Advertisement
TheSixth

Event Command Structure Documentation

Dec 5th, 2016
403
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Ruby 112.10 KB | None | 0 0
  1. =begin
  2. ================================================================================
  3.   Title:   Event Command Structure Documentation
  4.   Made by: Sixth
  5. --------------------------------------------------------------------------------
  6.   - Introduction:
  7.  
  8.   This documentation was written for scripts dealing directly with event
  9.   commands, such as my Event Command Corrector script.
  10.  
  11.   A you may know, each event command you add in the event page editor has to
  12.   have some kind of data to be read and processed during the game.
  13.  
  14.   This documentation details all the data of the event command, which consist of
  15.   their command code (this is their identifier, their "name" to keep it simple)
  16.   and their parameters (this is an array containing different kind of values
  17.   which get processed in different ways during the game).
  18.  
  19.   The command code is a 3-digit number, and serves as a "name" for the commands.
  20.  
  21.   The commands' parameters are stored in an array, and each command got a
  22.   different structure for them. These parameters can be identified using their
  23.   index numbers. This is the index you will have to use in my
  24.   Event Command Corrector script in the settings area.
  25.  
  26.   Aside from the above mentioned, I attached some notes to certain event
  27.   commands to explain some not-so-clear things about it.
  28.  
  29.   Below this intro text, you will find the Table of Contents section.
  30.   If you just want to get the command code for an event command quickly, you can
  31.   check them at the right side of every section name (Code: XXX) there.
  32.   If you want to check the command's parameters and their values, you can select
  33.   the name of the sections (without the "Section X: " part!) and search for them
  34.   easily.
  35.  
  36.   Some event commands were separated into multiple sections due to their
  37.   complexity. It should be easier to check the correct parameters this way.
  38.  
  39.   NOTE:
  40.   The "Set Move Route" event command is the most complex one because of it's
  41.   parameter value (which is an RPG::MoveRoute object that is basically another
  42.   "event command" list but for move commands instead).
  43.   Because of this, the details of it's parameter are not included (other than
  44.   it's value type, which I mentioned a few lines above).
  45.   I plan to make a documentation on this too, but it is currently not on a high
  46.   priority on my to-do list.
  47.   On a separate note (but kinda related), because of the value type this command
  48.   got, it is not possible to modify these event commands with my
  49.   Event Command Corrector script (yet).
  50.  
  51.   Have fun with this giant documentation!
  52. ================================================================================
  53.  
  54. ================================================================================
  55.   - Table of Contents:
  56. --------------------------------------------------------------------------------
  57.  
  58.   ~ Chapter 1: Message Control
  59.     - Section 1: Show Text .......................................... Code: 101
  60.     - Section 2: Show Text - Message Text Data ...................... Code: 401
  61.     - Section 3: Show Choices ....................................... Code: 102
  62.     - Section 4: Show Choices - Different Choice Branches ........... Code: 402
  63.     - Section 5: Show Choices - Cancel Branch ....................... Code: 403
  64.     - Section 6: Input Number ....................................... Code: 103
  65.     - Section 7: Select Key Item .................................... Code: 104
  66.     - Section 8: Show Scrolling Text ................................ Code: 105
  67.     - Section 9: Show Scrolling Text - Message Text Data ............ Code: 405
  68.    
  69.   ~ Chapter 2: Flow Control
  70.     - Section 10: Comment ........................................... Code: 108
  71.     - Section 11: Comment - Continual ............................... Code: 408
  72.     - Section 12: Conditional Branch ................................ Code: 111
  73.     - Section 13: Conditional Branch - Switch Check ................. Code: 111
  74.     - Section 14: Conditional Branch - Variable Check ............... Code: 111
  75.     - Section 15: Conditional Branch - Self-Switch Check ............ Code: 111
  76.     - Section 16: Conditional Branch - Timer Check .................. Code: 111
  77.     - Section 17: Conditional Branch - Actor Check .................. Code: 111
  78.     - Section 18: Conditional Branch - Enemy Check .................. Code: 111
  79.     - Section 19: Conditional Branch - Character Check .............. Code: 111
  80.     - Section 20: Conditional Branch - Gold Check ................... Code: 111
  81.     - Section 21: Conditional Branch - Item Check ................... Code: 111
  82.     - Section 22: Conditional Branch - Weapon Check ................. Code: 111
  83.     - Section 23: Conditional Branch - Armor Check .................. Code: 111
  84.     - Section 24: Conditional Branch - Button Press Check ........... Code: 111
  85.     - Section 25: Conditional Branch - Script Check ................. Code: 111
  86.     - Section 26: Conditional Branch - Vehicle Check ................ Code: 111
  87.     - Section 27: Conditional Branch - Else Branch .................. Code: 411
  88.     - Section 28: Loop .............................................. Code: 112
  89.     - Section 29: Repeat Above ...................................... Code: 413
  90.     - Section 30: Break Loop ........................................ Code: 113
  91.     - Section 31: Exit Event Processing ............................. Code: 115
  92.     - Section 32: Common Event ...................................... Code: 117
  93.     - Section 33: Label ............................................. Code: 118
  94.     - Section 34: Jump to Label ..................................... Code: 119
  95.    
  96.   ~ Chapter 3: Game Progression
  97.     - Section 35: Control Switches .................................. Code: 121
  98.     - Section 36: Control Variables ................................. Code: 122
  99.     - Section 37: Control Variables - Constant Type ................. Code: 122
  100.     - Section 38: Control Variables - Variable Type ................. Code: 122
  101.     - Section 39: Control Variables - Random Type ................... Code: 122
  102.     - Section 40: Control Variables - Script Type ................... Code: 122
  103.     - Section 41: Control Variables - Game Data Type ................ Code: 122
  104.     - Section 42: Control Variables - Game Data Type - Item ......... Code: 122
  105.     - Section 43: Control Variables - Game Data Type - Weapon ....... Code: 122
  106.     - Section 44: Control Variables - Game Data Type - Armor ........ Code: 122
  107.     - Section 45: Control Variables - Game Data Type - Actor ........ Code: 122
  108.     - Section 46: Control Variables - Game Data Type - Enemy ........ Code: 122
  109.     - Section 47: Control Variables - Game Data Type - Character .... Code: 122
  110.     - Section 48: Control Variables - Game Data Type - Party ........ Code: 122
  111.     - Section 49: Control Variables - Game Data Type - Other ........ Code: 122
  112.     - Section 50: Control Self-Switches ............................. Code: 123
  113.     - Section 51: Control Timer ..................................... Code: 124
  114.    
  115.   ~ Chapter 3: Party Control
  116.     - Section 52: Change Gold ....................................... Code: 125
  117.     - Section 53: Change Items ...................................... Code: 126
  118.     - Section 54: Change Weapons .................................... Code: 127
  119.     - Section 55: Change Armors ..................................... Code: 128
  120.     - Section 56: Change Party Member ............................... Code: 129
  121.    
  122.   ~ Chapter 4: System Settings
  123.     - Section 57: Change Battle BGM ................................. Code: 132
  124.     - Section 58: Change Battle End ME .............................. Code: 133
  125.     - Section 59: Change Save Access ................................ Code: 134
  126.     - Section 60: Change Menu Access ................................ Code: 135
  127.     - Section 61: Change Encounter Disable .......................... Code: 136
  128.     - Section 62: Change Formation Access ........................... Code: 137
  129.     - Section 63: Change Window Color ............................... Code: 138
  130.    
  131.   ~ Chapter 5: Movement Control
  132.     - Section 64: Transfer Player ................................... Code: 201
  133.     - Section 65: Set Vehicle Location .............................. Code: 202
  134.     - Section 66: Set Event Location ................................ Code: 203
  135.     - Section 67: Set Event Location - Constant Designation Type .... Code: 203
  136.     - Section 68: Set Event Location - Variable Designation Type .... Code: 203
  137.     - Section 69: Set Event Location - Exchange Designation Type .... Code: 203
  138.     - Section 70: Scroll Map ........................................ Code: 204
  139.     - Section 71: Set Move Route .................................... Code: 205
  140.     - Section 72: Get ON/OFF Vehicle ................................ Code: 206
  141.    
  142.   ~ Chapter 6: Character Control
  143.     - Section 73: Change Transparency ............................... Code: 211
  144.     - Section 74: Show Animation .................................... Code: 212
  145.     - Section 75: Show Balloon ...................................... Code: 213
  146.     - Section 76: Erase Event ....................................... Code: 214
  147.     - Section 77: Change Player Followers ........................... Code: 216
  148.     - Section 78: Gather Followers .................................. Code: 217
  149.    
  150.   ~ Chapter 7: Screen Effects
  151.     - Section 79: Fadeout Screen .................................... Code: 221
  152.     - Section 80: Fadein Screen ..................................... Code: 222
  153.     - Section 81: Tint Screen ....................................... Code: 223
  154.     - Section 82: Flash Screen ...................................... Code: 224
  155.     - Section 83: Shake Screen ...................................... Code: 225
  156.    
  157.   ~ Chapter 8: A Lonely Wait Command
  158.     - Section 84: Wait .............................................. Code: 230
  159.    
  160.   ~ Chapter 9: Picture and Weather Control
  161.     - Section 85: Show Picture ...................................... Code: 231
  162.     - Section 86: Move Picture ...................................... Code: 232
  163.     - Section 87: Rotate Picture .................................... Code: 233
  164.     - Section 88: Tint Picture ...................................... Code: 234
  165.     - Section 89: Erase Picture ..................................... Code: 235
  166.     - Section 90: Set Weather ....................................... Code: 236
  167.    
  168.   ~ Chapter 10: Music and Sound Effects
  169.     - Section 91: Play BGM .......................................... Code: 241
  170.     - Section 92: Fadeout BGM ....................................... Code: 242
  171.     - Section 93: Save BGM .......................................... Code: 243
  172.     - Section 94: Resume BGM ........................................ Code: 244
  173.     - Section 95: Play BGS .......................................... Code: 245
  174.     - Section 96: Fadeout BGS ....................................... Code: 246
  175.     - Section 97: Play ME ........................................... Code: 249
  176.     - Section 98: Play SE ........................................... Code: 250
  177.     - Section 99: Stop SE ........................................... Code: 251
  178.    
  179.   ~ Chapter 11: A Lonely Movie Command
  180.     - Section 100: Play Movie ....................................... Code: 261
  181.    
  182.   ~ Chapter 12: Map Control
  183.     - Section 101: Change Map Name Display .......................... Code: 281
  184.     - Section 102: Change Tileset ................................... Code: 282
  185.     - Section 103: Change Battleback ................................ Code: 283
  186.     - Section 104: Change Parallax Background ....................... Code: 284
  187.     - Section 105: Get Location Info ................................ Code: 285
  188.    
  189.   ~ Chapter 13: Scene Control
  190.     - Section 106: Battle Processing ................................ Code: 301
  191.     - Section 107: Battle Processing - Win Branch ................... Code: 601
  192.     - Section 108: Battle Processing - Escape Branch ................ Code: 602
  193.     - Section 109: Battle Processing - Lose Branch .................. Code: 603
  194.     - Section 110: Shop Processing .................................. Code: 302
  195.     - Section 111: Shop Processing - Rest of the Items .............. Code: 605
  196.     - Section 112: Name Input Processing ............................ Code: 303
  197.    
  198.   ~ Chapter 14: Actor Control
  199.     - Section 113: Change HP ........................................ Code: 311
  200.     - Section 114: Change MP ........................................ Code: 312
  201.     - Section 115: Change State ..................................... Code: 313
  202.     - Section 116: Recover All ...................................... Code: 314
  203.     - Section 117: Change EXP ....................................... Code: 315
  204.     - Section 118: Change Level ..................................... Code: 316
  205.     - Section 119: Change Parameters ................................ Code: 317
  206.     - Section 120: Change Skills .................................... Code: 318
  207.     - Section 121: Change Equipment ................................. Code: 319
  208.     - Section 122: Change Name ...................................... Code: 320
  209.     - Section 123: Change Class ..................................... Code: 321
  210.     - Section 124: Change Actor Graphic ............................. Code: 322
  211.     - Section 125: Change Vehicle Graphic ........................... Code: 323
  212.     - Section 126: Change Nickname .................................. Code: 324
  213.    
  214.   ~ Chapter 15: Enemy Control
  215.     - Section 127: Change Enemy HP .................................. Code: 331
  216.     - Section 128: Change Enemy MP .................................. Code: 332
  217.     - Section 129: Change Enemy State ............................... Code: 333
  218.     - Section 130: Enemy Recover All ................................ Code: 334
  219.     - Section 131: Enemy Appear ..................................... Code: 335
  220.     - Section 132: Enemy Transform .................................. Code: 336
  221.     - Section 133: Show Battle Animation ............................ Code: 337
  222.     - Section 134: Force Action ..................................... Code: 339
  223.     - Section 135: Force Action - Actor Subject Type ................ Code: 339
  224.     - Section 136: Force Action - Enemy Subject Type ................ Code: 339
  225.     - Section 137: Abort Battle ..................................... Code: 340
  226.    
