[Major credit for the following tables goes to "Master ZED" <[email protected]>. Table made by "Bill_307" <[email protected]>.]
Functions:
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F0 xx yy zz | Execute a random attack, either xx, yy, or zz.* |
F1 xx | Target one or more individuals based upon xx. The default value without F1 is 47. |
F2 xx yy zz | Replacement template assigner. |
F3 xx yy | Display message xx yy. |
F4 xx yy zz | Execute a random player command, either xx, yy, or zz.* |
F5 xx (yy) (zz) | Enemy/template manipulator. "F5 0C 01 FF" causes the monster to die like a boss. |
F6 xx yy zz | Use (xx = 00) or throw (xx > 00) a random item, either yy or zz. |
F7 xx | Trigger event xx. |
F8 xx yz | Variable manipulation, where xx is the variable ID, y is the operation, and z is the value. The default value of each variable is 0. |
F9 xx yy zz | Unknown. |
FA xx yy | Unknown. Effects the monster's graphics. "FA 0C 01" causes the monster to fade to white and back once. |
FB xx yy | Unknown. "FB 0B yy" causes the targetted individual to be affected by status yy. "FB 01 36" causes the monster to become invincible. |
FC xx yy zz | Continute the current attack sequence if the condition, xx yy zz, is met. Otherwise jump to the next FE. |
FD | Wait until the attack sequence is called upon again, then continute. Ends the influence of F1. |
FE | Marks the end of an attack sequence. Ends the influence of FC. |
FF | Marks the end of a set of attack sequences. The second FF ends a monster's AI. |
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0 - 15 | Enemy | Actor #[Value] |
36 | Ally | Self |
37 | Ally | All except Self (if N/A, then targets all enemies) |
38 | Ally | All |
39 | Ally | Single |
3D | Ally | Wounded (if N/A, then single) |
43 | Enemy | All |
44 | Enemy | Single |
47 | Depends upon the attack | Depends upon the attack |
48 | Enemy | Character #1 |
49 | Enemy | Character #2 |
4A | Enemy | Character #3 |
4B | Enemy | Character #4 |
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0z | Set variable to z |
8z | Add z to variable |
Cz | Subtract z from variable |
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01 yy zz | Monster has been attacked by commmand yy or zz. | The attacker |
02 yy zz | Monster has been attacked by attack yy or zz. | The attacker |
04 yy zz | Monster has been attacked by element yy. zz is untested. | The attacker |
05 00 00 | Monster has been attacked. | An attacker (i.e. someone who has previously attacked the monster) on the same side as the attacker |
06 yy zz | Target (yy)'s HP is less than or equal to zz multiplied by 80 hexadecimal (128 decimal). | yy |
08 yy zz | Target (yy) is affected by status zz. | yy |
09 yy zz | Target (yy) is not affected by status zz. | yy |
0B 0F 00 | 3 turns have passed for the monster. | Depends upon the attack |
0D yy zz | Variable yy is greater than or equal to zz. | Depends upon the attack |
0F yy zz | Target actor yy. zz is untested. | Actor yy |
10 yy zz | Counter-attack everything? yy and zz unknown. | Unknown |
12 00 00 | Monster has been dispatched. | The last attacker |
13 01 zz | There are zz monsters (including oneself) remaining. | Untested |
1A yy zz | Target (yy) is weak against element(s) specified in zz. | yy |
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00 | Blind |
01 | Zombie |
02 | Poison |
03 | ??? |
04 | Invisible |
05 | Imp |
06 | Petrified |
07 | Wound |
08 | Condemned |
09 | Near Fatal |
0A | Image |
0B | Mute |
0C | Berserk |
0D | Muddle |
0E | Seizure |
0F | Psyche (Sleep) |
10 | ["Dance"] |
11 | Regen |
12 | Slow |
13 | Haste |
14 | Stop |
15 | Shell |
16 | Safe |
17 | Reflect |
18 | ["Rage"] |
19 | Freeze |
1A | Life 3 |
1B | ["Morph"] |
1C | [Chanting magic without using magic] |
1D | [Attacks automatically and is completely invisible] |
1E | [Interceptor will block against physical attacks] |
1F | Float |