Enhanced RPG Kit (Premium)

The Enhanced RPG Kit is available as optional DLC. This page explains some of the core functionality present inside this template.


Basic Turn-Based Battle

Step 1) Initiating the battle

The first step in a turn-based battle is “Initiating” the battle, this event will move the player party to the battle map and setup/clear variables to get things ready for the battle. The players party will automatically be added upon initiating the battle so any party members that aren’t apart of the battle need to be removed from the party before initiating the battle. In the “Initiate Battle” event you have to set the following parameters:

  • Scene: The actual map the battle takes place on
  • Battle Pattern: The map which is scanned for both “TBB Player Position” and “TBB Enemy Position” actors which determine where the enemy/player actors will be spawned in
  • Run Option: Determines if the run option is available or grayed out
  • Reset Scene: Determines if the “Scene” map is reset back to its default state or not
  • Center Camera: Determines if the camera should be automatically panned to the center of the map

You can use the same map as a scene and a pattern, or use separate maps. Assuming the scene and pattern maps share identical size/positioning, it makes it really easy to quickly change out battle scenes without having to rework entire battles. Likewise, you can keep both maps the same for more complicated battle setups such as boss battles

Step 2) Adding Enemies/Allies

The next step in a turn-based battle is getting the enemies and allies setup, each battle requires at least one enemy otherwise the battle will conclude instantly upon starting it. Do note that enemies and party members will fill positional slots based on the order they are added. So the first spawned in enemy will always position itself at the location of “TBB Enemy Position 0”, and the next at “TBB Enemy Position 1”. To add enemies/allies to the fight you can use the “Add Enemy” or “Add Ally” events which require the following parameters:

  • Enemy/Ally Template: The template of the enemy/ally you are adding to the battle
  • Display Name: The name which will be displayed to the player in the turn-based battle menu
  • Fade In: An optional fade-in effect for the enemy/ally

To setup the enemy/ally AI, you can place the various AI setup events in the actors template loaded trigger. An alternative is to directly place the AI events after the “Add Enemy” or “Add Ally” events, then using the use-value “Custom.Last_Spawned_Actor” to get the scripting ID of the last created enemy/ally. You can also use the “Custom.Last_Spawned_Actor” use-value to modify an actors health, stats, etc. Please read the documentation related to turn-based AI and using the events to learn more.

Step 3) Starting the battle

The next step is to actually start the battle using the “Start Battle” event. This event has no parameters and holds the main battle loop. The rest of the script will pause until all enemies are either dead or removed from the battle. You can use the “Start Battle” event multiple times per a single battle. (See Necromancer Boss Fight in the demo for more information)

Step 4) Finishing the battle

The final step is to conclude the battle, which will return the player back to its original position and give the player its battle rewards, and fully disengage the turn-based battle system. To do this, you have to simply place the “Finish Battle” event which only has the following parameter:

  • Delete Enemies: Determines if the enemies that took place in the battle should be deleted or not

Turn-Based Battle AI

The turn-based battle AI is a simple, yet advanced system which allows you to create various conditional, and weighted random options for computer controlled actors to use. The AI can be broken down into 4 different events:

  • Normal Attack Chance
  • Block Chance
  • Run Chance
  • Setup Skill

By default, an actor will simply spam its “Normal Attack” which will use its equipped item, or a “Generic Attack” item which does not enhance stats.

Chance Parameter Explanation:

Any time an additional action is added you must setup the “Chance” parameter, which will give the event that weight of chance. For instance, setting 3 actions with the following “Chance” values will result in the actual following chance of the skills being used:

  • Skill 1 – 10 chance – Results in 16.67% chance of actually using
  • Skill 2 – 20 chance – Results in 33.34% chance of actually using
  • Skill 3 – 30 chance – Results in 50% chance of actually using

Parameters and Text Scripting:

Each parameter set by any of the AI events (Minus the actor option) are treated as text script when a value is inputted. What this means is whatever is put into the fields must be handled carefully depending on how you want the system to behave. This allows for very complicated skill setups which can attach cutscenes or other actions, as well as complicated conditional requirements, but can also easily lead to user error.