  227.   ~ Chapter 16: Scene Control - Again
  228.     - Section 138: Open Menu Screen ................................. Code: 351
  229.     - Section 139: Open Save Screen ................................. Code: 352
  230.     - Section 140: Game Over ........................................ Code: 353
  231.     - Section 141: Return to Title Screen ........................... Code: 354
  232.    
  233.   ~ Chapter 17: Script Calls
  234.     - Section 142: Script ........................................... Code: 355
  235.     - Section 143: Script - Continued ............................... Code: 655
  236.    
  237.   ~ Chapter 18: Epilogue
  238.     - Section 144: Closure - Wow, it has an End! .................... Code: ***
  239.    
  240. ================================================================================
  241.  
  242. --------------------------------------------------------------------------------
  243.   1. Show Text
  244. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  245.   Command Code: 101
  246.  
  247.   Parameters:
  248.   # Index  -   Type    - Data
  249.       0    -  String   - Face graphic name.
  250.       1    -  Integer  - Face graphic index.
  251.       2    -  Integer  - Message background type.
  252.                          0 = Normal, 1 = Dim Backgound, 2 = Transparent
  253.       3    -  Integer  - Message position.
  254.                          0 = Top, 1 = Middle, 2 = Bottom
  255.  
  256.   Notes:
  257.   This command contains the above mentioned parameters only.
  258.   The actual text data shown in the message window is stored in another command.
  259.   This command is explained below.
  260. --------------------------------------------------------------------------------
  261. --------------------------------------------------------------------------------
  262.   2. Show Text - Message Text Data
  263. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  264.   Command Code: 401
  265.  
  266.   Parameters:
  267.   # Index  -   Type    - Data
  268.       0    -  String   - Message text.
  269.  
  270.   Notes:
  271.   This is the real command which stores the displayed text for messages.
  272. --------------------------------------------------------------------------------
  273. --------------------------------------------------------------------------------
  274.   3. Show Choices
  275. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  276.   Command Code: 102
  277.  
  278.   Parameters:
  279.   # Index  -   Type    - Data
  280.       0    -   Array   - An array of strings containing the choice texts.
  281.       1    -  Integer  - The index of cancel type.
  282.                          0 = Disallow, 1 - 4 = Choices, 5 = Branch
  283.  
  284.   Notes:
  285.   Changing the number of choices in an event may lead to unforseen consequences!
  286.   This is not tested though...
  287. --------------------------------------------------------------------------------
  288. --------------------------------------------------------------------------------
  289.   4. Show Choices - Different Choice Branches
  290. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  291.   Command Code: 402
  292.  
  293.   Parameters:
  294.   # Index  -   Type    - Data
  295.     * This command got no parameters. *
  296.  
  297.   Notes:
  298.   This is an automatically added command for every Show Choice commands.
  299.   Each choice got one of these. This is how commands get skipped based on the
  300.   selected choice.
  301.   You should not mess with these!
  302. --------------------------------------------------------------------------------
  303. --------------------------------------------------------------------------------
  304.   5. Show Choices - Cancel Branch
  305. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  306.   Command Code: 403
  307.  
  308.   Parameters:
  309.   # Index  -   Type    - Data
  310.     * This command got no parameters. *
  311.  
  312.   Notes:
  313.   This is an automatically added command for every Show Choice commands which
  314.   uses the Branch cancel type.
  315.   This is how the cancel button is processed during these choice selections.
  316.   You should not mess with these!
  317. --------------------------------------------------------------------------------
  318. --------------------------------------------------------------------------------
  319.   6. Input Number
  320. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  321.   Command Code: 103
  322.  
  323.   Parameters:
  324.   # Index  -   Type    - Data
  325.       0    -  Integer  - Variable ID. This variable stores the entered number.
  326.       1    -  Integer  - Maximum allowed digits to enter.
  327.  
  328.   Notes:
  329.   None.
  330. --------------------------------------------------------------------------------
  331. --------------------------------------------------------------------------------
  332.   7. Select Key Item
  333. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  334.   Command Code: 104
  335.  
  336.   Parameters:
  337.   # Index  -   Type    - Data
  338.       0    -  Integer  - Variable ID. This will store the selected item's ID.
  339.  
  340.   Notes:
  341.   None.
  342. --------------------------------------------------------------------------------
  343. --------------------------------------------------------------------------------
  344.   8. Show Scrolling Text
  345. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  346.   Command Code: 105
  347.  
  348.   Parameters:
  349.   # Index  -   Type    - Data
  350.       0    -  Integer  - Scrolling speed.
  351.       1    -  Integer  - Fast forward flag.
  352.                          0 = Enabled, 1 = Disabled
  353.   Notes:
  354.   The fast forward flag values are not tested.
  355.   It is possible that the parameter is nil unless it is enabled in the command.
  356.  
  357.   This command contains the above mentioned parameters only.
  358.   The actual text data shown in the message window is stored in another command.
  359.   This command is explained below.
  360. --------------------------------------------------------------------------------
  361. --------------------------------------------------------------------------------
  362.   9. Show Scrolling Text - Message Text Data
  363. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  364.   Command Code: 405
  365.  
  366.   Parameters:
  367.   # Index  -   Type    - Data
  368.       0    -  String   - Message text.
  369.      
  370.   Notes:
  371.   This is the real command which stores the displayed text for scrolling
  372.   messages.
  373. --------------------------------------------------------------------------------
  374. --------------------------------------------------------------------------------
  375.   10. Comment
  376. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  377.   Command Code: 108
  378.  
  379.   Parameters:
  380.   # Index  -   Type    - Data
  381.       0    -  String   - Comment text entered.
  382.      
  383.   Notes:
  384.   This command stores the first line of the comment text only.
  385.   Each new comment lines are stored in another command.
  386.   That command is explained below.
  387. --------------------------------------------------------------------------------
  388. --------------------------------------------------------------------------------
  389.   11. Comment - Continual
  390. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  391.   Command Code: 408
  392.  
  393.   Parameters:
  394.   # Index  -   Type    - Data
  395.       0    -  String   - Comment text entered.
  396.      
  397.   Notes:
  398.   This command stores the second and later lines entered in a comment command.
  399. --------------------------------------------------------------------------------
  400. --------------------------------------------------------------------------------
  401.   12. Conditional Branch
  402. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  403.   Command Code: 111
  404.  
  405.   Parameters:
  406.   # Index  -   Type    - Data
  407.       0    -  Integer  - Check type.
  408.                           0 = Switch,     1 = Variable,  2 = Self-Switch,
  409.                           3 = Timer,      4 = Actor,     5 = Enemy,
  410.                           6 = Character,  7 = Gold,      8 = Item,
  411.                           9 = Weapon,    10 = Armor,    11 = Button Press,
  412.                          12 = Script,    13 = Vehicle
  413.       * The rest of the parameters vary depending on the check type used. *
  414.      
  415.   Notes:
  416.   This command is one of the more complex ones.
  417.   It's parameters (aside from the first) can vary depending on the check type
  418.   of the command.
  419.   The next good few sections will explain all type of conditional branch
  420.   commands.
  421. --------------------------------------------------------------------------------
  422. --------------------------------------------------------------------------------
  423.   13. Conditional Branch - Switch Check
  424. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  425.   Command Code: 111
  426.  
  427.   Parameters:
  428.   # Index  -   Type    - Data
  429.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  430.       1    -  Integer  - Switch ID. This switch will be checked.
  431.       2    -  Integer  - Value check type. The state of the switch to check.
  432.                          0 = ON, 1 = OFF
  433.      
  434.   Notes:
  435.   None.
  436. --------------------------------------------------------------------------------
  437. --------------------------------------------------------------------------------
  438.   14. Conditional Branch - Variable Check
  439. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  440.   Command Code: 111
  441.  
  442.   Parameters:
  443.   # Index  -   Type    - Data
  444.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  445.       1    -  Integer  - Variable ID. This variable will be checked.
  446.       2    -  Integer  - Value type.
  447.                          0 = Constant, 1 = Variable
  448.       3    -  Integer  - Value to check for (if the value type is Constant) or
  449.                          a variable ID (if the value type is Variable).
  450.       4    -  Integer  - Type of comparison.
  451.                          0 = Equal,
  452.                          1 = Greater than or equal, 2 = Less than or equal,
  453.                          3 = Greater than,          4 = Less than,
  454.                          5 = Not equal
  455.                          
  456.   Notes:
  457.   None.
  458. --------------------------------------------------------------------------------
  459. --------------------------------------------------------------------------------
  460.   15. Conditional Branch - Self-Switch Check
  461. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  462.   Command Code: 111
  463.  
  464.   Parameters:
  465.   # Index  -   Type    - Data
  466.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  467.       1    -  String   - Self-Switch letter. This self-switch will be checked.
  468.       2    -  Integer  - Value check type. State of the self-switch to check.
  469.                          0 = ON, 1 = OFF
  470.      
  471.   Notes:
  472.   None.
  473. --------------------------------------------------------------------------------
  474. --------------------------------------------------------------------------------
  475.   16. Conditional Branch - Timer Check
  476. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  477.   Command Code: 111
  478.  
  479.   Parameters:
  480.   # Index  -   Type    - Data
  481.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  482.       1    -  Integer  - Time in seconds to check for.
  483.       2    -  Integer  - Type of comparison.
  484.                          0 = or More, 1 = or Less
  485.      
  486.   Notes:
  487.   None.
  488. --------------------------------------------------------------------------------
  489. --------------------------------------------------------------------------------
  490.   17. Conditional Branch - Actor Check
  491. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  492.   Command Code: 111
  493.  
  494.   Parameters:
  495.   # Index  -   Type    - Data
  496.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  497.       1    -  Integer  - Actor ID. The actor used in the check.
  498.       2    -  Integer  - Type of check.
  499.                          0 = In Party, 1 = Name,  2 = Class, 3 = Skill,
  500.                          4 = Weapon,   5 = Armor, 6 = State,
  501.       3    -  Varies   - Depending on the type of check used, the type of the
  502.                          data varies here.
  503.                          For the In Party check, this is not needed.
  504.                          For the Name check, this is a string.
  505.                          For the rest of the checks, this is an integer denoting
  506.                          the ID of the class, skill, weapon, armor or state
  507.                          to check for.
  508.      
  509.   Notes:
  510.   None.
  511. --------------------------------------------------------------------------------
  512. --------------------------------------------------------------------------------
  513.   18. Conditional Branch - Enemy Check
  514. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  515.   Command Code: 111
  516.  
  517.   Parameters:
  518.   # Index  -   Type    - Data
  519.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  520.       1    -  Integer  - Enemy index. The enemy used in the check.
  521.       2    -  Integer  - Type of check.
  522.                          0 = Appeared, 1 = State Inflicted
  523.       3    -  Integer  - This parameter is not needed for the Appeared check.
  524.                          For the State Inflicted check, this is the ID of the
  525.                          state to check for.
  526.      
  527.   Notes:
  528.   This check is only valid in battles.
  529.   The second parameter is NOT an Enemy ID but an Enemy index!
  530. --------------------------------------------------------------------------------
  531. --------------------------------------------------------------------------------
  532.   19. Conditional Branch - Character Check
  533. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  534.   Command Code: 111
  535.  
  536.   Parameters:
  537.   # Index  -   Type    - Data
  538.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  539.       1    -  Integer  - Character ID.
  540.                          -1 = Player, 0 = This Event,
  541.                          1 and above = Event ID
  542.       2    -  Integer  - Character direction to check for.
  543.                          2 = Down, 4 = Left, 6 = Right, 8 = Up
  544.      
  545.   Notes:
  546.   None.
  547. --------------------------------------------------------------------------------
  548. --------------------------------------------------------------------------------
  549.   20. Conditional Branch - Gold Check
  550. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  551.   Command Code: 111
  552.  
  553.   Parameters:
  554.   # Index  -   Type    - Data
  555.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  556.       1    -  Integer  - Value to check for.
  557.       2    -  Integer  - Type of comparison.
  558.                          0 = Greater than or equal, 1 = Less than or equal,
  559.                          2 = Less than
  560.      
  561.   Notes:
  562.   None.
  563. --------------------------------------------------------------------------------
  564. --------------------------------------------------------------------------------
  565.   21. Conditional Branch - Item Check
  566. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  567.   Command Code: 111
  568.  
  569.   Parameters:
  570.   # Index  -   Type    - Data
  571.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  572.       1    -  Integer  - Item ID. Item to check for.
  573.      
  574.   Notes:
  575.   None.
  576. --------------------------------------------------------------------------------
  577. --------------------------------------------------------------------------------
  578.   22. Conditional Branch - Weapon Check
  579. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  580.   Command Code: 111
  581.  
