,0,0 if it's common event or in other map SaveEventExecFrame,triggered_by_decision_key,f,Boolean,0x0D,False,0,0,Event was triggered by the Action Key SaveEventExecFrame,subcommand_path,t,Vector,0x15,0,0,0,size of the 0x16 vector - indention level SaveEventExecFrame,subcommand_path,f,Vector,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). SaveEventExecState,stack,f,Array,0x01,,1,0,array SaveEventExecState,show_message,f,Boolean,0x04,False,0,0,Show Message command has been executed in the current move route SaveEventExecState,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. SaveEventExecState,wait_movement,f,Boolean,0x0D,False,0,0,Whether Wait for all movement is in effect SaveEventExecState,keyinput_wait,f,Boolean,0x15,False,0,0, SaveEventExecState,keyinput_variable,f,UInt8,0x16,0,0,0, SaveEventExecState,keyinput_all_directions,f,Boolean,0x17,False,0,0, SaveEventExecState,keyinput_decision,f,Int32,0x18,0,0,0,Maniac: Mouse Left (Bit 1) SaveEventExecState,keyinput_cancel,f,Int32,0x19,0,0,0,Maniac: Mouse Right (Bit 1) SaveEventExecState,keyinput_2kshift_2k3numbers,f,Int32,0x1A,0,0,0,In RM2k Value this is keyinput_shift SaveEventExecState,keyinput_2kdown_2k3operators,f,Int32,0x1B,0,0,0,In Value keyinput_down SaveEventExecState,keyinput_2kleft_2k3shift,f,Int32,0x1C,0,0,0,In Value keyinput_left; Maniac: Mouse Middle (Bit 1) SaveEventExecState,keyinput_2kright,f,Int32,0x1D,0,0,0,Only in Value SaveEventExecState,keyinput_2kup,f,Int32,0x1E,0,0,0,Only in Value SaveEventExecState,wait_time,f,Int32,0x1F,0,0,0,int SaveEventExecState,keyinput_time_variable,f,Int32,0x20,0,0,0, SaveEventExecState,keyinput_2k3down,f,Int32,0x23,0,0,0,Maniac: Mouse Scroll Down (Bit 1) SaveEventExecState,keyinput_2k3left,f,Int32,0x24,0,0,0, SaveEventExecState,keyinput_2k3right,f,Int32,0x25,0,0,0, SaveEventExecState,keyinput_2k3up,f,Int32,0x26,0,0,0,Maniac: Mouse Scroll Up (Bit 1) SaveEventExecState,keyinput_timed,f,Boolean,0x29,False,0,0, SaveEventExecState,wait_key_enter,f,Boolean,0x2a,False,0,0,Used for a wait command WaitForKeyInput rm2k3 feature to wait for decision key press. SaveMapEventBase,active,f,Boolean,0x01,True,0,0,Flag SaveMapEventBase,map_id,f,Int32,0x0B,0,1,0,? SaveMapEventBase,position_x,f,Int32,0x0C,0,1,0,? SaveMapEventBase,position_y,f,Int32,0x0D,0,1,0,? SaveMapEventBase,direction,f,Int32,0x15,2,1,0,Sprite direction SaveMapEventBase,facing,f,Int32,0x16,2,1,0,Facing direction SaveMapEventBase,anim_frame,f,Int32,0x17,1,0,0,? SaveMapEventBase,transparency,f,Int32,0x18,0,0,0,0 or 3 - Transparency level of the current event page SaveMapEventBase,remaining_step,f,Int32,0x1F,0,0,0,From 0 to 255 - Remaining distance of the current move SaveMapEventBase,move_frequency,f,Int32,0x20,2,0,0,? SaveMapEventBase,layer,f,Int32,0x21,1,1,0,? SaveMapEventBase,overlap_forbidden,f,Boolean,0x22,False,0,0,Flag SaveMapEventBase,animation_type,f,Enum,0x23,0,1,0, SaveMapEventBase,lock_facing,f,Boolean,0x24,False,0,0,facing locked SaveMapEventBase,move_speed,f,Int32,0x25,4,1,0, SaveMapEventBase,move_route,f,MoveRoute,0x29,,1,0,chunks: rpg::MoveRoute SaveMapEventBase,move_route_overwrite,f,Boolean,0x2A,False,0,0,Use custom move route SaveMapEventBase,move_route_index,f,Int32,0x2B,0,0,0,Index of MoveEvent command route SaveMapEventBase,move_route_finished,f,Boolean,0x2C,False,0,0,Boolean - Repeating move route has been completed at least once SaveMapEventBase,sprite_hidden,f,Boolean,0x2E,False,0,0,When true the sprite is not displayed SaveMapEventBase,move_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) SaveMapEventBase,anim_paused,f,Int32,0x30,0,0,0,? SaveMapEventBase,through,f,Boolean,0x33,False,0,0,Can go through anything SaveMapEventBase,stop_count,f,Int32,0x34,0,0,0,? SaveMapEventBase,anim_count,f,Int32,0x35,0,0,0,? SaveMapEventBase,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 