The system can run the inputted use-value as a text script, allowing conditions to be checked each time the AI tries to use it (Rather than only checking the condition when the AI setup event is ran) as long as the parameter is in text mode, not use-value mode. An example is the following condition, note how the background of the use-value box is white indicating the engine is treating this input as text, not as a use-value.

EXAMPLE (GOOD):

EXAMPLE (BAD):

Normal Attack Chance

Determines the chance of using the equipped item (Or a generic attack if no item is equipped)

  • Actor – The actor which you are apply the AI option to
  • Chance – The weighted chance that this action will be picked

Block Chance

Determines the chance of an AI blocking

  • Actor – The actor which you are applying the AI option to
  • Chance – The weighted chance that this action will be picked
  • Condition – The condition required for this action to be performed

Run Chance

Determines the chance of an AI running

  • Actor – The actor which you are apply the AI option to
  • Chance – The weighted chance that this action will be picked
  • Condition – The condition required for this action to be performed

Setup Skill

Creates a skill that will be used by an AI in a turn-based battle

  • Actor – The actor which you are applying the AI option to
  • Chance – The weighted chance that this action will be picked
  • Condition – The condition required for this action to be performed
  • Item – The item/magic being used
  • Count – The number of times this action is being performed
  • Target Self – Determines if the item/magic should be used on the caster/user
  • Target Team – Determines if the item/magic should target its own party or the enemies party
  • Stat Priority – Determines which stat should be prioritized when selecting a target. The default options are the following: “HP”, “MP”, “Attack”, “Defense”, “Agility”, “Wisdom” and “Level”
  • Stat Priority Mode – Determines if the highest or lowest of the above stat should be targeted
  • Always Use – Forces this skill to always be used assuming its condition is met, if multiple skills setup with “Always Use” are available, the one that was added to the AI first is used
  • Eval – Runs the following text script each time the skill is used, useful for complicated animation, cutscenes and other scripts. It is recommended to use a custom event for scripts requiring more than one line of code
  • Use Ammo – Determines if the item/magics ammo or stat requirements should be considered and used

Absorb Skill Example:

Self Healing Potion Example:

Party Curing Example:

Revive Skill Example:

Random Map Battles

Random map battles are battles that are initiated when the player changes its tile position on the map, each “Battle Check” is done in 32×32 tile increments, rather than on a per-pixel basis

Step 1) Create Battle

First you must use the event “Create Battle” to register the Battle ID on the map specified, with the following parameters:

  • Map – The map the random battle is being added to
  • Scene – The scene that is used for the turn-based battle
  • Pattern – The pattern that is used for the turn-based battle
  • Weighted Chance – The weighted chance that this battle will be selected
  • Run – Determines if this battle can be ran from
  • Screen Flash Color – The color of the screen flash when transitioning to the battle
  • Screen Flash Count – The number of times the screen flashes before transitioning to the battle
  • Screen Flash Duration – How fast each flash is before transitioning to the battle
  • Screen Fade Color – The color the screen fades out to before transitioning to the battle
  • Screen Fade Duration – How long it takes for the screen to fade out
  • Sound Effect – A sound effect that will be played when the battle is initiated
  • Battle ID – A unique identifier used to identify this battle
  • Text Script – Any text inputted will be ran after the screen fades out, and before the battle is initiated. Useful for setting up advanced options such as cutscenes, party modifications, etc before a battle starts

Step 2) Setting up Allies/Enemies

Next you must use the “Setup Ally” or “Setup Enemy” events to add them to the random battle. This process is identical to using the “Add Ally” and “Add Enemy” events used in normal turn-based battles, however you must now also specify a Map and Battle ID. Do note that you can not modify these actors AI using the events from the “Turn Based Battles\Setup AI” section so it is recommended to add the AI using a “Loaded” trigger inside the actors template.