  582.   Parameters:
  583.   # Index  -   Type    - Data
  584.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  585.       1    -  Integer  - Weapon ID. Weapon to check for.
  586.       2    -  Boolean  - Include equipment flag.
  587.                          true = Include, false = Exclude
  588.      
  589.   Notes:
  590.   None.
  591. --------------------------------------------------------------------------------
  592. --------------------------------------------------------------------------------
  593.   23. Conditional Branch - Armor Check
  594. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  595.   Command Code: 111
  596.  
  597.   Parameters:
  598.   # Index  -   Type    - Data
  599.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  600.       1    -  Integer  - Armor ID. Armor to check for.
  601.       2    -  Boolean  - Include equipment flag.
  602.                          true = Include, false = Exclude
  603.                          
  604.   Notes:
  605.   None.
  606. --------------------------------------------------------------------------------
  607. --------------------------------------------------------------------------------
  608.   24. Conditional Branch - Button Press Check
  609. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  610.   Command Code: 111
  611.  
  612.   Parameters:
  613.   # Index  -   Type    - Data
  614.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  615.       1    -  Symbol   - Button symbol. Default usable symbols:
  616.                          :DOWN, :LEFT, :RIGHT, :UP,
  617.                          :A, :B, :C, :X, :Y, :Z, :L, :R,
  618.                          :SHIFT, :CTRL, :ALT,
  619.                          :F5, :F6, :F7, :F8, :F9
  620.      
  621.   Notes:
  622.   The method Input.press?(:sym) will be used for this check, not the
  623.   Input.trigger?(:sym) method, so this will be a continous check for the button
  624.   rather than just checking for a single button press.
  625.   Many people seems to neglect this fact and will end up with undesired effects.
  626.    
  627.   I generally advise against using this check for the above mentioned reason.
  628.   You are better off using the script equivalent of these checks for better
  629.   controls. Those are:
  630.   Input.trigger?(:sym) - For single button press checks.
  631.   Input.press?(:sym)   - For continous button press checks. Same as this check.
  632.   Input.repeat?(:sym)  - For repeated button press checks. Almost the same as
  633.                          this check, but it will check the input in slower
  634.                          intervals.
  635.                        
  636.   If you use a custom input system, you may be able to use other button symbols.
  637. --------------------------------------------------------------------------------
  638. --------------------------------------------------------------------------------
  639.   25. Conditional Branch - Script Check
  640. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  641.   Command Code: 111
  642.  
  643.   Parameters:
  644.   # Index  -   Type    - Data
  645.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  646.       1    -  String   - The code to evaluate in the check.
  647.      
  648.   Notes:
  649.   Requires scripting knowledge!
  650.   This check got no rescue method, so if you mess up the syntax, you will be
  651.   greeted with an error message.
  652.  
  653.   Use the ; sign to denote line breaks in your code text if needed.
  654. --------------------------------------------------------------------------------
  655. --------------------------------------------------------------------------------
  656.   26. Conditional Branch - Vehicle Check
  657. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  658.   Command Code: 111
  659.  
  660.   Parameters:
  661.   # Index  -   Type    - Data
  662.       0    -  Integer  - Check type. Details for this are listed in Section 10.
  663.       1    -  Integer  - The type of vehicle.
  664.                          0 = Boat, 1 = Ship, 2 = Airship
  665.      
  666.   Notes:
  667.   None.
  668. --------------------------------------------------------------------------------
  669. --------------------------------------------------------------------------------
  670.   27. Conditional Branch - Else Branch
  671. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  672.   Command Code: 411
  673.  
  674.   Parameters:
  675.   # Index  -   Type    - Data
  676.     * This command got no parameters. *
  677.      
  678.   Notes:
  679.   This is how the Else Branch of your conditions are processed.
  680.   Each Conditional Branch commands get one of these commands added if you
  681.   enabled the "Set handling when conditions do not apply" check box for them.
  682.   You should not mess with these!
  683. --------------------------------------------------------------------------------
  684. --------------------------------------------------------------------------------
  685.   28. Loop
  686. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  687.   Command Code: 112
  688.  
  689.   Parameters:
  690.   # Index  -   Type    - Data
  691.     * This command got no parameters. *
  692.      
  693.   Notes:
  694.   This is the command marking the starting point of a loop.
  695.   You should not mess with these!
  696. --------------------------------------------------------------------------------
  697. --------------------------------------------------------------------------------
  698.   29. Repeat Above
  699. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  700.   Command Code: 413
  701.  
  702.   Parameters:
  703.   # Index  -   Type    - Data
  704.     * This command got no parameters. *
  705.      
  706.   Notes:
  707.   This is the command marking the ending point of a loop.
  708.   You should not mess with these!
  709. --------------------------------------------------------------------------------
  710. --------------------------------------------------------------------------------
  711.   30. Break Loop
  712. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  713.   Command Code: 113
  714.  
  715.   Parameters:
  716.   # Index  -   Type    - Data
  717.     * This command got no parameters. *
  718.      
  719.   Notes:
  720.   This is the command that triggers a break from a looping cycle.
  721.   You should not mess with these!
  722. --------------------------------------------------------------------------------
  723. --------------------------------------------------------------------------------
  724.   31. Exit Event Processing
  725. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  726.   Command Code: 115
  727.  
  728.   Parameters:
  729.   # Index  -   Type    - Data
  730.     * This command got no parameters. *
  731.      
  732.   Notes:
  733.   This command will end the currently running event.
  734.   You should not mess with these!
  735. --------------------------------------------------------------------------------
  736. --------------------------------------------------------------------------------
  737.   32. Common Event
  738. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  739.   Command Code: 117
  740.  
  741.   Parameters:
  742.   # Index  -   Type    - Data
  743.       0    -  Integer  - Common event ID.
  744.      
  745.   Notes:
  746.   None.
  747. --------------------------------------------------------------------------------
  748. --------------------------------------------------------------------------------
  749.   33. Label
  750. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  751.   Command Code: 118
  752.  
  753.   Parameters:
  754.   # Index  -   Type    - Data
  755.       0    -  String   - Label text.
  756.      
  757.   Notes:
  758.   None.
  759. --------------------------------------------------------------------------------
  760. --------------------------------------------------------------------------------
  761.   34. Jump to Label
  762. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  763.   Command Code: 119
  764.  
  765.   Parameters:
  766.   # Index  -   Type    - Data
  767.       0    -  String   - Label text. This is the label to jump to.
  768.      
  769.   Notes:
  770.   None.
  771. --------------------------------------------------------------------------------
  772. --------------------------------------------------------------------------------
  773.   35. Control Switches
  774. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  775.   Command Code: 121
  776.  
  777.   Parameters:
  778.   # Index  -   Type    - Data
  779.       0    -  Integer  - First Switch ID.
  780.       1    -  Integer  - Last Switch ID.
  781.       2    -  Integer  - Value to set the specified switches.
  782.                          0 = ON, 1 = OFF
  783.      
  784.   Notes:
  785.   Regardless if you have chosen batch operation or not, the first and second
  786.   parameters will always specify the starting and ending switch IDs.
  787.   In the case of single operation, both of these parameters are the same.
  788. --------------------------------------------------------------------------------
  789. --------------------------------------------------------------------------------
  790.   36. Control Variables
  791. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  792.   Command Code: 122
  793.  
  794.   Parameters:
  795.   # Index  -   Type    - Data
  796.       0    -  Integer  - First Variable ID.
  797.       1    -  Integer  - Last Variable ID.
  798.       2    -  Integer  - Operation type.
  799.                          0 = Set, 1 = Add, 2 = Sub, 3 = Mul, 4 = Div, 5 = Mod
  800.       3    -  Integer  - Operand type.
  801.                          0 = Constant,  1 = Variable, 2 = Random
  802.                          3 = Game Data, 4 = Script
  803.       * The rest of the parameters vary depending on the operand type used. *
  804.                          
  805.   Notes:
  806.   Just like in the case of Control Switches command, it doesn't matter if you
  807.   use batch operation or single, the first and second parameters will always be
  808.   the first and last variable IDs to set.
  809.   If you used the single type, both of these will be the same.
  810.  
  811.   This is the second complex command that requires multiple sections to explain.
  812.   The following good few sections will explain all the possible types of
  813.   this command.
  814. --------------------------------------------------------------------------------
  815. --------------------------------------------------------------------------------
  816.   37. Control Variables - Constant Type
  817. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  818.   Command Code: 122
  819.  
  820.   Parameters:
  821.   # Index  -   Type    - Data
  822.       0    -  Integer  - First Variable ID.
  823.       1    -  Integer  - Last Variable ID.
  824.       2    -  Integer  - Operation type. Explained in Section 36.
  825.       3    -  Integer  - Operand type. Explained in Section 36.
  826.       4    -  Integer  - Value used in the operation.
  827.                          
  828.   Notes:
  829.   None.
  830. --------------------------------------------------------------------------------
  831. --------------------------------------------------------------------------------
  832.   38. Control Variables - Variable Type
  833. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  834.   Command Code: 122
  835.  
  836.   Parameters:
  837.   # Index  -   Type    - Data
  838.       0    -  Integer  - First Variable ID.
  839.       1    -  Integer  - Last Variable ID.
  840.       2    -  Integer  - Operation type. Explained in Section 36.
  841.       3    -  Integer  - Operand type. Explained in Section 36.
  842.       4    -  Integer  - Variable ID to get the value used from.
  843.                          
  844.   Notes:
  845.   None.
  846. --------------------------------------------------------------------------------
  847. --------------------------------------------------------------------------------
  848.   39. Control Variables - Random Type
  849. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  850.   Command Code: 122
  851.  
  852.   Parameters:
  853.   # Index  -   Type    - Data
  854.       0    -  Integer  - First Variable ID.
  855.       1    -  Integer  - Last Variable ID.
  856.       2    -  Integer  - Operation type. Explained in Section 36.
  857.       3    -  Integer  - Operand type. Explained in Section 36.
  858.       4    -  Integer  - Minimum value used in the operation.
  859.       5    -  Integer  - Maximum value used in the operation.
  860.                          
  861.   Notes:
  862.   None.
  863. --------------------------------------------------------------------------------
  864. --------------------------------------------------------------------------------
  865.   40. Control Variables - Script Type
  866. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  867.   Command Code: 122
  868.  
  869.   Parameters:
  870.   # Index  -   Type    - Data
  871.       0    -  Integer  - First Variable ID.
  872.       1    -  Integer  - Last Variable ID.
  873.       2    -  Integer  - Operation type. Explained in Section 36.
  874.       3    -  Integer  - Operand type. Explained in Section 36.
  875.       4    -  String   - Code text to evaluate.
  876.                          
  877.   Notes:
  878.   None.
  879. --------------------------------------------------------------------------------
  880. --------------------------------------------------------------------------------
  881.   41. Control Variables - Game Data Type
  882. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  883.   Command Code: 122
  884.  
  885.   Parameters:
  886.   # Index  -   Type    - Data
  887.       0    -  Integer  - First Variable ID.
  888.       1    -  Integer  - Last Variable ID.
  889.       2    -  Integer  - Operation type. Explained in Section 36.
  890.       3    -  Integer  - Operand type. Explained in Section 36.
  891.       4    -  Integer  - Type of data used in the operation.
  892.                          0 = Item,  1 = Weapon,  2 = Armor,
  893.                          3 = Actor, 4 = Enemy,   5 = Character,
  894.                          6 = Party, 7 = Other
  895.       * The rest of the parameters vary depending on the type of data used. *
  896.                          
  897.   Notes:
  898.   And here comes a sub-section of a sub-section, hopefully the only one.
  899.   Because there are many different game data and they all use different
  900.   parameters, it is better to divide this category further to avoid confusion.
  901.   So, the next good few sections will contain the explanations on these.
  902. --------------------------------------------------------------------------------
  903. --------------------------------------------------------------------------------
  904.   42. Control Variables - Game Data Type - Item
  905. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  906.   Command Code: 122
  907.  
  908.   Parameters:
  909.   # Index  -   Type    - Data
  910.       0    -  Integer  - First Variable ID.
  911.       1    -  Integer  - Last Variable ID.
  912.       2    -  Integer  - Operation type. Explained in Section 36.
  913.       3    -  Integer  - Operand type. Explained in Section 36.
  914.       4    -  Integer  - Type of data used. Explained in Section 41.
  915.       5    -  Integer  - Item ID.
  916.                          
  917.   Notes:
  918.   None.
  919. --------------------------------------------------------------------------------
  920. --------------------------------------------------------------------------------
  921.   43. Control Variables - Game Data Type - Weapon
  922. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  923.   Command Code: 122
  924.  
  925.   Parameters:
  926.   # Index  -   Type    - Data
  927.       0    -  Integer  - First Variable ID.
  928.       1    -  Integer  - Last Variable ID.
  929.       2    -  Integer  - Operation type. Explained in Section 36.
  930.       3    -  Integer  - Operand type. Explained in Section 36.