SaveMapEventBase,jumping,f,Boolean,0x3D,False,0,0,? SaveMapEventBase,begin_jump_x,f,Int32,0x3E,0,0,0,? SaveMapEventBase,begin_jump_y,f,Int32,0x3F,0,0,0,? SaveMapEventBase,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 SaveMapEventBase,flying,f,Boolean,0x48,False,0,0,Flag SaveMapEventBase,sprite_name,f,String,0x49,,0,0,? SaveMapEventBase,sprite_id,f,Int32,0x4A,0,0,0,? SaveMapEventBase,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. SaveMapEventBase,flash_red,f,Int32,0x51,-1,0,0,int SaveMapEventBase,flash_green,f,Int32,0x52,-1,0,0,int SaveMapEventBase,flash_blue,f,Int32,0x53,-1,0,0,int SaveMapEventBase,flash_current_level,f,Double,0x54,0.0,0,0,double SaveMapEventBase,flash_time_left,f,Int32,0x55,0,0,0,int SaveMapEvent,waiting_execution,f,Boolean,0x65,False,0,0,If true; this event is waiting for foreground execution. SaveMapEvent,original_move_route_index,f,Int32,0x66,0,0,0,Index of custom move route SaveMapEvent,triggered_by_decision_key,f,Boolean,0x67,False,0,0,If true; this event was started by the decision key. SaveMapEvent,parallel_event_execstate,f,SaveEventExecState,0x6C,,1,0,chunks SaveMapInfo,position_x,f,Int32,0x01,0,0,0,int SaveMapInfo,position_y,f,Int32,0x02,0,0,0,int SaveMapInfo,encounter_steps,f,Int32,0x03,-1,0,0,int SaveMapInfo,chipset_id,f,Int32,0x05,0,0,0,int SaveMapInfo,events,f,Array,0x0B,,1,0,? array SaveMapInfo,lower_tiles,f,Vector,0x15,"[x for x in range(0, 144)]",1,0,? [00 01 02 ... 8E 8F] SaveMapInfo,upper_tiles,f,Vector,0x16,"[x for x in range(0, 144)]",1,0, SaveMapInfo,parallax_name,f,String,0x20,,0,0,string SaveMapInfo,parallax_horz,f,Boolean,0x21,False,0,0,bool SaveMapInfo,parallax_vert,f,Boolean,0x22,False,0,0,bool SaveMapInfo,parallax_horz_auto,f,Boolean,0x23,False,0,0,bool SaveMapInfo,parallax_horz_speed,f,Int32,0x24,0,0,0,int SaveMapInfo,parallax_vert_auto,f,Boolean,0x25,False,0,0,bool SaveMapInfo,parallax_vert_speed,f,Int32,0x26,0,0,0,int SaveCommonEvent,parallel_event_execstate,f,SaveEventExecState,0x01,,1,0,chunks SavePanorama,pan_x,f,Int32,0x01,0,0,0,Panorama X position SavePanorama,pan_y,f,Int32,0x02,0,0,0,Panorama Y position Save,title,f,SaveTitle,0x64,,0,0,rpg::SaveTitle Save,system,f,SaveSystem,0x65,,1,0,rpg::SaveSystem Save,screen,f,SaveScreen,0x66,,1,0,rpg::SaveScreen Save,pictures,f,Array,0x67,,1,0,array of rpg::SavePicture Save,party_location,f,SavePartyLocation,0x68,,1,0,rpg::SavePartyLocation Save,boat_location,f,SaveVehicleLocation,0x69,,1,0,rpg::SaveVehicleLocation Save,ship_location,f,SaveVehicleLocation,0x6A,,1,0,rpg::SaveVehicleLocation Save,airship_location,f,SaveVehicleLocation,0x6B,,1,0,rpg::SaveVehicleLocation Save,actors,f,Array,0x6C,,1,0,array of rpg::SaveActor Save,inventory,f,SaveInventory,0x6D,,1,0,rpg::SaveInventory Save,targets,f,Array,0x6E,,1,0,array of rpg::SaveTarget Save,map_info,f,SaveMapInfo,0x6F,,1,0,rpg::SaveMapInfo Save,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. Save,foreground_event_execstate,f,SaveEventExecState,0x71,,1,0,rpg::SaveEventExecState Save,common_events,f,Array,0x72,,1,0,array of rpg::SaveCommonEvent Equipment,weapon_id,,Ref,,0,0,0, Equipment,shield_id,,Ref,,0,0,0, Equipment,armor_id,,Ref,,0,0,0, Equipment,helmet_id,,Ref,,0,0,0, Equipment,accessory_id,,Ref,,0,0,0, EventCommand,code,,Enum,,0,0,0, EventCommand,indent,,Int32,,0,0,0, EventCommand,string,,DBString,,,0,0, EventCommand,parameters,,DBArray,,,0,0, MoveCommand,command_id,,Enum,,0,0,0, MoveCommand,parameter_string,,DBString,,,0,0, MoveCommand,parameter_a,,Int32,,0,0,0, MoveCommand,parameter_b,,Int32,,0,0,0, MoveCommand,parameter_c,,Int32,,0,0,0, Parameters,maxhp,,Vector,,,1,0, Parameters,maxsp,,Vector,,,1,0, Parameters,attack,,Vector,,,1,0, Parameters,defense,,Vector,,,1,0, Parameters,spirit,,Vector,,,1,0, Parameters,agility,,Vector,,,1,0, Rect,l,,UInt32,,0,0,0, Rect,t,,UInt32,,0,0,0, Rect,r,,UInt32,,0,0,0, Rect,b,,UInt32,,0,0,0, TreeMap,maps,,Array,,,1,0, TreeMap,tree_order,,Vector>,,,1,0, TreeMap,active_node,,Int32,,0,0,0, TreeMap,start,,Start,,,0,0,