Step 3) Enabling Random Battles

The final step, is once all the battles have been setup is to enable the random battles for the map. This can be done by using the “Start/Stop Random Battles” event to turn on random battle checking. What this does is enable a timer in the main players actor template that will continuously run the “Attempt Random Battle” event each time the tile the player is standing on changes. Likewise, you can run the “Start/Stop Random Battles” event again to stop battles during cutscenes, or when the player leaves a battle area (Such as entering a town/safe zone)

Event Descriptions

Interface Scaling – Use Value

Name Description Usage
Get Calculated X Returns the calculated X position of a field based off of its original screen position Used in the template to properly calculate the position of scaled HUD elements
Get Calculated Y Returns the calculated Y position of a field based off of its original screen position Used in the template to properly calculate the position of scaled HUD elements

Misc – Use-Value

Name Description Usage
Quote Returns a double quotation mark Used in advanced scripting where it is required to input a double-quote (“) in a spot that is normally not possible

Misc – Event

Name Description Usage
Change Actor Message Changes the message placed above an actors head Used to change the text bubble above the actors head assuming its interface is set to “Character HUD”
Damage Number Displays a damage number on an actor (All text accepted) Used to display the custom damage numbers and “Miss”/”Block” text, requires the actors interface to be set to “Character HUD”
Delay Frames Pauses the script for the selected amount of frames Used to delay specific scripts by a specific amount of frames to ensure accurate script execution
Display Pop-up notification Pops up a message in the center of the screen Used to display a simple message box in the center of the screen
Fit Map To Screen Zooms the map to force it to fit within the size of the games resolution. Can not be used with the “Force Camera Zoom” event and will override its effect Used to ensure consistency on the visibility of the map regardless of the game windows resolution
Follow Actor Makes an actor follow another actor Used to make an actor follow another actor, regardless or team alliance, with distance/wandering options
Force Camera Zoom Sets the camera zoom multiplier to ensure the same amount of game is visible regardless of resolution. Can not be used with “Fit Map To Screen” event and will override its effect Used to ensure consistency on the visibility of the map regardless of the game windows resolution
HUD Log Text Pops up a message in the HUD’s bottom left corner Used to display various messages to the player such as quest updates, or picked up items
Stop Following Tells an actor to stop following another actor Used to stop an actor from following another actor after using the “Follow Actor” event

Misc – Mixed

Name Description Usage
Item Requirements Branch Checks to see if the actor meets the requirements to use this item. Takes the left branch if the item is usable, or the right branch if it is unusable Used in the turn-based combat to ensure an actor is actually able to use a specific item/magic
Number Branch Checks to see if a value is a string, or a number. Returns 1 if it is a number (Left Branch) or Returns 2 if it is a string (Right Branch) Used to determine if an input is a number or not

Quests – Use-Value

Name Description Usage
Can Cancel Returns if a quest can be cancelled (1) or not (0) Used in the quest menu to determine if the cancel button should be shown or not
Description Returns the description of a quest Used in the quest menu to determine what the selected quest text is
Index Returns the Z index of the quest in the quest table Used in various quest scripting
Objective Collection Returns a collection list of all objectives Used in the quest menu and various quest scripting
Objective Count Returns how many objectives a quest has Used in various quest scripting
Objective Current Step Returns the current step of a numerical objective Used in the quest menu and various quest scripting
Objective Index Returns the Y index of the objective in the quest table Used in various quest scripting
Objective Mode Returns whether an objective is in item mode (1) or numeric mode (0) Used in the quest menu and various quest scripting
Objective Required Item Returns the item required to complete an item objective Used in the quest menu and various quest scripting
Objective Required Item Count Returns the number of the item required to complete an objective Used in the quest menu and various quest scripting
Objective Required Steps Returns the required number of steps to complete an objective Used in the quest menu and various quest scripting
Objective Title Returns the title of the quest objective Used in the quest menu and various quest scripting
Reward Collection Returns a collection containing the rewards for completing the quest Used in the quest menu and various quest scripting
Title Returns the title of the quest Used in the quest menu and various quest scripting