  931.       4    -  Integer  - Type of data used. Explained in Section 41.
  932.       5    -  Integer  - Weapon ID.
  933.                          
  934.   Notes:
  935.   None.
  936. --------------------------------------------------------------------------------
  937. --------------------------------------------------------------------------------
  938.   44. Control Variables - Game Data Type - Armor
  939. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  940.   Command Code: 122
  941.  
  942.   Parameters:
  943.   # Index  -   Type    - Data
  944.       0    -  Integer  - First Variable ID.
  945.       1    -  Integer  - Last Variable ID.
  946.       2    -  Integer  - Operation type. Explained in Section 36.
  947.       3    -  Integer  - Operand type. Explained in Section 36.
  948.       4    -  Integer  - Type of data used. Explained in Section 41.
  949.       5    -  Integer  - Armor ID.
  950.                          
  951.   Notes:
  952.   None.
  953. --------------------------------------------------------------------------------
  954. --------------------------------------------------------------------------------
  955.   45. Control Variables - Game Data Type - Actor
  956. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  957.   Command Code: 122
  958.  
  959.   Parameters:
  960.   # Index  -   Type    - Data
  961.       0    -  Integer  - First Variable ID.
  962.       1    -  Integer  - Last Variable ID.
  963.       2    -  Integer  - Operation type. Explained in Section 36.
  964.       3    -  Integer  - Operand type. Explained in Section 36.
  965.       4    -  Integer  - Type of data used. Explained in Section 41.
  966.       5    -  Integer  - Actor ID.
  967.       6    -  Integer  - Value type to get from the selected actor.
  968.                          0 = Level, 1 = Exp,  2 = HP,   3 = MP,
  969.                          4 = MHP,   5 = MMP,  6 = ATK,  7 = DEF,
  970.                          8 = MAT,   9 = MDF, 10 = AGI, 11 = LUK
  971.                          
  972.   Notes:
  973.   None.
  974. --------------------------------------------------------------------------------
  975. --------------------------------------------------------------------------------
  976.   46. Control Variables - Game Data Type - Enemy
  977. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  978.   Command Code: 122
  979.  
  980.   Parameters:
  981.   # Index  -   Type    - Data
  982.       0    -  Integer  - First Variable ID.
  983.       1    -  Integer  - Last Variable ID.
  984.       2    -  Integer  - Operation type. Explained in Section 36.
  985.       3    -  Integer  - Operand type. Explained in Section 36.
  986.       4    -  Integer  - Type of data used. Explained in Section 41.
  987.       5    -  Integer  - Enemy index.
  988.       6    -  Integer  - Value type to get from the selected actor.
  989.                          0 = HP,  1 = MP,
  990.                          2 = MHP, 3 = MMP, 4 = ATK, 5 = DEF,
  991.                          6 = MAT, 7 = MDF, 8 = AGI, 9 = LUK
  992.                          
  993.   Notes:
  994.   None.
  995. --------------------------------------------------------------------------------
  996. --------------------------------------------------------------------------------
  997.   47. Control Variables - Game Data Type - Character
  998. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  999.   Command Code: 122
  1000.  
  1001.   Parameters:
  1002.   # Index  -   Type    - Data
  1003.       0    -  Integer  - First Variable ID.
  1004.       1    -  Integer  - Last Variable ID.
  1005.       2    -  Integer  - Operation type. Explained in Section 36.
  1006.       3    -  Integer  - Operand type. Explained in Section 36.
  1007.       4    -  Integer  - Type of data used. Explained in Section 41.
  1008.       5    -  Integer  - Character ID.
  1009.                          -1 = Player, 0 = This Event,
  1010.                          1 and above = Event ID
  1011.       6    -  Integer  - Value type to get from the selected character.
  1012.                          0 = X co-ord,  1 = Y co-ord, 2 = Direction,
  1013.                          3 = Screen X,  4 = Screen Y
  1014.                          
  1015.   Notes:
  1016.   None.
  1017. --------------------------------------------------------------------------------
  1018. --------------------------------------------------------------------------------
  1019.   48. Control Variables - Game Data Type - Party
  1020. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1021.   Command Code: 122
  1022.  
  1023.   Parameters:
  1024.   # Index  -   Type    - Data
  1025.       0    -  Integer  - First Variable ID.
  1026.       1    -  Integer  - Last Variable ID.
  1027.       2    -  Integer  - Operation type. Explained in Section 36.
  1028.       3    -  Integer  - Operand type. Explained in Section 36.
  1029.       4    -  Integer  - Type of data used. Explained in Section 41.
  1030.       5    -  Integer  - Party member index.
  1031.                          
  1032.   Notes:
  1033.   None.
  1034. --------------------------------------------------------------------------------
  1035. --------------------------------------------------------------------------------
  1036.   49. Control Variables - Game Data Type - Other
  1037. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1038.   Command Code: 122
  1039.  
  1040.   Parameters:
  1041.   # Index  -   Type    - Data
  1042.       0    -  Integer  - First Variable ID.
  1043.       1    -  Integer  - Last Variable ID.
  1044.       2    -  Integer  - Operation type. Explained in Section 36.
  1045.       3    -  Integer  - Operand type. Explained in Section 36.
  1046.       4    -  Integer  - Type of data used. Explained in Section 41.
  1047.       5    -  Integer  - Value type to get.
  1048.                          0 = Current Map ID,  1 = Party Size,
  1049.                          2 = Gold Owned, 3 = Steps Taken,
  1050.                          4 = Playtime in seconds,
  1051.                          5 = Time left on timer in seconds,
  1052.                          6 = Save Count, 7 = Battle Count
  1053.                          
  1054.   Notes:
  1055.   None.
  1056. --------------------------------------------------------------------------------
  1057. --------------------------------------------------------------------------------
  1058.   50. Control Self-Switches
  1059. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1060.   Command Code: 123
  1061.  
  1062.   Parameters:
  1063.   # Index  -   Type    - Data
  1064.       0    -  String   - Self-switch letter. Can be: 'A','B','C' and 'D'.
  1065.       1    -  Integer  - Value to set the specified self-switch.
  1066.                          0 = ON, 1 = OFF
  1067.      
  1068.   Notes:
  1069.   None.
  1070. --------------------------------------------------------------------------------
  1071. --------------------------------------------------------------------------------
  1072.   51. Control Timer
  1073. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1074.   Command Code: 124
  1075.  
  1076.   Parameters:
  1077.   # Index  -   Type    - Data
  1078.       0    -  Integer  - Type of operation.
  1079.                          0 = Start Timer, 1 = Stop Timer
  1080.       1    -  Integer  - Time in seconds.
  1081.      
  1082.   Notes:
  1083.   None.
  1084. --------------------------------------------------------------------------------
  1085. --------------------------------------------------------------------------------
  1086.   52. Change Gold
  1087. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1088.   Command Code: 125
  1089.  
  1090.   Parameters:
  1091.   # Index  -   Type    - Data
  1092.       0    -  Integer  - Operation type.
  1093.                          0 = Increase, 1 = Decrease
  1094.       1    -  Integer  - Operand type.
  1095.                          0 = Constant, 1 = Variable.
  1096.       2    -  Integer  - Value to use (in the case of Constant operand) or
  1097.                          a variable ID (in the case of Variable operand).
  1098.      
  1099.   Notes:
  1100.   None.
  1101. --------------------------------------------------------------------------------
  1102. --------------------------------------------------------------------------------
  1103.   53. Change Items
  1104. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1105.   Command Code: 126
  1106.  
  1107.   Parameters:
  1108.   # Index  -   Type    - Data
  1109.       0    -  Integer  - Item ID.
  1110.       1    -  Integer  - Operation type.
  1111.                          0 = Increase, 1 = Decrease
  1112.       2    -  Integer  - Operand type.
  1113.                          0 = Constant, 1 = Variable.
  1114.       3    -  Integer  - Value to use (in the case of Constant operand) or
  1115.                          a variable ID (in the case of Variable operand).
  1116.      
  1117.   Notes:
  1118.   None.
  1119. --------------------------------------------------------------------------------
  1120. --------------------------------------------------------------------------------
  1121.   54. Change Weapons
  1122. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1123.   Command Code: 127
  1124.  
  1125.   Parameters:
  1126.   # Index  -   Type    - Data
  1127.       0    -  Integer  - Weapon ID.
  1128.       1    -  Integer  - Operation type.
  1129.                          0 = Increase, 1 = Decrease
  1130.       2    -  Integer  - Operand type.
  1131.                          0 = Constant, 1 = Variable.
  1132.       3    -  Integer  - Value to use (in the case of Constant operand) or
  1133.                          a variable ID (in the case of Variable operand).
  1134.       4    -  Boolean  - Include equipment flag.
  1135.                          true = Include, false = Exclude
  1136.      
  1137.   Notes:
  1138.   None.
  1139. --------------------------------------------------------------------------------
  1140. --------------------------------------------------------------------------------
  1141.   55. Change Armors
  1142. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1143.   Command Code: 128
  1144.  
  1145.   Parameters:
  1146.   # Index  -   Type    - Data
  1147.       0    -  Integer  - Armor ID.
  1148.       1    -  Integer  - Operation type.
  1149.                          0 = Increase, 1 = Decrease
  1150.       2    -  Integer  - Operand type.
  1151.                          0 = Constant, 1 = Variable.
  1152.       3    -  Integer  - Value to use (in the case of Constant operand) or
  1153.                          a variable ID (in the case of Variable operand).
  1154.       4    -  Boolean  - Include equipment flag.
  1155.                          true = Include, false = Exclude
  1156.      
  1157.   Notes:
  1158.   None.
  1159. --------------------------------------------------------------------------------
  1160. --------------------------------------------------------------------------------
  1161.   56. Change Party Member
  1162. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1163.   Command Code: 129
  1164.  
  1165.   Parameters:
  1166.   # Index  -   Type    - Data
  1167.       0    -  Integer  - Actor ID.
  1168.       1    -  Integer  - Operation type.
  1169.                          0 = Add, 1 = Remove
  1170.       2    -  Integer  - Initialize flag.
  1171.                          0 = Don't Initialize, 1 = Initialize
  1172.      
  1173.   Notes:
  1174.   The initialize flag is only required if you use the Add operation type.
  1175. --------------------------------------------------------------------------------
  1176. --------------------------------------------------------------------------------
  1177.   57. Change Battle BGM
  1178. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1179.   Command Code: 132
  1180.  
  1181.   Parameters:
  1182.   # Index  -   Type    - Data
  1183.       0    - RPG::BGM  - The new battle BGM.
  1184.                          Format: RPG::BGM.new("filename",volume,pitch)
  1185.      
  1186.   Notes:
  1187.   None.
  1188. --------------------------------------------------------------------------------
  1189. --------------------------------------------------------------------------------
  1190.   58. Change Battle End ME
  1191. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1192.   Command Code: 133
  1193.  
  1194.   Parameters:
  1195.   # Index  -   Type    - Data
  1196.       0    -  RPG::ME  - The new battle end ME.
  1197.                          Format: RPG::ME.new("filename",volume,pitch)
  1198.      
  1199.   Notes:
  1200.   None.
  1201. --------------------------------------------------------------------------------
  1202. --------------------------------------------------------------------------------
  1203.   59. Change Save Access
  1204. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1205.   Command Code: 134
  1206.  
  1207.   Parameters:
  1208.   # Index  -   Type    - Data
  1209.       0    -  Integer  - Enable flag.
  1210.                          0 = Disable, 1 = Enable.
  1211.      
  1212.   Notes:
  1213.   None.
  1214. --------------------------------------------------------------------------------
  1215. --------------------------------------------------------------------------------
  1216.   60. Change Menu Access
  1217. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1218.   Command Code: 135
  1219.  
  1220.   Parameters:
  1221.   # Index  -   Type    - Data
  1222.       0    -  Integer  - Enable flag.
  1223.                          0 = Disable, 1 = Enable.
  1224.      
  1225.   Notes:
  1226.   None.
  1227. --------------------------------------------------------------------------------
  1228. --------------------------------------------------------------------------------
  1229.   61. Change Encounter Disable
  1230. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1231.   Command Code: 136
  1232.  
  1233.   Parameters:
  1234.   # Index  -   Type    - Data
  1235.       0    -  Integer  - Enable flag.
  1236.                          0 = Disable, 1 = Enable.
  1237.      
  1238.   Notes:
  1239.   None.
  1240. --------------------------------------------------------------------------------
  1241. --------------------------------------------------------------------------------
  1242.   62. Change Formation Access
  1243. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1244.   Command Code: 137
  1245.  
  1246.   Parameters:
  1247.   # Index  -   Type    - Data
  1248.       0    -  Integer  - Enable flag.
  1249.                          0 = Disable, 1 = Enable.
  1250.      
  1251.   Notes:
  1252.   None.
  1253. --------------------------------------------------------------------------------
  1254. --------------------------------------------------------------------------------
  1255.   63. Change Window Color
  1256. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1257.   Command Code: 138
  1258.  
  1259.   Parameters:
  1260.   # Index  -   Type    - Data
  1261.       0    -   Tone    - The new window tone to use.
  1262.                          Format: Tone.new(R,G,B,Gr)
  1263.      
  1264.   Notes:
  1265.   None.
  1266. --------------------------------------------------------------------------------
  1267. --------------------------------------------------------------------------------
  1268.   64. Transfer Player
  1269. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1270.   Command Code: 201
  1271.  
  1272.   Parameters:
  1273.   # Index  -   Type    - Data
  1274.       0    -  Integer  - Designation type.
  1275.                          0 = Constant, 1 = Variable
  1276.       1    -  Integer  - Map ID (for Constant designation type) or
  1277.                          a variable ID (for Variable designation type).
  1278.       2    -  Integer  - X co-ord (for Constant designation type) or
  1279.                          a variable ID (for Variable designation type).
  1280.       3    -  Integer  - Y co-ord (for Constant designation type) or
  1281.                          a variable ID (for Variable designation type).
  1282.       4    -  Integer  - Direction after the transfer.
  1283.                          0 = Retain,
  1284.                          2 = Down, 4 = Left, 6 = Right, 8 = Up
  1285.       5    -  Integer  - Fade type used in the transfer.
  1286.                          0 = Black, 1 = White, 2 = None
  1287.      
  1288.   Notes:
  1289.   None.
  1290. --------------------------------------------------------------------------------
  1291. --------------------------------------------------------------------------------
  1292.   65. Set Vehicle Location
  1293. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1294.   Command Code: 202
  1295.  
  1296.   Parameters:
  1297.   # Index  -   Type    - Data
  1298.       0    -  Integer  - Vehicle ID.
  1299.                          0 = Boat, 1 = Ship, 2 = Airship
  1300.       1    -  Integer  - Designation type.
  1301.                          0 = Constant, 1 = Variable
  1302.       2    -  Integer  - Map ID (for Constant designation type) or
  1303.                          a variable ID (for Variable designation type).
  1304.       3    -  Integer  - X co-ord (for Constant designation type) or
  1305.                          a variable ID (for Variable designation type).
  1306.       4    -  Integer  - Y co-ord (for Constant designation type) or
  1307.                          a variable ID (for Variable designation type).
  1308.      
  1309.   Notes:
  1310.   None.
  1311. --------------------------------------------------------------------------------
  1312. --------------------------------------------------------------------------------
  1313.   66. Set Event Location
  1314. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1315.   Command Code: 203
  1316.  
  1317.   Parameters:
  1318.   # Index  -   Type    - Data
  1319.       0    -  Integer  - Character ID.
  1320.                          -1 = Player, 0 = This Event,
  1321.                          1 and above = Event ID
  1322.       1    -  Integer  - Designation type.
  1323.                          0 = Constant, 1 = Variable, 2 = Exchange
  1324.      * The rest of the parameters vary depending on the designation type used. *
  1325.      
  1326.   Notes:
  1327.   Another command which is better off with sub-sections explaining the different
  1328.   types of parameters for different designation types.
  1329.   The next few sections will detail these.
  1330. --------------------------------------------------------------------------------
  1331. --------------------------------------------------------------------------------
  1332.   67. Set Event Location - Constant Designation Type
  1333. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1334.   Command Code: 203
  1335.  
  1336.   Parameters:
  1337.   # Index  -   Type    - Data
  1338.       0    -  Integer  - Character ID. Explained in Section 66.
  1339.       1    -  Integer  - Designation type. Explained in Section 66.
  1340.       2    -  Integer  - X co-ord.
  1341.       3    -  Integer  - Y co-ord.
  1342.       4    -  Integer  - Direction after the location change.
  1343.                          0 = Retain,
  1344.                          2 = Down, 4 = Left, 6 = Right, 8 = Up
  1345.                          
  1346.   Notes:
  1347.   None.
  1348. --------------------------------------------------------------------------------
  1349. --------------------------------------------------------------------------------
  1350.   68. Set Event Location - Variable Designation Type
  1351. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1352.   Command Code: 203
  1353.  
  1354.   Parameters:
  1355.   # Index  -   Type    - Data
  1356.       0    -  Integer  - Character ID. Explained in Section 66.
  1357.       1    -  Integer  - Designation type. Explained in Section 66.
  1358.       2    -  Integer  - Variable ID to get the X co-ord from.
  1359.       3    -  Integer  - Variable ID to get the Y co-ord from.
  1360.       4    -  Integer  - Direction after the location change.
  1361.                          0 = Retain,
  1362.                          2 = Down, 4 = Left, 6 = Right, 8 = Up
  1363.      
  1364.   Notes:
  1365.   None.
  1366. --------------------------------------------------------------------------------
  1367. --------------------------------------------------------------------------------
  1368.   69. Set Event Location - Exchange Designation Type
  1369. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1370.   Command Code: 203
  1371.  
  1372.   Parameters:
  1373.   # Index  -   Type    - Data
  1374.       0    -  Integer  - Character ID. Explained in Section 66.
  1375.       1    -  Integer  - Designation type. Explained in Section 66.
  1376.       2    -  Integer  - Character ID to exchange position with.
  1377.       3    -  Anything - This parameter is not used here, so it can be anything.
  1378.       4    -  Integer  - Direction after the location change.
  1379.                          0 = Retain,
  1380.                          2 = Down, 4 = Left, 6 = Right, 8 = Up
  1381.      
  1382.   Notes:
  1383.   None.
  1384. --------------------------------------------------------------------------------
  1385. --------------------------------------------------------------------------------
  1386.   70. Scroll Map
  1387. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1388.   Command Code: 204
  1389.  
  1390.   Parameters:
  1391.   # Index  -   Type    - Data
  1392.       0    -  Integer  - Scrolling direction.
  1393.                          2 = Down, 4 = Left, 6 = Right, 8 = Up
  1394.       1    -  Integer  - Scrolling distance in tiles.
  1395.       2    -  Integer  - Scrolling speed.
  1396.      
  1397.   Notes:
  1398.   None.
  1399. --------------------------------------------------------------------------------
  1400. --------------------------------------------------------------------------------
  1401.   71. Set Move Route
  1402. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1403.   Command Code: 205
  1404.  
  1405.   Parameters:
  1406.   # Index  -      Type      - Data
  1407.       0    -     Integer    - Character ID.
  1408.                               -1 = Player, 0 = This Event,
  1409.                               1 and above = Event ID
  1410.       1    - RPG::MoveRoute - The object containing the full move route.
  1411.                               Format: RPG::MoveRoute.new
  1412.      
  1413.   Notes:
  1414.   Due to the complexity of a move route command, this section will not detail
  1415.   anything further about this command.
  1416.   I will try to compile a separate list for all the details about move route
  1417.   commands in the future though.
  1418. --------------------------------------------------------------------------------
  1419. --------------------------------------------------------------------------------
  1420.   72. Get ON/OFF Vehicle
  1421. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1422.   Command Code: 206
  1423.  
  1424.   Parameters:
  1425.   # Index  -   Type    - Data
  1426.     * This command got no parameters. *
  1427.      
  1428.   Notes:
  1429.   No parameters, so nothing to mess around here.
  1430. --------------------------------------------------------------------------------
  1431. --------------------------------------------------------------------------------
  1432.   73. Change Transparency
  1433. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1434.   Command Code: 211
  1435.  
  1436.   Parameters:
  1437.   # Index  -   Type    - Data
  1438.       0    -  Integer  - Transparency flag.
  1439.                          0 = ON, 1 = OFF
  1440.      
  1441.   Notes:
  1442.   None.
  1443. --------------------------------------------------------------------------------
  1444. --------------------------------------------------------------------------------
  1445.   74. Show Animation
  1446. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1447.   Command Code: 212
  1448.  
  1449.   Parameters:
  1450.   # Index  -   Type    - Data
  1451.       0    -  Integer  - Character ID.
  1452.                          -1 = Player, 0 = This Event,
  1453.                          1 and above = Event ID
  1454.       1    -  Integer  - Animation ID.
  1455.       2    -  Boolean  - Wait flag.
  1456.                          true = Wait, false = Don't Wait
  1457.      
  1458.   Notes:
  1459.   None.
  1460. --------------------------------------------------------------------------------
  1461. --------------------------------------------------------------------------------
  1462.   75. Show Balloon
  1463. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1464.   Command Code: 213
  1465.  
  1466.   Parameters:
  1467.   # Index  -   Type    - Data
  1468.       0    -  Integer  - Character ID.
  1469.                          -1 = Player, 0 = This Event,
  1470.                          1 and above = Event ID
  1471.       1    -  Integer  - Balloon index.
  1472.       2    -  Boolean  - Wait flag.
  1473.                          true = Wait, false = Don't Wait
  1474.      
  1475.   Notes:
  1476.   The balloon index here means the row the balloon is located on the balloon
  1477.   sprite-sheet image. The top-most image's index is 1, and the index increases
  1478.   for each new balloon type added to the sprite-sheet.
  1479. --------------------------------------------------------------------------------
  1480. --------------------------------------------------------------------------------
  1481.   76. Erase Event
  1482. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1483.   Command Code: 214
  1484.  
  1485.   Parameters:
  1486.   # Index  -   Type    - Data
  1487.     * This command got no parameters. *
  1488.      
  1489.   Notes:
  1490.   No parameters, so nothing to mess around here.
  1491. --------------------------------------------------------------------------------
  1492. --------------------------------------------------------------------------------
  1493.   77. Change Player Followers
  1494. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1495.   Command Code: 216
  1496.  
  1497.   Parameters:
  1498.   # Index  -   Type    - Data
  1499.       0    -  Integer  - Visibility flag.
  1500.                          0 = ON, 1 = OFF
  1501.      
  1502.   Notes:
  1503.   No parameters, so nothing to mess around here.
  1504. --------------------------------------------------------------------------------
  1505. --------------------------------------------------------------------------------
  1506.   78. Gather Followers
  1507. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1508.   Command Code: 217
  1509.  
  1510.   Parameters:
  1511.   # Index  -   Type    - Data
  1512.     * This command got no parameters. *
  1513.      
  1514.   Notes:
  1515.   No parameters, so nothing to mess around here.
  1516. --------------------------------------------------------------------------------
  1517. --------------------------------------------------------------------------------
  1518.   79. Fadeout Screen
  1519. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1520.   Command Code: 221
  1521.  
  1522.   Parameters:
  1523.   # Index  -   Type    - Data
  1524.     * This command got no parameters. *
  1525.      
  1526.   Notes:
  1527.   No parameters, so nothing to mess around here.
  1528. --------------------------------------------------------------------------------
  1529. --------------------------------------------------------------------------------
  1530.   80. Fadein Screen
  1531. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1532.   Command Code: 222
  1533.  
  1534.   Parameters:
  1535.   # Index  -   Type    - Data
  1536.     * This command got no parameters. *
  1537.      
  1538.   Notes:
  1539.   No parameters, so nothing to mess around here.
  1540. --------------------------------------------------------------------------------
  1541. --------------------------------------------------------------------------------
  1542.   81. Tint Screen
  1543. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1544.   Command Code: 223
  1545.  
  1546.   Parameters:
  1547.   # Index  -   Type    - Data
  1548.       0    -   Tone    - Tone to change to.
  1549.                          Format: Tone.new(R,G,B,Gr)
  1550.       1    -  Integer  - Duration of the tone change in frames.
  1551.       2    -  Boolean  - Wait flag.
  1552.                          true = Wait, false = Don't Wait
  1553.      
  1554.   Notes:
  1555.   None.
  1556. --------------------------------------------------------------------------------
  1557. --------------------------------------------------------------------------------
  1558.   82. Flash Screen
  1559. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1560.   Command Code: 224
  1561.  
  1562.   Parameters:
  1563.   # Index  -   Type    - Data
  1564.       0    -   Color   - Color of the flash effect.
  1565.                          Format: Color.new(R,G,B,A)
  1566.       1    -  Integer  - Duration of the flash effect in frames.
  1567.       2    -  Boolean  - Wait flag.
  1568.                          true = Wait, false = Don't Wait
  1569.      
  1570.   Notes:
  1571.   None.
  1572. --------------------------------------------------------------------------------
  1573. --------------------------------------------------------------------------------
  1574.   83. Shake Screen
  1575. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1576.   Command Code: 225
  1577.  
  1578.   Parameters:
  1579.   # Index  -   Type    - Data
  1580.       0    -  Integer  - Power of the shake effect.
  1581.       1    -  Integer  - Speed of the shake effect.
  1582.       2    -  Integer  - Duration of the shake effect in frames.
  1583.       3    -  Boolean  - Wait flag.
  1584.                          true = Wait, false = Don't Wait
  1585.      