Quests – Event

Name Description Usage
Add Quest Reward Adds a reward for completing a quest Used to add Money, Points, EXP or Items as quest rewards upon quest completion
Complete Quest Marks a quest as completed, with option to ignore incomplete objectives. Takes the left branch if the quest was successfully completed (Returns 1), Takes the right branch if the quest was not completed (Returns 2) Used to complete a quest assuming all objectives are completed, with an option to override completion of objectives
Create Quest Item Objective Create a quest objective in item mode Used to add a quest item objective to an existing quest
Create Quest Step Objective Create a quest objective in numeric mode Used to add a quest step objective to an existing quest that can manually be incremented via scripting (See “Update Quest Objective”)
Delete Quest Deletes a quest from the active quest list Used to remove a quest from the questing system, with an option to ignore the cancel prevention option
Delete Quest Objective Deletes a quest objective from an active quest Used to remove a quest objective from an existing quest, whether is has been completed or not
Start Quest Creates a custom quest Used to start a new quest for the player
Update Quest Objective Updates a quest objective that is in numeric/steps mode. VALID ADJUSTMENTS: =X | Sets the step to X, +X | Increases step by X, -X | Subtracts step by X, *X | Multiplies step by X, /X | Divides step by X Used to update a quest objective which is in numeric or step mode with various math modifiers

Quests – Mixed

Name Description Usage
Objective Branch Takes the left branch if the selected objective has been completed (Returns 1) or takes the right branch if the objective has not been completed Used in scripting to determine the current status of an objective
Status Branch Takes the left path if the quest has not beed started (Returns 1), the middle branch if the quest is still in progress (Returns 2) or takes the right branch if the quest has been completed (Returns 3) Used in scripting to determine the current state of a quest

Status Effects – Use-Value

Name Description Usage
Buff Returns if the selected status effect is a buff (1) or a debuff (0) Used in scripting to determine if the status effect is a buff or a debuff
Curable Returns whether the buff is set as curable (1) or non-curable (0) Used in scripting to determine if a status effect is curable or not
Get Unused ID Returns the next unused status effect ID for a selected actor Used in scripting to get the next available un-used status effect slot for an actor
Last Tick Returns the last time the status effect ticked Used in scripting to determine if a status effect should tick or not
Status Collection Returns a collection containing all the active status effect ID’s for an actor Used in scripting to loop all the status effects or determine if an actor has a specific one
Status Variable Collection Returns a collection containing all the active status effect variable ID’s for an actors status effect Used in advanced status effect scripting
Tick Speed Returns the tick speed of a status effect Used in scripting to determine how often a status effect should tick
Variable Returns the value of a status effects variable Used in scripting to retrieve a status effect variable

Status Effects – Event

Name Description Usage
Apply Moving Speed Modification Modifies the moving speed by a set amount, with an optional duration. When in a turn-based battle this status effect is ignored Used to apply a movement speed increase/decrease status effect on an actor
Apply Poison Modifies a statistic (Base or Current Value) continuously by a set amount, with an optional duration. When in a turn-based battle the duration is multiplied by the “Stat_Duration_To_Turn_Multiplier” global variable, then rounded up to determine the number of turns affected. Used to continuously modify a statistic over time for a set duration
Apply Sleep Temporarily disables an actor for a set period of time, which regains control when attacked. When in a turn-based battle the duration is multiplied by the “Stat_Duration_To_Turn_Multiplier” global variable, then rounded up to determine the number of turns affected. Used to apply a sleeping debuff which temporarily renders an actor unable to perform actions unless attacked
Apply Statistic Modification Modifies a statistic by a set amount, with an optional duration. When in a turn-based battle the duration is multiplied by the “Stat_Duration_To_Turn_Multiplier” global variable, then rounded up to determine the number of turns affected. Used to apply a statistic modification on an actor
Apply Stun Temporarily disables an actor for a set period of time. When in a turn-based battle the duration is multiplied by the “Stat_Duration_To_Turn_Multiplier” global variable, then rounded up to determine the number of turns affected. Used to temporarily stun an actor for a set duration of time
Pause Durations Pauses all status effects end timers and tick timers Used when entering a turn-based battle, and can be used during cutscenes to pause any current status effects
Remove All Status Effects Removes all buffs/debuffs from the selected actor Used to completely remove all status effects from an actor
Remove Specific Status Effect Removes a buff/debuff from the selected actor Used to remove a specific buff or debuff from an actor

Status Effects (Advanced) – Event

Name Description Usage
Change Variable Changes a variable for an actors status effect, if the variable ID does not exist it is created Used to give a variable to a status effect
Create Status Effect Creates a new status effect for an actor Used to assign a new status effect to the selected actor
Refresh Status Effect Resets the start time for a status effect Used to reset the duration of a status effect that is applied to an actor
Set Buff State Sets whether the applied status effect is a buff or a debuff Used to change if the status effect that is applied to an actor is a buff or a debuff
Set Curable State Sets whether the applied status effect can be cured Used to change if the status effect that is applied to an actor is curable or not
Set Display Name Sets the display name for a status effect Used to change the display name of a status effect that is applied to an actor
Set Duration Sets how long a status effect lasts, with an option to reset the duration. Used to change the duration of a status effect that is applied to an actor with an option to refresh the duration
Set Tick Speed Determines how often to call the status effect Used to change how often a status effect that is applied to an actor is ticked

Status Effects (Triggers) – Special

These events should not be normally placed in scripting unless you are either modifying damage scripts or how the status effects work. If you are creating a new TYPE of status effect, or modifying an existing one, you will need to modify these events to include your new type. Please read the documentation related to creating a new status effect trigger to learn more.

Name Description
Actor Attacked This event should be called when an actor is attacked
Status Created This event should be called when the status effect has been applied to an actor (The effect should be setup before running this event)
Status Ended This event should be called when the status effect has been removed from an actor
Status Ticked This event should be called when the status effect has been ticked

Turn Based Battles – Use-Value

Name Description Usage
Get TBB Data Table Retrieve the selected entries column data from the TBB Data Table Used in the turn-based battle systems AI scripting to determine which skill/action an AI uses
Last Spawned Actor Returns the scripting ID of the last spawned Enemy/Ally in a turn-based battle. Used in scripting during battle setup to make modifications to the last added enemy/ally
Stat Branch Returns 1 if the selected statistics current value (For the entire enemy party or player party) falls above/below a certain threshold, or returns 0 if it does not Used in the turn-based battle systems conditional AI system to determine if certain skills/actions should be used

Turn Based Battles – Event

Name Description Usage
Add Ally Adds an ally to the current battle, or to the upcoming battle Used to add an ally to either the current battle, or the upcoming battle
Add Enemy Adds an enemy to the current battle, or to the upcoming battle Used to add an enemy to either the current battle, or the upcoming battle
Calculate AI Action Parses the enemies actor variables to determine what the next action should be. Takes the left branch if a move was determined, the right branch if no moves are possible Used in the turn-based battle scripting to determine which action an AI should do based on the current battles situation
Enable/Disable TBB Mode Sets whether the player is currently inside a turn-based battle or not Used to tell the turn-based battle system if the player is currently in a battle or not
Finish Battle Finishes the current turn-based battle Used to tell the turn-based battle system if a battle should be concluded
Finish Turn Tells the TBB system that the actors turn is over Used in the turn-based battle scripting to determine when an actors turn is over
Initiate Battle Moves the players party and enemies to the battle map. To start the battle after transitioning use the “Start Battle” event Used to first initialize a turn based battle, use the “Start Battle” event afterwards once the battle has been setup
Modify TBB Data Table Modified an entry in the data table used for the TBB system. Used in the turn-based battle systems AI scripting
Perform Action This event performs an actors action that has either been selected by the player or the AI Used in the turn-based battle system to perform an actors selected action
Select Target Tells the TBB system that the player should select a target. Takes the left branch if a valid target was found, or the right branch if no valid target was found Used when the player is selecting a target
Start Battle Starts the turn-based battle system, the event will be finished once the player wins the battle Used to actually start the battle after the “Initiate Battle” event and any other pre-battle setup (Enemies, Allies, etc)
Start Turn Starts the turn for the selected actor Used in the turn-based battle system to start the players turn

Turn Based Battles (Setup AI) – Event

Name Description Usage
Block Chance Determines the chance of an AI blocking Used to determine how often an AI should attempt to block during its turn
Normal Attack Chance Determines the chance of using the equipped item (Or a generic attack if no item equipped) Used to determine how often an AI should attempt to use a normal attack during its turn
Run Chance Determines the chance of an AI running Used to determine how often an AI should attempt to run during its turn
Setup Skill Creates a skill that will be used by an AI in a turn-based battle. If you are trying to setup a condition, make sure your use-value is being treated as text if you want to check the condition every time the skill is used Used to setup a custom skill that an AI can use, whether it’s an item, magic or text scripting

Turn Based Battles (Random Battles) – Event

Name Description Usage
Attempt Random Battle Attempts to trigger a random battle for the map the player is in. If a random battle happens the script will resume after the battle is completed Used in scripting to attempt a random battle
Clear All Battles Removes all map variables that start with “TBB_” Used to delete all random battles from the selected map
Clear Battle ID Removes all map variables that belong to a specific battle ID Used to delete a specific random battle from the selected map
Create Battle Sets various map variables to create a random turn-based battle on the map Used to create a random battle on the selected map with various options
Set Frequency Sets the chance a random battle will trigger when the player changes tiles Used to set how often a random battle will trigger while moving
Setup Ally Sets various map variables to setup an ally for a specific random turn-based battle Used in setting up a random battle, gives the selected battle an ally for your team
Setup Enemy Sets various map variables to setup an enemy for a specific random turn-based battle Used in setting up a random battle, gives the selected battle an enemy against the player
Start/Stop Random Battles Starts/Stops random battles from occuring, if you have any party members on a map not setup for random battles be sure to stop random battles Used to either enable or disable random battles completely

Turn-Based Battle Variables

Global Variables:

Name Value Description
TBB_Base_Action_Timer 100 Used to determine how many “Ticks” it takes by default for an actors turn to start
TBB_Battle_Delay 50 The delay between each battle “Tick”
TBB_Battle_Cooldown 500 The delay between actors turns
TBB_Rand_Battle_Delay 500 How long after a battle finishes before the player can trigger another battle. If you modify the turn-based battle scripting when finishing a battle (Such as fade in/fade out delays, etc) and notice you instantly teleport back into a random battle, increase this value

Switches:

Name Value Description
TBB_Random_Battles Off Used to determine if random battles should be running or not

Tables:

Name Value Description
TBB_Rewards N/A Used to keep track of what rewards should be handed out to the player, leave at default
TBB_Calculations N/A Used to keep track of AI information, leave at default

Actor Variables:

Name Value Description
TBB_Can_Control 0 Determines if the player is able to control this actor or not, only applicable to actors that are apart of the “Party Member” template
TBB_Battle_Timer 0 The current battle timer tick, leave at default
TBB_DoAttack 10 Used to determine attack chance for AI actors, leave at default or use the “Normal Attack Chance” custom event to modify
TBB_Turn_Count 0 The actors current turn count, leave at default
TBB_Slot 0 The actors slot position, leave at default
BB_Save_Action N/A The actors last used action, leave at default
TBB_Save_Item_Index 1 The index of the last item used, leave at default
TBB_Save_Magic_Index 1 The index of the last magic used, leave at default
TBB_Save_Equip_Index 1 The index of the last equipment used, leave at default
TBB_Save_Target_Index 1 The index of the last target interacted with, leave at default
TBB_Save_Ally_Index 1 The index of the last ally interacted with, leave at default
TBB_Save_Disable N/A The actor enabled/disabled state before starting the battle, leave at default
TBB_Save_Rotation N/A The actors Z rotation state before starting the battle, leave at default
TBB_Save_AI N/A The actors AI state before starting the battle, leave at default
TBB_Save_Team N/A The actors team state before starting the battle, leave at default
TBB_Save_Map N/A The actors map before starting the battle, leave at default
TBB_Save_X N/A The actors X position before starting the battle, leave at default
TBB_Save_Y N/A The actors Y position before starting the battle, leave at default
TBB_Save_Z N/A The actors Z position before starting the battle, leave at default

Interface Variables (TBB):

Name Value Description
Walk_Into_Range 0 If set to “1” actors will walk into range of the item being used, if set to “0” the actor will only move based on the “Walk_Distance” variable
Walk_Distance 128 Determines how far an actor will move towards its target before attack, only applicable if “Walk_Into_Range” is equal to “0”
Walk_Speed 0.25 Determines how fast an actor will walk during a turn-based battle action
Action_Delay 1000 Sets how long an actor will pause after performing an action
Ally_Ignore_Run 1 If set to “1”, when all controllable characters run from a battle, the battle will continue until all uncontrollable allies either finish the battle or are defeated, if set to “0” the battle will end once all controllable characters leave
Message N/A Holds which message is currently being displayed at the top of the screen
Small_Message N/A Holds which small message is currently being displayed at the top of the screen
Attached_Actor N/A Used to determine which actor is currently performing an action, or selecting an action, leave at default
Current_Scene N/A Used to determine which scene is currently selected, leave at default
Current_Pattern N/A Used to determine which pattern is currently selected, leave at default
End_Battle 0 Used to determine if the battle should be ended, setting this to “1” will end the battle on the next battle tick, leave at default
Wait_For_Phase 0 This is set to “1” while waiting for a players turn, and returns to “0” when the player has selected its move, leave at default
Inside_TBB 0 This is used by various scripts to determine if the player is currently inside a turn-based battle or not, leave at default
Current_Action N/A Used by the system to determine which action is currently being performed, leave at default
Selected_Item N/A Used by the system to determine which item is currently being used, leave at default
Selected_Magic N/A Used by the system to determine which magic is currently being used, leave at default
Selected_Eval N/A Used by the system to determine which text script is currently being ran, leave at default
Current_Target N/A Used by the system to determine which target is currently selected, may be a single value of a collection of values, leave at default
Multiple_Targets 0 Set to “0” if only a single target is selected, or to “1” if “Current_Target” contains a collection of values, leave at default
Selecting_Target 0 Set to “1” while the player is selecting a target, and “0” when the player is not, leave at default
Run_Available 0 Determines if an actor if an actor is able to run from a battle or not, leave at default
Players_Ran N/A Holds a collection or list of controllable characters which have ran from battle, leave at default
Battle_End 0 Used internally to tell when a battle is completely finished, leave at default
Last_Random_Battle_Attempt 0 Holds the last game-time of a random battle attempt, leave at default
Last_Spawned_Actor N/A Holds the scripting ID of the last actor that was spawned using the “Add Ally” or “Add Enemy” events, leave at default
Use_Ammo 0 Used internally to determine if the current action should consume ammo or statistics, leave at default