  1586.   Notes:
  1587.   A fun fact...
  1588.   The default interpreter got a bug with the wait flag parameter.
  1589.   It doesn't matter what you set that parameter to in the editor, it will always
  1590.   wait for the same amount of frames your speed parameter is (which is barely
  1591.   noticeable).
  1592.   This is because it reads the duration and wait flag from the wrong parameters
  1593.   on the waiting check line, and because of that, the wait flag always returns
  1594.   true (it is read from the duration parameter and you must set something for
  1595.   that), and it will use the speed parameter for the waiting duration there.
  1596.   I included a fix for this in the Event Command Corrector script though, so
  1597.   it should work now as intended.
  1598. --------------------------------------------------------------------------------
  1599. --------------------------------------------------------------------------------
  1600.   84. Wait
  1601. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1602.   Command Code: 230
  1603.  
  1604.   Parameters:
  1605.   # Index  -   Type    - Data
  1606.       0    -  Integer  - Amount of time to wait in frames.
  1607.      
  1608.   Notes:
  1609.   None.
  1610. --------------------------------------------------------------------------------
  1611. --------------------------------------------------------------------------------
  1612.   85. Show Picture
  1613. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1614.   Command Code: 231
  1615.  
  1616.   Parameters:
  1617.   # Index  -   Type    - Data
  1618.       0    -  Integer  - Picture index.
  1619.       1    -  String   - Image name.
  1620.       2    -  Integer  - Origin type.
  1621.                          0 = Upper Left, 1 = Center
  1622.       3    -  Integer  - Designation type.
  1623.                          0 = Constant, 1 = Variable
  1624.       4    -  Integer  - X co-ord (in the case of Direct designation type) or a
  1625.                          variable ID (in the case of Variable designation type).
  1626.       5    -  Integer  - Y co-ord (in the case of Direct designation type) or a
  1627.                          variable ID (in the case of Variable designation type).
  1628.       6    -  Integer  - Horizontal zoom level.
  1629.       7    -  Integer  - Vertical zoom level.
  1630.       8    -  Integer  - Opacity level.
  1631.       9    -  Integer  - Blend type for the picture.
  1632.                          0 = Normal, 1 = Add, 2 = Sub
  1633.      
  1634.   Notes:
  1635.   None.
  1636. --------------------------------------------------------------------------------
  1637. --------------------------------------------------------------------------------
  1638.   86. Move Picture
  1639. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1640.   Command Code: 232
  1641.  
  1642.   Parameters:
  1643.   # Index  -   Type    - Data
  1644.       0    -  Integer  - Picture index.
  1645.       1    -  Anything - This parameter is not used here, so it can be anything.
  1646.       2    -  Integer  - Origin type.
  1647.                          0 = Upper Left, 1 = Center
  1648.       3    -  Integer  - Designation type.
  1649.                          0 = Constant, 1 = Variable
  1650.       4    -  Integer  - X co-ord (in the case of Direct designation type) or a
  1651.                          variable ID (in the case of Variable designation type).
  1652.       5    -  Integer  - Y co-ord (in the case of Direct designation type) or a
  1653.                          variable ID (in the case of Variable designation type).
  1654.       6    -  Integer  - Horizontal zoom level.
  1655.       7    -  Integer  - Vertical zoom level.
  1656.       8    -  Integer  - Opacity level.
  1657.       9    -  Integer  - Blend type for the picture.
  1658.                          0 = Normal, 1 = Add, 2 = Sub
  1659.      10    -  Integer  - Duration of the moving process in frames.
  1660.      11    -  Boolean  - Wait flag.
  1661.                          true = Wait, false = Don't Wait
  1662.      
  1663.   Notes:
  1664.   None.
  1665. --------------------------------------------------------------------------------
  1666. --------------------------------------------------------------------------------
  1667.   87. Rotate Picture
  1668. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1669.   Command Code: 233
  1670.  
  1671.   Parameters:
  1672.   # Index  -   Type    - Data
  1673.       0    -  Integer  - Picture index.
  1674.       1    -  Integer  - Speed of the rotation.
  1675.                          1 and above  = Counter-clock-wise rotation,
  1676.                          -1 and below = Clock-wise rotation
  1677.      
  1678.   Notes:
  1679.   None.
  1680. --------------------------------------------------------------------------------
  1681. --------------------------------------------------------------------------------
  1682.   88. Tint Picture
  1683. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1684.   Command Code: 234
  1685.  
  1686.   Parameters:
  1687.   # Index  -   Type    - Data
  1688.       0    -  Integer  - Picture index.
  1689.       1    -   Tone    - Tone to tint the picture.
  1690.                          Format: Tone.new(R,G,B,Gr)
  1691.       2    -  Integer  - Duration of the tinting effect in frames.
  1692.       3    -  Boolean  - Wait flag.
  1693.                          true = Wait, false = Don't Wait
  1694.      
  1695.   Notes:
  1696.   None.
  1697. --------------------------------------------------------------------------------
  1698. --------------------------------------------------------------------------------
  1699.   89. Erase Picture
  1700. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1701.   Command Code: 235
  1702.  
  1703.   Parameters:
  1704.   # Index  -   Type    - Data
  1705.       0    -  Integer  - Picture index.
  1706.      
  1707.   Notes:
  1708.   None.
  1709. --------------------------------------------------------------------------------
  1710. --------------------------------------------------------------------------------
  1711.   90. Set Weather
  1712. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1713.   Command Code: 236
  1714.  
  1715.   Parameters:
  1716.   # Index  -   Type    - Data
  1717.       0    -  Symbol   - Weather type. Can be: :none, :rain, :storm, and :snow.
  1718.       1    -  Integer  - Weather power.
  1719.       2    -  Integer  - Cross-fade duration in frames.
  1720.       3    -  Boolean  - Cross-fade wait flag.
  1721.                          true = Wait, false = Don't Wait
  1722.      
  1723.   Notes:
  1724.   None.
  1725. --------------------------------------------------------------------------------
  1726. --------------------------------------------------------------------------------
  1727.   91. Play BGM
  1728. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1729.   Command Code: 241
  1730.  
  1731.   Parameters:
  1732.   # Index  -   Type    - Data
  1733.       0    - RPG::BGM  - The BGM to play.
  1734.                          Format: RPG::BGM.new("filename",volume,pitch)
  1735.      
  1736.   Notes:
  1737.   None.
  1738. --------------------------------------------------------------------------------
  1739. --------------------------------------------------------------------------------
  1740.   92. Fadeout BGM
  1741. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1742.   Command Code: 242
  1743.  
  1744.   Parameters:
  1745.   # Index  -   Type    - Data
  1746.       0    -  Integer  - The fadeout time in seconds.
  1747.      
  1748.   Notes:
  1749.   None.
  1750. --------------------------------------------------------------------------------
  1751. --------------------------------------------------------------------------------
  1752.   93. Save BGM
  1753. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1754.   Command Code: 243
  1755.  
  1756.   Parameters:
  1757.   # Index  -   Type    - Data
  1758.     * This command got no parameters. *
  1759.      
  1760.   Notes:
  1761.   Nothing to do here.
  1762. --------------------------------------------------------------------------------
  1763. --------------------------------------------------------------------------------
  1764.   94. Resume BGM
  1765. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1766.   Command Code: 244
  1767.  
  1768.   Parameters:
  1769.   # Index  -   Type    - Data
  1770.     * This command got no parameters. *
  1771.      
  1772.   Notes:
  1773.   Nothing to do here.
  1774. --------------------------------------------------------------------------------
  1775. --------------------------------------------------------------------------------
  1776.   95. Play BGS
  1777. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1778.   Command Code: 245
  1779.  
  1780.   Parameters:
  1781.   # Index  -   Type    - Data
  1782.       0    - RPG::BGS  - The BGS to play.
  1783.                          Format: RPG::BGS.new("filename",volume,pitch)
  1784.      
  1785.   Notes:
  1786.   None.
  1787. --------------------------------------------------------------------------------
  1788. --------------------------------------------------------------------------------
  1789.   96. Fadeout BGS
  1790. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1791.   Command Code: 246
  1792.  
  1793.   Parameters:
  1794.   # Index  -   Type    - Data
  1795.       0    -  Integer  - The fadeout time in seconds.
  1796.      
  1797.   Notes:
  1798.   None.
  1799. --------------------------------------------------------------------------------
  1800. --------------------------------------------------------------------------------
  1801.   97. Play ME
  1802. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1803.   Command Code: 249
  1804.  
  1805.   Parameters:
  1806.   # Index  -   Type    - Data
  1807.       0    -  RPG::ME  - The ME to play.
  1808.                          Format: RPG::ME.new("filename",volume,pitch)
  1809.      
  1810.   Notes:
  1811.   None.
  1812. --------------------------------------------------------------------------------
  1813. --------------------------------------------------------------------------------
  1814.   98. Play SE
  1815. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1816.   Command Code: 250
  1817.  
  1818.   Parameters:
  1819.   # Index  -   Type    - Data
  1820.       0    -  RPG::SE  - The SE to play.
  1821.                          Format: RPG::SE.new("filename",volume,pitch)
  1822.      
  1823.   Notes:
  1824.   None.
  1825. --------------------------------------------------------------------------------
  1826. --------------------------------------------------------------------------------
  1827.   99. Stop SE
  1828. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1829.   Command Code: 251
  1830.  
  1831.   Parameters:
  1832.   # Index  -   Type    - Data
  1833.     * This command got no parameters. *
  1834.      
  1835.   Notes:
  1836.   Nothing to do here.
  1837. --------------------------------------------------------------------------------
  1838. --------------------------------------------------------------------------------
  1839.   100. Play Movie
  1840. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1841.   Command Code: 261
  1842.  
  1843.   Parameters:
  1844.   # Index  -   Type    - Data
  1845.       0    -  String   - The filename of the movie to play.
  1846.      
  1847.   Notes:
  1848.   None.
  1849. --------------------------------------------------------------------------------
  1850. --------------------------------------------------------------------------------
  1851.   101. Change Map Name Display
  1852. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1853.   Command Code: 281
  1854.  
  1855.   Parameters:
  1856.   # Index  -   Type    - Data
  1857.       0    -  Integer  - Display flag.
  1858.                          0 = ON, 1 = OFF
  1859.      
  1860.   Notes:
  1861.   None.
  1862. --------------------------------------------------------------------------------
  1863. --------------------------------------------------------------------------------
  1864.   102. Change Tileset
  1865. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1866.   Command Code: 282
  1867.  
  1868.   Parameters:
  1869.   # Index  -   Type    - Data
  1870.       0    -  Integer  - Tileset ID.
  1871.      
  1872.   Notes:
  1873.   None.
  1874. --------------------------------------------------------------------------------
  1875. --------------------------------------------------------------------------------
  1876.   103. Change Battleback
  1877. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1878.   Command Code: 283
  1879.  
  1880.   Parameters:
  1881.   # Index  -   Type    - Data
  1882.       0    -  String   - Filename for Battle Backgound 1.
  1883.       1    -  String   - Filename for Battle Backgound 2.
  1884.      
  1885.   Notes:
  1886.   None.
  1887. --------------------------------------------------------------------------------
  1888. --------------------------------------------------------------------------------
  1889.   104. Change Parallax Background
  1890. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1891.   Command Code: 284
  1892.  
  1893.   Parameters:
  1894.   # Index  -   Type    - Data
  1895.       0    -  String   - Filename for Parallax Backgound.
  1896.       1    -  Boolean  - Horizontal loop flag.
  1897.                          true = Loop, false = Don't Loop
  1898.       2    -  Boolean  - Vertical loop flag.
  1899.                          true = Loop, false = Don't Loop
  1900.       3    -  Integer  - Horizontal scroll speed.
  1901.       4    -  Integer  - Vertical scroll speed.
  1902.      
  1903.   Notes:
  1904.   None.
  1905. --------------------------------------------------------------------------------
  1906. --------------------------------------------------------------------------------
  1907.   105. Get Location Info
  1908. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1909.   Command Code: 285
  1910.  
  1911.   Parameters:
  1912.   # Index  -   Type    - Data
  1913.       0    -  Integer  - Variable ID. This will store the specified data.
  1914.       1    -  Integer  - Specifies the data type to store.
  1915.                          0 = Terrain Tag,       1 = Event ID,
  1916.                          2 = Tile ID (Layer 1), 3 = Tile ID (Layer 2),
  1917.                          4 = Tile ID (Layer 3), 5 = Region ID
  1918.       2    -  Integer  - Designation type.
  1919.                          0 = Constant, 1 = Variable
  1920.       3    -  Integer  - X co-ord (in the case of Direct designation type) or a
  1921.                          variable ID (in the case of Variable designation type).
  1922.       4    -  Integer  - Y co-ord (in the case of Direct designation type) or a
  1923.                          variable ID (in the case of Variable designation type).
  1924.      
  1925.   Notes:
  1926.   None.
  1927. --------------------------------------------------------------------------------
  1928. --------------------------------------------------------------------------------
  1929.   106. Battle Processing
  1930. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1931.   Command Code: 301
  1932.  
  1933.   Parameters:
  1934.   # Index  -   Type    - Data
  1935.       0    -  Integer  - Troop type.
  1936.                          0 = Direct, 1 = Variable, 2 = Random
  1937.       1    -  Varies   - Troop ID (in the case of Direct troop type) or a
  1938.                          variable ID (in the case of Variable troop type) or
  1939.                          anything (in the case of Random troop type - not used).
  1940.       2    -  Boolean  - Escape flag.
  1941.                          true = Allow, false = Don't Allow
  1942.       3    -  Boolean  - Continue on lose flag.
  1943.                          true = Continue, false = Don't Continue
  1944.      
  1945.   Notes:
  1946.   None.
  1947. --------------------------------------------------------------------------------
  1948. --------------------------------------------------------------------------------
  1949.   107. Battle Processing - Win Branch
  1950. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1951.   Command Code: 601
  1952.  
  1953.   Parameters:
  1954.   # Index  -   Type    - Data
  1955.     * This command got no parameters. *
  1956.      
  1957.   Notes:
  1958.   This command gets added automatically when you enable the Continue on lose
  1959.   flag. This is how the winning scenario after the battle is processed.
  1960.   You should not mess with this command!
  1961. --------------------------------------------------------------------------------
  1962. --------------------------------------------------------------------------------
  1963.   108. Battle Processing - Escape Branch
  1964. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1965.   Command Code: 602
  1966.  
  1967.   Parameters:
  1968.   # Index  -   Type    - Data
  1969.     * This command got no parameters. *
  1970.      
  1971.   Notes:
  1972.   This command gets added automatically when you enable the Can escape flag.
  1973.   This is how the escape scenario after the battle is processed.
  1974.   You should not mess with this command!
  1975. --------------------------------------------------------------------------------
  1976. --------------------------------------------------------------------------------
  1977.   109. Battle Processing - Lose Branch
  1978. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1979.   Command Code: 603
  1980.  
  1981.   Parameters:
  1982.   # Index  -   Type    - Data
  1983.     * This command got no parameters. *
  1984.      
  1985.   Notes:
  1986.   This command gets added automatically when you enable the Continue on lose
  1987.   flag. This is how the losing scenario after the battle is processed.
  1988.   You should not mess with this command!
  1989. --------------------------------------------------------------------------------
  1990. --------------------------------------------------------------------------------
  1991.   110. Shop Processing
  1992. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1993.   Command Code: 302
  1994.  
  1995.   Parameters:
  1996.   # Index  -   Type    - Data
  1997.       0    -  Integer  - Item type.
  1998.                          0 = Item, 1 = Weapon, 2 = Armor
  1999.       1    -  Integer  - Item/Weapon/Armor ID (item type dependent).
  2000.       2    -  Integer  - Price type.
  2001.                          0 = Regular (from the database), 1 = Custom
  2002.       3    -  Integer  - Custom price. Needed for Regular price type only.
  2003.       4    -  Boolean  - Purchase only flag.
  2004.                          true = Only Buy, false = Buy and Sell
  2005.      
  2006.   Notes:
  2007.   This command stores the first buyable item in the shop only.
  2008.   Each of the rest of the items are stored in a separate command.
  2009.   That command is explained below.
  2010. --------------------------------------------------------------------------------
  2011. --------------------------------------------------------------------------------
  2012.   111. Shop Processing - Rest of the Items
  2013. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2014.   Command Code: 605
  2015.  
  2016.   Parameters:
  2017.   # Index  -   Type    - Data
  2018.       0    -  Integer  - Item type. Explained in Section 108.
  2019.       1    -  Integer  - Item/Weapon/Armor ID. Explained in Section 108.
  2020.       2    -  Integer  - Price type. Explained in Section 108.
  2021.       3    -  Integer  - Custom price. Explained in Section 108.
  2022.       4    -  Anything - Not used here, so it can be set to anything.
  2023.      
  2024.   Notes:
  2025.   As you can see, it's basically the same command just with a different code.
  2026. --------------------------------------------------------------------------------
  2027. --------------------------------------------------------------------------------
  2028.   112. Name Input Processing
  2029. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2030.   Command Code: 303
  2031.  
  2032.   Parameters:
  2033.   # Index  -   Type    - Data
  2034.       0    -  Integer  - Actor ID. This actor will be renamed.
  2035.       1    -  Integer  - Maximum characters allowed.
  2036.      
  2037.   Notes:
  2038.   None.
  2039. --------------------------------------------------------------------------------
  2040. --------------------------------------------------------------------------------
  2041.   113. Change HP
  2042. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2043.   Command Code: 311
  2044.  
  2045.   Parameters:
  2046.   # Index  -   Type    - Data
  2047.       0    -  Integer  - Actor data type.
  2048.                          0 = Constant, 1 = Variable
  2049.       1    -  Integer  - Actor ID (in the case of Constant actor data type) or a
  2050.                          variable ID (in the case of Variable actor data type).
  2051.                          If the value here is 0, the target is the entire party.
  2052.                          If the value here is above 0, it's the actor ID.
  2053.       2    -  Integer  - Operation type.
  2054.                          0 = Increase, 1 = Decrease
  2055.       3    -  Integer  - Operand type.
  2056.                          0 = Constant, 1 = Variable
  2057.       4    -  Integer  - Value (in the case of Constant operand type) or a
  2058.                          variable ID (in the case of Variable operand type).
  2059.       5    -  Boolean  - Allow knockout flag.
  2060.                          true = Allow, false = Don't Allow
  2061.      
  2062.   Notes:
  2063.   None.
  2064. --------------------------------------------------------------------------------
  2065. --------------------------------------------------------------------------------
  2066.   114. Change MP
  2067. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2068.   Command Code: 312
  2069.  
  2070.   Parameters:
  2071.   # Index  -   Type    - Data
  2072.       0    -  Integer  - Actor data type.
  2073.                          0 = Constant, 1 = Variable
  2074.       1    -  Integer  - Actor ID (in the case of Constant actor data type) or a
  2075.                          variable ID (in the case of Variable actor data type).
  2076.                          If the value here is 0, the target is the entire party.
  2077.                          If the value here is above 0, it's the actor ID.
  2078.       2    -  Integer  - Operation type.
  2079.                          0 = Increase, 1 = Decrease
  2080.       3    -  Integer  - Operand type.
  2081.                          0 = Constant, 1 = Variable
  2082.       4    -  Integer  - Value (in the case of Constant operand type) or a
  2083.                          variable ID (in the case of Variable operand type).
  2084.      
  2085.   Notes:
  2086.   None.
  2087. --------------------------------------------------------------------------------
  2088. --------------------------------------------------------------------------------
  2089.   115. Change State
  2090. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2091.   Command Code: 313
  2092.  
  2093.   Parameters:
  2094.   # Index  -   Type    - Data
  2095.       0    -  Integer  - Actor data type.
  2096.                          0 = Constant, 1 = Variable
  2097.       1    -  Integer  - Actor ID (in the case of Constant actor data type) or a
  2098.                          variable ID (in the case of Variable actor data type).
  2099.                          If the value here is 0, the target is the entire party.
  2100.                          If the value here is above 0, it's the actor ID.
  2101.       2    -  Integer  - Operation type.
  2102.                          0 = Add, 1 = Remove
  2103.       3    -  Integer  - State ID.
  2104.      
  2105.   Notes:
  2106.   None.
  2107. --------------------------------------------------------------------------------
  2108. --------------------------------------------------------------------------------
  2109.   116. Recover All
  2110. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2111.   Command Code: 314
  2112.  
  2113.   Parameters:
  2114.   # Index  -   Type    - Data
  2115.       0    -  Integer  - Actor data type.
  2116.                          0 = Constant, 1 = Variable
  2117.       1    -  Integer  - Actor ID (in the case of Constant actor data type) or a
  2118.                          variable ID (in the case of Variable actor data type).
  2119.                          If the value here is 0, the target is the entire party.
  2120.                          If the value here is above 0, it's the actor ID.
  2121.      
  2122.   Notes:
  2123.   None.
  2124. --------------------------------------------------------------------------------
  2125. --------------------------------------------------------------------------------
  2126.   117. Change EXP
  2127. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2128.   Command Code: 315
  2129.  
  2130.   Parameters:
  2131.   # Index  -   Type    - Data
  2132.       0    -  Integer  - Actor data type.
  2133.                          0 = Constant, 1 = Variable
  2134.       1    -  Integer  - Actor ID (in the case of Constant actor data type) or a
  2135.                          variable ID (in the case of Variable actor data type).
  2136.                          If the value here is 0, the target is the entire party.
  2137.                          If the value here is above 0, it's the actor ID.
  2138.       2    -  Integer  - Operation type.
  2139.                          0 = Increase, 1 = Decrease
  2140.       3    -  Integer  - Operand type.
  2141.                          0 = Constant, 1 = Variable
  2142.       4    -  Integer  - Value (in the case of Constant operand type) or a
  2143.                          variable ID (in the case of Variable operand type).
  2144.       5    -  Boolean  - Show level up flag.
  2145.                          true = Show, false = Don't Show
  2146.      
  2147.   Notes:
  2148.   None.
  2149. --------------------------------------------------------------------------------
  2150. --------------------------------------------------------------------------------
  2151.   118. Change Level
  2152. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2153.   Command Code: 316
  2154.  
  2155.   Parameters:
  2156.   # Index  -   Type    - Data
  2157.       0    -  Integer  - Actor data type.
  2158.                          0 = Constant, 1 = Variable
  2159.       1    -  Integer  - Actor ID (in the case of Constant actor data type) or a
  2160.                          variable ID (in the case of Variable actor data type).
  2161.                          If the value here is 0, the target is the entire party.
  2162.                          If the value here is above 0, it's the actor ID.
  2163.       2    -  Integer  - Operation type.
  2164.                          0 = Increase, 1 = Decrease
  2165.       3    -  Integer  - Operand type.
  2166.                          0 = Constant, 1 = Variable
  2167.       4    -  Integer  - Value (in the case of Constant operand type) or a
  2168.                          variable ID (in the case of Variable operand type).
  2169.       5    -  Boolean  - Show level up flag.
  2170.                          true = Show, false = Don't Show
  2171.      
  2172.   Notes:
  2173.   Oddly enough, level downs will never be displayed by default.
  2174. --------------------------------------------------------------------------------
  2175. --------------------------------------------------------------------------------
  2176.   119. Change Parameters
  2177. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2178.   Command Code: 317
  2179.  
  2180.   Parameters:
  2181.   # Index  -   Type    - Data
  2182.       0    -  Integer  - Actor data type.
  2183.                          0 = Constant, 1 = Variable
  2184.       1    -  Integer  - Actor ID (in the case of Constant actor data type) or a
  2185.                          variable ID (in the case of Variable actor data type).
  2186.                          If the value here is 0, the target is the entire party.
  2187.                          If the value here is above 0, it's the actor ID.
  2188.       2    -  Integer  - Parameter index.
  2189.                          0 = MHP, 1 = MMP, 2 = ATK, 3 = DEF,
  2190.                          4 = MAT, 5 = MDF, 6 = AGI, 7 = LUK
  2191.       3    -  Integer  - Operation type.
  2192.                          0 = Increase, 1 = Decrease
  2193.       4    -  Integer  - Operand type.
  2194.                          0 = Constant, 1 = Variable
  2195.       5    -  Integer  - Value (in the case of Constant operand type) or a
  2196.                          variable ID (in the case of Variable operand type).
  2197.      
  2198.   Notes:
  2199.   None.
  2200. --------------------------------------------------------------------------------
  2201. --------------------------------------------------------------------------------
  2202.   120. Change Skills
  2203. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2204.   Command Code: 318
  2205.  
  2206.   Parameters:
  2207.   # Index  -   Type    - Data
  2208.       0    -  Integer  - Actor data type.
  2209.                          0 = Constant, 1 = Variable
  2210.       1    -  Integer  - Actor ID (in the case of Constant actor data type) or a
  2211.                          variable ID (in the case of Variable actor data type).
  2212.                          If the value here is 0, the target is the entire party.
  2213.                          If the value here is above 0, it's the actor ID.
  2214.       2    -  Integer  - Operation type.
  2215.                          0 = Learn, 1 = Forget
  2216.       3    -  Integer  - Skill ID.
  2217.      
  2218.   Notes:
  2219.   None.
  2220. --------------------------------------------------------------------------------
  2221. --------------------------------------------------------------------------------
  2222.   121. Change Equipment
  2223. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2224.   Command Code: 319
  2225.  
  2226.   Parameters:
  2227.   # Index  -   Type    - Data
  2228.       0    -  Integer  - Actor ID.
  2229.       1    -  Integer  - Equip slot index.
  2230.                          0 = Weapon, 1 = Shield/Weapon 2
  2231.                          2 = Head,   3 = Body,
  2232.                          4 = Accessory
  2233.       2    -  Integer  - Weapon/Armor ID, depends on the equip slot selected.
  2234.      
  2235.   Notes:
  2236.   None.
  2237. --------------------------------------------------------------------------------
  2238. --------------------------------------------------------------------------------
  2239.   122. Change Name
  2240. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2241.   Command Code: 320
  2242.  
  2243.   Parameters:
  2244.   # Index  -   Type    - Data
  2245.       0    -  Integer  - Actor ID.
  2246.       1    -  String   - New name.
  2247.      
  2248.   Notes:
  2249.   None.
  2250. --------------------------------------------------------------------------------
  2251. --------------------------------------------------------------------------------
  2252.   123. Change Class
  2253. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2254.   Command Code: 321
  2255.  
  2256.   Parameters:
  2257.   # Index  -   Type    - Data
  2258.       0    -  Integer  - Actor ID.
  2259.       1    -  Integer  - Class ID.
  2260.      
  2261.   Notes:
  2262.   None.
  2263. --------------------------------------------------------------------------------
  2264. --------------------------------------------------------------------------------
  2265.   124. Change Actor Graphic
  2266. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2267.   Command Code: 322
  2268.  
  2269.   Parameters:
  2270.   # Index  -   Type    - Data
  2271.       0    -  Integer  - Actor ID.
  2272.       1    -  String   - Filename for character image.
  2273.       2    -  Integer  - Index for character image.
  2274.       3    -  String   - Filename for face image.
  2275.       4    -  Integer  - Index for face image.
  2276.      
  2277.   Notes:
  2278.   None.
  2279. --------------------------------------------------------------------------------
  2280. --------------------------------------------------------------------------------
  2281.   125. Change Vehicle Graphic
  2282. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2283.   Command Code: 323
  2284.  
  2285.   Parameters:
  2286.   # Index  -   Type    - Data
  2287.       0    -  Integer  - Vehicle ID.
  2288.                          0 = Boat, 1 = Ship, 2 = Airship
  2289.       1    -  String   - Filename for vehicle image.
  2290.       2    -  Integer  - Index for vehicle image.
  2291.      
  2292.   Notes:
  2293.   None.
  2294. --------------------------------------------------------------------------------
  2295. --------------------------------------------------------------------------------
  2296.   126. Change Nickname
  2297. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2298.   Command Code: 324
  2299.  
  2300.   Parameters:
  2301.   # Index  -   Type    - Data
  2302.       0    -  Integer  - Actor ID.
  2303.       1    -  String   - New nickname.
  2304.      
  2305.   Notes:
  2306.   None.
  2307. --------------------------------------------------------------------------------
  2308. --------------------------------------------------------------------------------
  2309.   127. Change Enemy HP
  2310. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2311.   Command Code: 331
  2312.  
  2313.   Parameters:
  2314.   # Index  -   Type    - Data
  2315.       0    -  Integer  - Enemy index.
  2316.                          -1 = All, 0 and above = Enemy Index
  2317.       1    -  Integer  - Operation type.
  2318.                          0 = Increase, 1 = Decrease
  2319.       2    -  Integer  - Operand type.
  2320.                          0 = Constant, 1 = Variable
  2321.       3    -  Integer  - Value (in the case of Constant operand type) or a
  2322.                          variable ID (in the case of Variable operand type).
  2323.       4    -  Boolean  - Allow knockout flag.
  2324.                          true = Allow, false = Don't Allow
  2325.      
  2326.   Notes:
  2327.   None.
  2328. --------------------------------------------------------------------------------
  2329. --------------------------------------------------------------------------------
  2330.   128. Change Enemy MP
  2331. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2332.   Command Code: 332
  2333.  
  2334.   Parameters:
  2335.   # Index  -   Type    - Data
  2336.       0    -  Integer  - Enemy index.
  2337.                          -1 = All, 0 and above = Enemy Index
  2338.       1    -  Integer  - Operation type.
  2339.                          0 = Increase, 1 = Decrease
  2340.       2    -  Integer  - Operand type.
  2341.                          0 = Constant, 1 = Variable
  2342.       3    -  Integer  - Value (in the case of Constant operand type) or a
  2343.                          variable ID (in the case of Variable operand type).
  2344.      
  2345.   Notes:
  2346.   None.
  2347. --------------------------------------------------------------------------------
  2348. --------------------------------------------------------------------------------
  2349.   129. Change Enemy State
  2350. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2351.   Command Code: 333
  2352.  
  2353.   Parameters:
  2354.   # Index  -   Type    - Data
  2355.       0    -  Integer  - Enemy index.
  2356.                          -1 = All, 0 and above = Enemy Index
  2357.       1    -  Integer  - Operation type.
  2358.                          0 = Add, 1 = Remove
  2359.       2    -  Integer  - State ID.
  2360.      
  2361.   Notes:
  2362.   None.
  2363. --------------------------------------------------------------------------------
  2364. --------------------------------------------------------------------------------
  2365.   130. Enemy Recover All
  2366. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2367.   Command Code: 334
  2368.  
  2369.   Parameters:
  2370.   # Index  -   Type    - Data
  2371.       0    -  Integer  - Enemy index.
  2372.                          -1 = All, 0 and above = Enemy Index
  2373.      
  2374.   Notes:
  2375.   None.
  2376. --------------------------------------------------------------------------------
  2377. --------------------------------------------------------------------------------
  2378.   131. Enemy Appear
  2379. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2380.   Command Code: 335
  2381.  
  2382.   Parameters:
  2383.   # Index  -   Type    - Data
  2384.       0    -  Integer  - Enemy index.
  2385.                          -1 = All, 0 and above = Enemy Index
  2386.      
  2387.   Notes:
  2388.   None.
  2389. --------------------------------------------------------------------------------
  2390. --------------------------------------------------------------------------------
  2391.   132. Enemy Transform
  2392. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2393.   Command Code: 336
  2394.  
  2395.   Parameters:
  2396.   # Index  -   Type    - Data
  2397.       0    -  Integer  - Enemy index.
  2398.                          -1 = All, 0 and above = Enemy Index
  2399.       1    -  Integer  - Enemy ID. Selected enemies will transform into this.
  2400.      
  2401.   Notes:
  2402.   None.
  2403. --------------------------------------------------------------------------------
  2404. --------------------------------------------------------------------------------
  2405.   133. Show Battle Animation
  2406. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2407.   Command Code: 337
  2408.  
  2409.   Parameters:
  2410.   # Index  -   Type    - Data
  2411.       0    -  Integer  - Enemy index.
  2412.                          -1 = All, 0 and above = Enemy Index
  2413.       1    -  Integer  - Animation ID.
  2414.      
  2415.   Notes:
  2416.   None.
  2417. --------------------------------------------------------------------------------
  2418. --------------------------------------------------------------------------------
  2419.   134. Force Action
  2420. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2421.   Command Code: 339
  2422.  
  2423.   Parameters:
  2424.   # Index  -   Type    - Data
  2425.       0    -  Integer  - Subject type.
  2426.                          0 = Enemy, 1 = Actor
  2427.       * The rest of the parameters vary depending on the subject type used. *
  2428.      
  2429.   Notes:
  2430.   Another section which is better off being separated into sub-sections.
  2431.   Depending on the subject type you use, the rest of the parameters will be
  2432.   different for the command.
  2433.   The next 2 sections will cover both types.
  2434. --------------------------------------------------------------------------------
  2435. --------------------------------------------------------------------------------
  2436.   135. Force Action - Actor Subject Type
  2437. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2438.   Command Code: 339
  2439.  
  2440.   Parameters:
  2441.   # Index  -   Type    - Data
  2442.       0    -  Integer  - Subject type. Explained in Section 132.
  2443.       1    -  Integer  - Actor ID.
  2444.                          0 = All, 1 and above = Actor ID
  2445.       2    -  Integer  - Skill ID.
  2446.       3    -  Integer  - Target index.
  2447.                          -2 = Last Target, -1 = Random,
  2448.                          0 and above = Party/Troop Member Index
  2449.      
  2450.   Notes:
  2451.   None.
  2452. --------------------------------------------------------------------------------
  2453. --------------------------------------------------------------------------------
  2454.   136. Force Action - Enemy Subject Type
  2455. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2456.   Command Code: 339
  2457.  
  2458.   Parameters:
  2459.   # Index  -   Type    - Data
  2460.       0    -  Integer  - Subject type. Explained in Section 132.
  2461.       1    -  Integer  - Enemy index.
  2462.                          -1 = All, 0 and above = Enemy Index
  2463.       2    -  Integer  - Skill ID.
  2464.       3    -  Integer  - Target index.
  2465.                          -2 = Last Target, -1 = Random,
  2466.                          0 and above = Party/Troop Member Index
  2467.      
  2468.   Notes:
  2469.   None.
  2470. --------------------------------------------------------------------------------
  2471. --------------------------------------------------------------------------------
  2472.   137. Abort Battle
  2473. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2474.   Command Code: 340
  2475.  
  2476.   Parameters:
  2477.   # Index  -   Type    - Data
  2478.     * This command got no parameters. *
  2479.  
  2480.   Notes:
  2481.   Nothing to change here!
  2482. --------------------------------------------------------------------------------
  2483. --------------------------------------------------------------------------------
  2484.   138. Open Menu Screen
  2485. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2486.   Command Code: 351
  2487.  
  2488.   Parameters:
  2489.   # Index  -   Type    - Data
  2490.     * This command got no parameters. *
  2491.  
  2492.   Notes:
  2493.   Nothing to change here!
  2494. --------------------------------------------------------------------------------
  2495. --------------------------------------------------------------------------------
  2496.   139. Open Save Screen
  2497. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2498.   Command Code: 352
  2499.  
  2500.   Parameters:
  2501.   # Index  -   Type    - Data
  2502.     * This command got no parameters. *
  2503.  
  2504.   Notes:
  2505.   Nothing to change here!
  2506. --------------------------------------------------------------------------------
  2507. --------------------------------------------------------------------------------
  2508.   140. Game Over
  2509. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2510.   Command Code: 353
  2511.  
  2512.   Parameters:
  2513.   # Index  -   Type    - Data
  2514.     * This command got no parameters. *
  2515.  
  2516.   Notes:
  2517.   Nothing to change here!
  2518. --------------------------------------------------------------------------------
  2519. --------------------------------------------------------------------------------
  2520.   141. Return to Title Screen
  2521. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2522.   Command Code: 354
  2523.  
  2524.   Parameters:
  2525.   # Index  -   Type    - Data
  2526.     * This command got no parameters. *
  2527.  
  2528.   Notes:
  2529.   Nothing to change here!
  2530. --------------------------------------------------------------------------------
  2531. --------------------------------------------------------------------------------
  2532.   142. Script
  2533. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2534.   Command Code: 355
  2535.  
  2536.   Parameters:
  2537.   # Index  -   Type    - Data
  2538.       0    -  String   - Code text to evaluate.
  2539.  
  2540.   Notes:
  2541.   Only the first line of the Script event command is stored in this command.
  2542.   The rest of the script lines you entered are stored in another command type.
  2543.   The next section covers that command.
  2544. --------------------------------------------------------------------------------
  2545. --------------------------------------------------------------------------------
  2546.   143. Script - Continued
  2547. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2548.   Command Code: 655
  2549.  
  2550.   Parameters:
  2551.   # Index  -   Type    - Data
  2552.       0    -  String   - Code text to evaluate.
  2553.  
  2554.   Notes:
  2555.   This command stores every non-first code line you entered into a regular
  2556.   Script event command.
  2557.   The code text itself will be evaluated as a whole, so including all lines
  2558.   you entered into the Script event command.
  2559. --------------------------------------------------------------------------------
  2560. --------------------------------------------------------------------------------
  2561.   144. Closure
  2562. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2563.   Command Code: ***
  2564.  
  2565.   Parameters:
  2566.   # Index  -   Type    - Data
  2567.       0    -  String   - Comments. Useless blabber. Mostly... All of it. :D
  2568.  
  2569.   Notes:
  2570.   Wow, finally, reached the end! Yay!
  2571.  
  2572.   I am pretty sure that I made many typos in this documentation.
  2573.   If you find any, you will have to excuse it, I highly doubt that I will ever
  2574.   proof-read it in the future. You are, of course, free to correct them
  2575.   yourself.
  2576.   If you happen to find a typo which has to do with the actual code or parameter
  2577.   data (like I used the wrong code for a command or the wrong index for a
  2578.   parameter, etc), feel free to report it and I will fix it.
  2579.  
  2580.   This documentation was made for the Event Command Corrector script I wrote.
  2581.   Regardless, it can be a good reference for many other scripts dealing with
  2582.   event commands, or if you just want to learn how the event commands work.
  2583.  
  2584.   I think, I covered all of the event commands, even the ones which got no
  2585.   parameters at all. You know, for completion's sake.
  2586. --------------------------------------------------------------------------------
  2587.  
  2588. =end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement