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Introduction 1 Controls 3 Rules 5 Modding 16

Telepath Tactics: An Introduction


Telepath Tactics is a turn-based tactics game featuring a Fire Emblem-style single player campaign and 2-to-6 player multiplayer. Telepath Tactics takes a deterministic approach to combat mechanics. Attack damage is 100 predictable! and by default! attacks al"ays hit unless there is an inter#ening factor $e.g. the attacker ha#ing been blinded! or the target ha#ing some special defensi#e status effect%. At the same time! Telepath Tactics borro"s liberally from other game series $including Fire Emblem! &isgaea! and Eternal 'oison% to pro#ide a "ide #ariety of available tactics. Thro" enemies off of cliffs( fling friends across gaps( push enemies into "ater or la#a( set your enemies on fire( free)e them( blind them( cripple them( stun them( stick your ranged units on the high ground to boost their effecti#eness( use hit-andrun tactics "ith ca#alry and bo"men( teleport( grab items( the list goes on and on. *n addition! Telepath Tactics brings some fresh ne" environmental manipulation mechanics to the table. 'ush ob+ects like boulders! barrels and tables in the "ay to block off certain routes( build bridges to create ne" routes across "ater or la#a( build barricades and summon solid state shields to brunt an incoming attack( destroy "alls! doors! bridges! and other ob+ects to open up or close off routes of attack( and place do"n e,plosi#e charges to create a trap for an un"ary opponent. -nlike Fire Emblem or &isgaea! the enemy AI in Telepath Tactics is aggressi#e and reacti#e. 1

The enemy "ill not +ust sit around the battlefield "aiting for your characters to "ander into aggro range or trigger a script.instead! the A* "ill acti#ely maneu#er and seek out "ays to get at your most #ulnerable characters. Telepath Tactics multiplayer comes "ith 22 unique character classes! each "ith its o"n strengths! "eaknesses! and battlefield roles. The single player campaign! in turn! features uni/ue! named characters based off of these classes! each "ith their o"n custom stats and le#eling schemes. 0ou don1t ha#e to be content "ith the selection the game ships "ith! ho"e#er. Telepath Tactics features extensive mod support that allo"s you to create custom multiplayer maps! custom tilesets! custom destructible ob+ects! custom items! custom attacks! custom character classes! and e#en "hole single player campaigns filled "ith uni/ue characters! enemies! dialog and cut scenes. E#erything is stored in easy-to-edit .,ml files! but the game also comes "ith a full-featured map editor to make creating ne" battles fast and simple. 2reate your o"n! or do"nload someone else1s3 Telepath Tactics supports all of the abo#e. 4ead on to learn about ho" Telepath Tactics is controlled! then get a detailed breakdo"n of the game1s rules.

Telepath Tactics Controls


Telepath Tactics features simple! intuiti#e mouse controls for controlling the game1s camera. 2lick and drag the ground to pan around the battlefield. *f edge panning is enabled in the options! you can also mo#e the mouse cursor to the edges of the screen to pan around. 5hift-click to focus the battle camera on the spot clicked. 2lick a spot on the minimap to )oom the battle camera to the corresponding location on the battlefield.

The remaining mouse controls are designed for /uick! streamlined control of your characters. Left-click a character on your team to select it. *f your character hasn't moved yet! the game "ill display blue mo#ement s/uares representing e#ery space the character can mo#e to. 6ousing o#er a s/uare sho"s ho" many steps it "ill take to reach the s/uare. 2lick on a blue mo#ement s/uare to mo#e the character there. 7hene#er a character is selected! you should see a #arying set of options in the Actions Menu. The buttons sho"n in the Actions 6enu are conte,t-dependent( the game "ill almost ne#er display an action that that character cannot take8 'otential actions in the Actions 6enu include3 5elect ne,t character. 5et the selected character to 9&one.: $This character "ill be grayed out and "ill not be able to act again this turn.% -ndo the last mo#e or 9&one: command. 4otate in place. $;eft-click for clock"ise( right-click for counter-clock"ise.% 6o#e this character. 5"im. 5elect a skill or attack. <rab an item sack. =pen or close a door. -se a battlefield ob+ect. =pen the character1s *n#entory. <rab a flag. 2apture a flag. 4ally $mo#e all characters on your team simultaneously%. End the turn. Attacks and skills. $These and these alone al"ays appear in the second ro".% Scroll the mouse wheel to cycle through your characters. Left-click a character on another team to see e#ery space it can mo#e to on its ne,t turn! sho"n >

in orange s/uares. Right-click any character or destructible ob ect to see a detailed summary of all its stats! elemental resistances! and a summary of all items it is carrying. Right-click an em!ty !atch of ground to deselect the current character. Right-click blue movement s"uare to remo#e all mo#ement s/uares from #ie".

Telepath Tactics also features keyboard shortcuts for most common acti#ities. Arrow keys / A!" ? pan around the battlefield.

!pace #ar ? autoselect the ne,t a#ailable character on your team. !hi$t % !pace #ar ? autoselect the pre#ious a#ailable character on your team. &sc ? cancel out of the current menu @ deselect the current character @ ad#ance dialog. ' ? undo the last character mo#e from this turn. $Telepath Tactics features an undo stack( you can undo as many mo#e commands as you like. Aust keep tapping B.% M ? toggle bet"een 6o#ement 6ode and Actions 6ode "ith the current selected character. C ? sho" a detailed summary of the currently selected character1s stats. I ? toggle the in#entory menu for the currently selected character. ( ? grab item sack. ) ? use battlefield ob+ect. * + , ? autoselect "hate#er attack or skill corresponds to the number pressed for the current selected character. !hi$t % M ? toggle the minimap on and off. !hi$t % " ? set current character to 9&one.: !hi$t % & ? end the turn. !hi$t % - ? display the =b+ecti#es screen containing this battle1s "in and loss conditions. Ctrl % !hi$t % ! ? surrender $in single player! this "ill restart the battle from the beginning%. Ctrl % !hi$t % . ? /uit to the title screen $only a#ailable in single player and in all-2'multiplayer matches%. / ? pause the game. 0* ? open up the =ptions menu $ad+ust #olume! character "alk speed! etc.% Ctrl % 0 ? toggle the game bet"een fullscreen and "indo"ed modes. 0*1 ? take a screenshot of the screen. 0*2 ? take a screenshot of the entire battlefield. Ctrl % 0*2 ? take and automatically format a map pre#ie" screenshot.

Telepath Tactics 2uleset


A3 The !tart o$ a #attle *n 6ultiplayer only3 team spa"n locations and turn order are each randomi)ed. All characters that spa"n on Turn 0 are added to the battlefield. Each character begins "ith full Dealth and >E of his@her 6a,imum Energy. The first player to mo#e begins by taking his or her turn. #3 The Turn At the start of any player1s turn! the follo"ing happens3 1. All of that player1s characters that rested $i.e. neither mo#ed nor attacked% on the pre#ious turn gain E Energy( all characters that mo#ed but did not attack on the pre#ious turn gain 1 Energy. 2. All of that player1s characters ha#e their mo#ement counters and counterattack counters reset. >. All of that player1s characters scheduled to respa"n do so( any reinforcements scheduled to arri#e do so. C. All of that player1s characters that are Furning or 'oisoned take damage. E. All of that player1s non-flying characters sitting on an en#ironmental ha)ard take damage. 6. *n 6ultiplayer only3 random item drops occur. $5ee Item "rops belo".% The player may take Actions "ith all of his@her remaining characters. C3 Actions A character can take one of ten possible Actions on its turn3 1# $ove %$& E#ery character may mo#e a number of spaces e/ual to its 5peed. $5o! for instance! a character "ith a speed of E can mo#e a total of E spaces per turn.% 6o#ement is to ad+acent spaces only3 there is no diagonal mo#ement. 2haracters may not mo#e through other characters. There is an option called Ally 'ass-Through that permits characters of the same team to mo#e through one another. This is turned off by default. 2haracters may ne#er land on the same space. 2haracters do not ha#e to finish mo#ing all of their spaces in one go. A character can mo#e part of its ma,imum mo#ement range! then mo#e the remainder later on in the turn. For e,ample3 Fob! a 5pearman "ith a 5peed of E! can mo#e E spaces o#er the course of the turn. De can mo#e 2 spaces at the start of the turn! then mo#e another > spaces later on after other characters ha#e mo#ed and@or taken actions. Flying characters can mo#e o#er "ater and la#a( non-flying characters cannot! unless they cross using a bridge or a special mo#ement skill. Flying characters can fly o#er many types of destructible ob+ects( non-flying characters can mo#e o#er bridges! flags and item sacks! but most other destructible ob+ects are not passable to them. Gon-flying characters may ha#e their mo#ement limited by ele#ation differences. $5ee &levation &$$ects belo".% '# Swim %$& E

*f a non-flying character e#er begins a turn in "ater or la#a! that character cannot mo#e normally3 instead! it must s"im. A s"imming character spends 2 Energy to mo#e a single space! either through "ater or la#a! or else onto land from "ater or la#a. After s"imming that single space! the character1s turn ends. 3# (ndo %)& The player can undo character mo#ement( he or she can also undo 6o#ement 5kills $such as ;eap and 5hado"port%. -ndo becomes a#ailable once a character has mo#ed or used a 6o#ement 5kill. -ndo becomes una#ailable! ho"e#er! should any of the follo"ing happen3 the character performs a non-6o#ement 5kill( the character grabs an item or flag( the character uses an *tem( a different character is mo#ed( or the character re#eals tiles co#ered by fog of "ar $applicable only in battles "here Fog of 7ar is turned on%. *# Rotate %R& 2haracter facing matters in Telepath Tactics $see #ackstab and !idestab belo"%( rotate to s"itch a character1s facing in H0-degree increments. 4otate is a free action3 it costs no Energy! and does not end the character1s turn. 5# Skills and +ttacks %1-,& Each character has up to eight distinct 5kills at its disposal $attacks are considered a type of 5kill%. *n order to use a 5kill! the character must ha#e sufficient Energy to pay the 5kill1s 2ost. -sing a 5kill produces the 5kill1s effect on all spaces chosen. $6any 5kills can selftarget.% E#ery 5kill has a property called after+tk that determines "hat happens after the 5kill is used. There are three types3 &ndTurn ? the character1s turn ends. CanMove ? the character1s turn continues! but the character cannot use any more 5kills. )nlimited ? the character1s turn continues! and the character can continue to use other 5kills. 6ost combat 5kills are of the EndTurn #ariety( "hich is to say! a character1s turn "ill usually end after he or she attacks. Do"e#er! a fe" 5kills $like Fo" or ;ance% are classified as 2an6o#e! meaning the character can keep mo#ing after the attack. For e,ample3 Delga the 5"ordsman has E speed. 5he mo#es > spaces and attacks "ith 5"ord. 5"ord is an EndTurn attack. Therefore! after her attack completes! her turn automatically ends. Another e,ample3 Filly the Fo"man has E speed. De mo#es > spaces and attacks "ith Fo". Fo" is a 2an6o#e attack. After his attack completes! he can still mo#e 2 more spaces and rotate freely before ending his turn. -nlike attacks! mo#ement skills tend to be -nlimited. This means that the character 6

can continue taking his turn normally! "ithout restrictions. For e,ample3 Amy the Assassin has H speed. 5he mo#es E spaces and uses the ;eap skill $"hich is -nlimited% to +ump o#er a boulder. 5he can continue mo#ing up to C spaces( she can 4otate( she can attack( or she can e#en use ;eap again8 For more information about 5kills! see the !kills section belo". 6# -rab .tem Sack *f a character e#er mo#es onto the same space as an *tem 5ack! the character may grab it and add its items to his or her in#entory. This is a free action3 it costs no Energy! and does not end the character1s turn. /# .nventory %.& This option appears only if the character has items in his@her in#entory( this lets the player inspect all items the character is carrying. *f the character has not attacked this turn! the player may use or drop items. This is a free action3 it costs no Energy! and does not end the character1s turn. 0# -rab 1lag *f a character e#er mo#es onto the same space as a Flag! the character may grab it. *f an enemy Flag! it "ill be added to his@her in#entory( but if it1s his@her team1s Flag! it "ill automatically return to the flag base. This is a free action3 it costs no Energy! and does not end the character1s turn. ,# 2a!ture 1lag This option appears only if the character is $1% carrying an enemy flag! $2% is standing on top of his o"n flag1s base! and $>% his flag1s base is currently holding its flag. 5electing this scores a point and automatically returns the enemy flag to its o"n base. This is a free action3 it costs no Energy! and does not end the character1s turn. 13# 4one This ends a character1s turn( the character becomes grayed out! and cannot be selected again during this player1s turn. "3 Character !tats 2haracter stats are as follo"s3 1# 5ealth Do" much damage the character can take before suffering critical in+uries. '# 6nergy Do" much energy the character has a#ailable to 5"im and pay the cost of 5kills. 3# S!eed &etermines ho" many spaces a character can mo#e each turn. *# $ovement ty!e Fy default! this is either 9flying: or 9land:.in essence! "hether the character flies or not. *f a non-flying character is in "ater or la#a! ho"e#er! his@her mo#ement type becomes 9s"imming: until he@she emerges onto land. 5# Strength &etermines the po"er of this character1s physical offensi#e skills. 6# 7sy 7ower I

&etermines the po"er of this character1s psy-dependent offensi#e skills. /# 7sy 4efense &etermines the po"er of this character1s psy-dependent defensi#e skills $particularly 5hields%. 0# +ccuracy A character1s base chance to hit "ith attacks. This can be modified by blindness! as "ell as by a target1s dodge percentage! but Accuracy is 100 for all characters by default. ,# 4odge A character1s percentage chance to dodge an attack that "ould other"ise hit. 13# 2ounter The type of counterattack a character can perform. 11# 2ounter limit The ma,imum number of counterattacks a character can perform before the beginning of its ne,t turn. 1'# 7erce!tion *n battles "ith Fog of 7ar! this determines ho" many spaces a"ay a character can see. $*t does not ha#e any effect in battles "ithout Fog of 7ar.% 13# 7ushable 7hether a character can be mo#ed by other characters( this is 9true: for all characters by default. &3 !kills 5kills each belong to one of 1> &lements3 1# Slash 5lash is a kind of physical element reser#ed to Attacks. 5"ords! a,es! and kni#es usually deal 5lash damage. Fasic 5lash attacks do not ha#e an Energy cost. 5lash attacks tend to be effecti#e against psy users! as they ha#e an easier time penetrating psychokinetic shields than other attacks. 2. 7ierce 'ierce is a kind of physical element reser#ed to Attacks. 5pears! arro"s and crossbo" bolts deal 'ierce damage. Fasic 'ierce attacks do not ha#e an Energy cost. 'ierce attacks are often ranged! and deal hea#y damage against flying enemies. 3# 2rush 2rush is a kind of physical element reser#ed to Attacks. 6aces! fists! and "renches deal 2rush damage. Fasic 2rush attacks do not ha#e an Energy cost. 2haracters hea#ily armored against 5lash or 'ierce damage are generally susceptible to 2rush damage. *# Shield 5hield is an element "ith both a mental and a physical component. 5hield attacks generally either restore character health or buff a character. 5hield skills are not offensi#e in nature. 5hield skills are the forte of the 'sy Dealer class. J

5# $ental 6ental is the only element that is entirely non-physical in nature. 6ind Flast! Feedback! 5oul 5uck and Feint are e,amples of 6ental attacks. 6ental skills cannot be dodged or blocked3 they always hit! e#en if the attacker is Flinded8 6ental attacks are the specialty of the 6entalist and 5pirit classes. 6# 5eat Deat is one of the four psy elements that "orks #ia psychokinetic particle manipulation. Deat attacks usually ha#e a base E0 chance to cause Furning status. $5ee !tatus &$$ects belo".% /# 2old 2old is one of the four psy elements that "orks #ia psychokinetic particle manipulation. 2old attacks usually ha#e a base E0 chance to cause Fro)en status. $5ee !tatus &$$ects belo".% 0# Shadow 5hado" is one of the four psy elements that "orks #ia psychokinetic particle manipulation. 5hado" attacks usually ha#e a base E0 chance to cause 5lo"ed status! as "ell as an independent base E0 chance to cause 5oftened status. $5ee !tatus &$$ects belo".% ,# Light ;ight is one of the four psy elements that "orks #ia psychokinetic particle manipulation. ;ight attacks usually ha#e a base E0 chance to cause Flinded status. $5ee !tatus &$$ects belo".% 13# 2reate 2reate skills spa"n a character or ob+ect on the battlefield. 2reate is the primary element of the Engineer class. The Engineer uses it to construct bridges and barricades! as "ell as to spa"n e,plosi#e charges. 11# $ovement 6o#ement skills mo#e the user to the target space! typically bypassing obstacles in the process. 6o#ement skills supplement a character1s ordinary ma,imum mo#ement. The Assassin and 5hado"ling use 6o#ement skills to reach inaccessible areas. 1'# 1alling This element refers to skills that mo#e other characters around( this includes skills like 5ho#e! Thro"! Kinetic <ust and <ra#ity 5pike. Falling attacks deal damage based on falling from heights! and bypass ordinary character defenses. 2haracters can be knocked! pulled or dropped into en#ironmental ha)ards using Falling attacks. 13# 68!losive E,plosi#e attacks are technological in nature $e.g. the detonation of an Engineer1s H

2harge is E,plosi#e%. E,plosi#e attacks bypass ordinary character defenses. E,plosi#e attacks deal E, damage to e#ery destructible ob+ect in range $including e,plosi#e 2harges8% E,plosi#e attacks are far and a"ay the most effecti#e attacks for destroying "alls and bridges. Attack dama4e 4andomi)ed damage does not e,ist in Telepath Tactics( instead! attack damage is 100 deterministic. E#ery attack has a base damage calculated from the attacker1s 5trength! 'sy 'o"er! 'sy &efense! or some combination of the three. This number is displayed "hen mousing o#er an attack1s button in the 5kills menu. 7hen an attack is launched and it hits a target! the game modifies the base damage in the follo"ing order for each character hit3 1. any ele#ation bonus or penalty is applied $see &levation &$$ects L 6ffects on ranged attacks belo"%( 2. any #ariable range penalty is applied $see 2an4ed Attacks 5 9ariable range belo"%( >. any elemental resistance is applied $see &lemental 2esistance belo"%( C. any backstab or sidestab bonus is applied $see #ackstab and !idestab belo"%( E. the final result is rounded to the nearest non-negati#e integer. &lemental 2esistance 2haracters of different classes ha#e differing le#els of resistance to #arious elemental attacks! e,pressed as a percent #alue. A character1s resistance percentage describes ho" much damage "ill be subtracted from any attack of that element. For e,ample3 A character "ith 1E 5lash resistance takes 1E less damage from 5lash attacks( a character "ith E0 Deat resistance takes E0 less damage from Deat attacks( and so on. *f a character has a negative resistance percentage! then that character is weak to that element( the same mathematical rule applies8 For e,ample3 A character "ith ->0 2old resistance gets ->0 subtracted from his damage! and thus takes >0 more damage from 2old attacks. #ackstab Ditting a character from behind "ith most attacks "ill result in bonus damage( this represents the target1s inability to ade/uately defend against the attack. Fy default! most attacks deal 1E0 damage during a backstab. 2ertain Assassin attacks can deal substantially more backstab damage! ho"e#er. 5hields and other non-offensi#e abilities do not get a backstab bonus. !idestab The Assassin1s attacks get a bonus to damage "hen hitting a target in the side. =nly the Assassin class gets attacks "ith a sidestab bonus. 2an4ed Attacks 1# 6levation effects $5ee &levation &$$ects belo".% 10

'# 9ariable range 2ertain ranged attacks can hit at multiple ranges. As a rule! all attacks get a 1E damage penalty for e#ery space beyond the minimum range they are targeted. For e,ample3 a Fo"man can normally target 2! >! or C spaces a"ay using the Fo" attack! "hich deals 10 damage by default. 2 spaces is the minimum range for Fo"3 thus! at 2 spaces! Fo" gets no damage penalty! and deals 10 base damage. Do"e#er if Fo" is centered > spaces a"ay! the attack gets a 1E penalty! and deals only J base damage( at C spaces! Fo" gets a >0 damage penalty! and deals only I base damage. $*f Fo" can reach E spaces a"ay! as "ith a Fo"man positioned in the high ground! it gets a CE damage penalty there.% &levation &$$ects 1# 6ffects on movement Gon-flying characters cannot mo#e bet"een tiles "ith an ele#ation difference greater than 1 e,cept #ia the use of 5kills. '# 1alling 6o#ing from a high ele#ation to an ele#ation more than 1 le#el lo"er "ill cause non-flying characters to take falling damage. ;ike"ise! mo#ing a non-flying character onto a "all tile "ill cause that character to fall until he or she hits the ground. Falling causes > damage per point of ele#ation fallen( falling damage is cumulati#e "ith normal attack damage. For e,ample3 a 5tone <olem thro"s Delen from an ele#ation of C to an ele#ation of 2. Thro" deals C damage on its o"n( falling 2 le#els of ele#ation deals an e,tra 6 damage. Delen takes 10 damage total. Falling > or more le#els of ele#ation "ill cause the character to become 5tunned in addition to any damage suffered. 3# 6ffects on melee attacks A non-flying character may not use attacks "ith a range of 1 across an ele#ation difference greater than 1. *# 6ffects on ranged attacks 2haracters get one e,tra space of range on all ranged attacks targeting areas "ith lo"er ele#ation. E.<. Fill the Fo"man is on top of a to"er "ith ele#ation >! standing in the northeast corner. To the north and east is grassland "ith ele#ation 1( to the "est and south are more castle tiles at ele#ation >. De "ill get a range bonus if shooting north or east! but not if shooting south or "est. 4anged attacks get a damage bonus or damage penalty based on the relati#e ele#ation of the attacker and the target. An attacker "ith the high ground gets a flat >0 damage bonus( an attacker "ith the lo" ground gets a flat >0 damage penalty. Counterattacks 2ertain character classes are able to counterattack. 2ounterattacks are range-dependent3 a counterattack "ill not be triggered if it cannot reach the attacker1s space. For e,ample3 Feth the 5"ordsman has a counterattack that can reach one space. 11

5he is hit "ith a Fo" attack from three spaces a"ay. 5he cannot reach the attacker! and thus "ill not counterattack. 2ounterattacks are Energy-dependent3 a counterattack "ill not be triggered if it re/uires more energy than the "ould-be counterattacker has. 2ounterattacks are not facing-dependent3 a counterattacker will turn to face the attacker automatically "hen counterattacking. 2ounterattacks are limited to certain number per turn. =nce a character has used up all of his@her counterattacks! that character "ill not counterattack again until his@her counterattack counter is reset. $5ee The Turn abo#e.% Friendly fire does not trigger a counterattack( characters "ill ne#er counterattack a teammate. !tatus &$$ects 6ost status-based effects ha#e a base E0 chance to attach to a character hit "ith a status-effect-inducing attack. Do"e#er! any resistance that the target has to the attack1s element subtracts from this base chance arithmetically. For e,ample3 'yro Flast! a Deat attack "ith a base E0 chance to cause Furning status! hits 5arah. 5arah is a pyrokineticist( as a pyrokineticist! 5arah has 2E Deat resistance. Der Deat resistance $2E% is subtracted from the base chance to cause burning $E0%! lea#ing a 2E chance that 5arah "ill be set on fire. Another e,ample3 'yro Flast! a Deat attack "ith a base E0 chance to cause Furning status! hits 'lato. 'lato is a red spriggat( as a red spriggat! 'lato has E0 Deat resistance. Dis Deat resistance $E0% is subtracted from the base chance to cause Furning $E0%! lea#ing a 0 chance that 'lato "ill be set on fire. A final e,ample3 2ryo Flast! a 2old attack "ith a base E0 chance to cause Fro)en status! hits 'lato. 'lato is a red spriggat( as a red spriggat! 'lato has -2E 2old resistance. The 2old resistance $-2E% is subtracted from the base chance to cause Fro)en $E0%! lea#ing a IE chance that 'lato "ill be fro)en solid. -nlike other status effects! Dea#y status attaches 100 of the time as long as the target is flying. 6ost attacks inflict only one status effect! but the engine supports attacks that inflict numerous different status effects at once. The types of 5tatus Effects3 1# :eakened 7eakened characters lose 2 physical 5trength for H-12 turns. '# Stunned 5tunned characters cannot mo#e or act for 1 turn. 3# ;urning Furning characters take C Deat damage at the start of each turn for C-E turns. 2ausing a Furning character to become Fro)en or pushing him into "ater "ill remo#e Furning status. *# 1ro<en Fro)en characters cannot mo#e or act for 2-C turns. 5etting a Fro)en character on fire or pushing him into la#a "ill remo#e 12

Fro)en status. 5# Slowed 5lo"ed characters lose 2 5peed and cannot dodge attacks for H-12 turns. 6# 5ardened Dardened characters ha#e their resistance to physical damage $5lash! 'ierce and 2rush% increased by 2E for E-I turns. /# Softened 5oftened characters ha#e their resistance to physical damage $5lash! 'ierce and 2rush% reduced by 2E for E-I turns. 0# ;linded Flinded characters ha#e their attack accuracy reduced by IE and cannot dodge attacks for >-E turns. ,# 6nthralled Enthralled characters come under the control of the current player for the remainder of the turn. 13# Levitating ;e#itating characters gain the flying mo#ement type for 1 turn. 11# 5eavy Dea#y characters cannot fly! and "ill take damage from en#ironmental ha)ards accordingly. 1'# 7oisoned 'oisoned characters take 2 damage per turn for E-I turns. 5pirits and <olems ha#e no biological circulatory system! and are therefore immune to 'oison damage. 13# $ove ;onus 6o#e Fonus is a positi#e status effect. A character recei#ing this status effect gets a C0 bonus to mo#ement for the remainder of the turn. 1*# =ew >urn Ge" Turn is a positi#e status effect. A character recei#ing this status effect gets a brand ne" turn if he or she has already gone( but if this character has not yet gone this turn! nothing happens. 15# -1 2ounterattack The target1s counterattack limit drops by 1 for one turn. $*f it drops to 0! the character cannot counterattack.% 03 &nvironmental 6a7ards 2ertain tiles! such as "ater or la#a! are ha)ardous to non-flying characters. Any character that begins a turn on an en#ironmental ha)ard "hile not flying takes damage from the en#ironmental ha)ard. $Fy default! "ater deals 6 dro"ning damage per turn and la#a deals 20 Deat damage per turn.% 2haracters stranded in an en#ironmental ha)ard cannot mo#e normally and cannot use 5kills3 all they can do is access the *n#entory! 5"im! 4otate! or rest for the turn. 5uch characters cannot dodge if attacked. (3 Item "rops *tem drops do not occur in 5ingle 'layer maps. 1>

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*n 6ultiplayer! at the start of e#ery turn! there is a >E chance that 1-> item sacks "ith 1-> items apiece "ill spa"n at random locations on the battlefield. The further from all player spa"n points a space is! the more likely an item drop is to occur there. *tem sacks cannot spa"n on s/uares "ith "alls or en#ironmental ha)ards( they can spa"n on bridges! ho"e#er. *tems ha#e a 9commonality: property that determines the likelihood they "ill appear in a drop. A higher commonality #alue denotes greater likelihood of appearing. The commonality #alue is linear in nature3 an item "ith a commonality rating of 20 is C times more likely to appear than an item "ith a commonality rating of E. &xperience and 8evelin4 2haracters do not gain e,perience points or le#el up in 6ultiplayer maps. *n 5ingle 'layer! characters gain3 10 e,perience points for using an attack on an enemy( 1J e,perience points for healing a hurt ally( and >E e,perience points for slaying an enemy. A character that reaches 100 e,perience points gains a le#el( the character1s e,perience points are then reduced by 100. For e,ample3 Aohn is le#el 1 and has J0 e,perience points. De attacks and kills an enemy. This gets him 10 e,perience points for the successful attack and >E points for slaying the enemy! for a total of CE. This puts him at 12E e,perience points( he le#els up and his e,perience points drop to 2E! putting him a /uarter of the "ay to le#el >. 7hene#er a character le#els up! he or she gains points in e,actly t"o stats. 7hich stats the character impro#es upon le#el up are chosen at random( each character has its o"n uni/ue set of probabilities of gaining points in different stats. 9ictory Conditions Last $an Standing A player "ins "hen no enemies remain on the battlefield. -enerals A player "ins "hen no enemy <enerals remain on the battlefield. 2a!ture the 1lag A player "ins "hen he or she reaches the match1s point goal through capturing enemy flags. 4efeat the ;oss 5ingle 'layer only. The player "ins "hen he or she kills a character that the enemy "as re/uired to protect. The player may also be re/uired to protect certain characters( the defeat of any of these characters means losing the battle. "eployment 5ometimes! you "ill ha#e the option to place your characters on certain spaces at the start of a battle( this is called deployment mode. &uring deployment mode! you1ll ha#e the option to s"itch "hich characters you are using! and to s"itch their starting positions around. To deploy a character! simply click its portrait and drag it to the space you "ant it on. &eployment occurs only on single player maps. !core At the end of a battle! the #ictor1s score and battle stats "ill be displayed onscreen. 'layer 1C

score is calculated as follo"s3 1. Fase score $1E0 for a #ictory! 0 for a loss%( 2. 'lus enemies killed times 20( >. 6inus characters lost times C0 $times 20 if multiplayer%( C. 'lus total points of damage dealt( E. 6inus total points of damage taken( 6. 'lus items grabbed times 10( I. 6inus items dropped times 10( J. 6inus turns taken times C( H. 'lus any bonus points @ minus bonus penalties.

1E

Telepath Tactics Moddin4 (uide


Telepath Tactics offers e,tensi#e support for modding. This section of the manual "ill e,plain ho" to mod #arious aspects of the game. A3 Attacks To mod attacks! open up +ttacks#8ml in a te,t editor of your choice. Gote3 do not remo#e the 5"im attack from +ttacks#8ml! or the game "ill not "ork properly8 Each attack has the follo"ing properties! in order3 1. elem ? the attack1s element. The game uses this to decide "hich elemental resistance applies "hen the attack is launched. 6ake sure to capitali)e the element1s name8 $4efer to the names of the elements in 5ection E of the =fficial 4uleset for a reference.% 2. name ? the attack1s name. >. d ? lea#e this alone( it1s a placeholder attribute that the game uses "hen calculating base attack damage. 2hanging it "on1t do anything. C. cst ? the attack1s Energy cost. *f you don1t "ant an Energy cost! set this to 0. E. min2n4 ? the attack1s minimum range. 0 is self-targeting( 1 is one space a"ay( and so on. 6. max2n4 ? the attack1s ma,imum range. Gote3 if the attack1s element is 6o#e! the range actually defines "hich spaces the attacker can mo#e onto. 5et accordingly8 I. shkMa4 ? this tells the game ho" strongly to shake the screen "hen an attack lands. *t refers to the ma,imum number of pi,els to mo#e the screen around on each frame( * "ouldn1t recommend setting this higher than E. *f the attack does not shake the screen! lea#e this at 0. J. shkTim ? ho" many frames to shake the screen for on impact. H. str" ? the first of three attributes for calculating base attack po"er. This is a multiplier based on the attacker1s strength. *f strength is not used to determine the attack1s damage! set this to 0. For e,ample3 *f this is set to 1 and the attacker1s strength is 6! the game "ill add 6 to the attack1s base damage( if this is set to 1.E and the attacker1s strength is 6! the game "ill add H to the attack1s base damage( if this is set to 2 and the attacker1s strength is 6! the game "ill add 12 to the attack1s base damage. 10. pow" ? the second of three attributes for calculating base attack po"er. This is a multiplier based on the attacker1s psy po"er. *f psy po"er is not used to determine the attack1s damage! set this to 0. For e,ample3 *f this is set to 0.E and the attacker1s psy po"er is 6! the game "ill add > to the attack1s base damage( if this is set to 2.E and the attacker1s psy po"er is 6! the game "ill add 1E to the attack1s base damage. 11. de$" ? the third of three attributes for calculating base attack po"er. This is a multiplier based on the attacker1s psy defense. *f psy defense is not used to determine the attack1s damage! set this to 0. *f the attack is meant to heal! set its element to 5hield and continue to use positi#e numbers. For e,ample3 Aill is a 'sy Dealer "ith a psy defense of 12. 5he uses a 5hield attack "ith a def& of 1.E. The attack "ill heal 1J damage on the target. 12. backstab0actor ? the damage multiplier for a striking a character from behind. *f this is 16

set to 1 or less! there is no backstab bonus. 1>. sidestab0actor ? the damage multiplier for striking a character in the side. *f this is set to 1 or less! there is no sidestab bonus. 1C. sel$6eal0actor ? the amount the attacker heals upon successful use of the attack! e,pressed as a multiple of the damage dealt. *f the character does not gain health! lea#e this at 0. 1E. sel$0ocus0actor ? the amount of Energy the attacker regains upon successful use of the attack! e,pressed as a multiple of the damage dealt. *f the character does not gain Energy! lea#e this at 0. Gote3 if selfFocusFactor is set belo" 0! the game "ill automatically include it as part of the attack1s up-front cost. For e,ample3 an attack deals 6 damage! has a cost of 0! and has a selfFocusFactor of -1. Fased on the damage! the game "ill treat the attack1s cost as 6 $i.e. 6 damage times the -1 selfFocusFactor%. 16. accMod ? a modifier to the attacker1s base accuracy applied "ith this particular attack. *f you "ant the attack to be less accurate than normal! use a negati#e number( if you "ant it to be more accurate! use a positi#e number. *f you do not "ant the attack to impact the character1s chance to hit! lea#e this at 0. For e,ample3 Fella has an accuracy of 100. *f she uses an attack "ith an acc$od of -20! she "ill ha#e her chance to hit reduced to J0. *f Aames! "ith an accuracy of H0! uses the same attack! his chance to hit "ill be reduced to I0. 1I. stat0< ? the effect that you "ant the attack to confer. $4efer to the names of the status effects in 5ection E of the =fficial 4uleset for a reference.% *f you do not "ant the attack to confer a status effect! set this to Gone. *f this is a 2reate attack! this attribute has a different +ob8 *nstead of telling the game "hat status effect to confer! it instead tells the game "hether an ob+ect being created has triggers on it. *f a 2reate attack is creating a character! or a destructible ob+ect "ith no triggers! lea#e this blank. *f it1s creating a destructible ob+ect "ith a trigger! ho"e#er! make sure to put t"o strings separated by a comma3 the type of trigger it has! and the name of the script it runs if triggered. The types of triggers follo"3 7ressure ? ob+ect is acti#ated as soon as any land-based character steps onto it. Switch ? ob+ect must be acti#ated deliberately. 1J. a$$ects ? this tells the game "hat the attack affects. For most attacks! this "ill be Dealth. *f you "ant an attack to affect a character1s Energy instead! set this to Energy. 0ou can also buff other stats. An attack can affect any of the follo"ing3 5ealth 6nergy $a8 5ealth $a8 6nergy S!eed +ccuracy 4odge Strength 7erce!tion 7sy 7ower 1I

7sy 4efense Slash Res# 7ierce Res# 2rush Res# $ental Res# 5eat Res# 2old Res# Shadow Res# Light Res# 7oison Res# 1H. a$terAtk ? this tells the game "hat to do after the attack is used. *f the turn ends! use EndTurn( if the character can keep mo#ing but cannot attack again! use 2an6o#e( if the character can keep mo#ing and use other attacks! use -nlimited. 20. A-& ? this tells the game "hat area-of-effect the attack has. -se one of the follo"ing3 single ? the attack hits only the targeted space. $-sed for most attacks.% column@' ? the attack hits t"o spaces in a ro"! e,tending back"ard from the targeted space to"ard the attacker. column@3 ? the attack hits three spaces in a ro"! e,tending back"ard from the targeted space to"ard the attacker. column@3b ? the attack hits three spaces in a ro"! e,tending from the attacker for"ard. $-sed for 5hield attacks.% 383 ? the attack hits nine spaces in a three-by-three s/uare. omnidirectional ? the same as >,>! but "ith a hollo" center. $*f min4ng and ma,4ng are both 0! this means the attacker hits e#ery space around him.% A ? hits fi#e spaces in a cross configuration. omniA ? like omnidirectional abo#e! but "ith an e,tra space e,tending out from the center of each side. titan ? like >,>! but "ith an e,tra ro" of > spaces on each side. arc@'/3-3 ? hits three spaces in a H0-degree arc from the character1s left side to the front. arc@,3-3 ? hits three spaces in a H0-degree arc from the character1s right side to the front. arc@'/3-,3 ? hits fi#e spaces in a 1J0-degree arc from the character1s left side to the right side. row@s!lit ? hits the t"o spaces on either side of the targeted space. row@3 ? hits the targeted space! plus the t"o spaces on either side of the targeted space. Gote3 in a 2reate attack! using any A=E setting other than single "ill create a copy of the thing being created on e#ery single space in the A=E spread8 21. particles ? this tells the game "hat particles to spray "hen the attack lands. -se one of the follo"ing3 S!arks 1J

;lood 7oison Stone :ood :ater Smoke S!ray 5eat $"ill result in both 5parks and 5moke% 22. tar4etin4 ? this tells the game "hether the attack is constrained to the four cardinal directions! or "hether it can be targeted freely. *t is recommended that most attacks lea#e this set to constrained. To permit free targeting! set to free. 2>. moveType ? if this attack mo#es a character! this tells the game "hat mode the character mo#es in. There are three mo#eType settings3 =ormal ? the character mo#es in a straight line along the ground. 7arabolic ? the character mo#es in an arc through the air. >ele!ort ? the character mo#es in a straight line( this tells the game to ignore "alls that "ould other"ise block the character1s mo#ement. *f this is a 2reate attack! ho"e#er! this attribute has a different +ob8 *nstead of telling the game ho" to mo#e a character! it instead tells the game "hether it is placing a character! a normal destructible ob+ect! or a bridge. Those three settings are3 2har7lacement Bb 7lacement ;ridge7lacement 2C. knockback ? this tells the game ho" many spaces a"ay to push the target "hen the attack lands. $A negati#e number tells the game to pull the character closer.% *f you do not "ant knockback! lea#e this set to 0. 2E. creates ? if this is a 2reate attack! place the charname or classname $if a character "ith a charname of random% of the character being created here. *f creating a destructible ob+ect in this "ay! use the spritetype instead. $For instance3 if you "ant to create a 7ooden Farricade! put ;arricade:ood.% *f this is not a 2reate attack! you "ill most likely "ant to lea#e this set to none. *f you put something else in here for a non-2reate attack! it "ill signal to the game that it should spa"n the named character or ob+ect in place of any character killed by the attack. $For instance3 if you ha#e an attack called 'etrify! you can set the creates property to ;oulder to make the game replace any characters killed by 'etrify "ith a boulder.% For non-2reate attacks! rather than specifying a particular character or ob+ect! you can set creates to -2LB=6- to simply replace the dead character "ith a ne" copy of itself. 26. created-nTeam ? this tells the game "hether thing being created is added to the attacker1s team! or "hether it is an ob+ect "ithout a team. *f the former! set this to $y>eam( if the latter! set this to Bb ects. *f this is a non-2reate attack and created=nTeam is not set to either $y>eam or Bb ects! the game "ill spa"n the character or ob+ect on the same team as the 1H

character that "as +ust killed. *f this attack1s creates property is set to none! +ust lea#e this blank. 2I. depends)pon ? name a second attack( this attack "ill be una#ailable to use if the character does not ha#e the second attack as "ell. For instance3 "hen creating the attack Swordstorm! if depends-pon is set to Sword! no character "ith 5"ordstorm "ill be able to use it unless they also ha#e 5"ord a#ailable to use. This is for use on ad#anced skills "hich re/uire the character to be e/uipped "ith a particular kind of "eapon granting a basic attack. $5plit 5hot! for instance! depends-pon Fo"! "hich is itself pro#ided #ia the grantsAtk attribute of an e/uippable item. 5o if the character has no bo" e/uipped! the character therefore cannot use 5plit 5hot.% *f depends-pon is left blank! the attack "ill be a#ailable regardless of "hat other attacks the character is able to perform. 2J. impact0rame ? an integer that counts the number of frames after the end of all animations "here the attack actually lands. This tells the game e,actly "hen to initiate screenshake and pop up the animated health bar! etc. Fecause most attacks appear to hit their targets a fe" frames before the end of their animations! this is usually a negati#e number8 2ount the number of frames before the end the attack hits! then multiply by ->. This "ill usually gi#e you something close to the right number. 2H. soundAnd0< ? this contains information about sound effects and #isual effects to play during the attack animation. There are t"o types of tags that get used here! delimited by commas3 S1CD###E and 91CD###E !0< ? the S1CD###E tag allo"s you to add a sound effect to the animation. There are t"o parameters that need to be included "ithin the s/uare brackets! delimited by a colon3 the name of the mp> file to be played! and the frame number on "hich it is to start playing. -sage e,ample3 !0<=!woosh !word:1> "ill play Swoosh Sword#m!3 from the 4ata F Sounds directory beginning on frame 0 of the attack. 90< ? the 91CD###E tag allo"s you to add a #isual effect to the animation. There are three parameters that need to be included "ithin the s/uare brackets! each delimited by a colon3 the name of the animation to use! the rule go#erning "here the animation appears! and the frame number on "hich it is to start playing. There are three rules go#erning "here animations may appear3 -nTar4ets! -n!el$! and TowardTar4ets. -sage e,ample3 90<=!lash:-nTar4ets:*?> "ill play the Slash#!ng animation from the 4ata F 2haracters F +ttacks F @91C directory! it "ill play a copy of that animation on e#ery space "here the attack hits a target! and it "ill start playing them all on frame 1J of the attack. -sage e,ample3 90<=Mind#last:-n!el$:*2> "ill play the $ind;last#!ng animation from the 4ata F 2haracters F +ttacks F @91C directory! it "ill play that animation on top of the attacking character! and it "ill start playing it on frame 12 of the attack. -sage e,ample3 90<=Crossbow #olt:TowardTar4ets:@A> "ill play the 2rossbow ;olt#!ng animation from the 4ata F 2haracters F +ttacks F @91C directory! it "ill place the animation$s% on top of the attacking character and mo#e it to"ard the target$s% o#er the duration of the animation! and it "ill start 20

playing and mo#ing the animation$s% on frame >E of the attack. Gote3 there are three attack frames for e#ery frame of animation in a Telepath Tactics sprite sheet. Thus! if a MFN animation has only one frame! it "ill tra#el to its target o#er the course of three in-game frames. 5imilarly! if an animation or sound effect is set to play on attack frame 1J! it "ill start alongside the si,th frame of the attack animation. >0. desc ? a short description of the attack that sho"s up in-game "hen mousing o#er the attack button. #3 Characters and "estructible -bBects To mod characters and character classes! open up 2har2lasses#8ml in a te,t editor of your choice. To mod destructible ob+ects! open up Bb 2lasses#8ml in a te,t editor of your choice. Each character or ob+ect is enclosed in a 2har or =b+ tag! respecti#ely. Each has the follo"ing properties! in order3 1. charname ? the character1s name. First name and last name are delimited by a for"ard slash $e.g. GohnHSmith%! not separated by a space. For characters "ithout a last name! simply lea#e a for"ard slash on the end of the first name $e.g. >hallionH%. *f creating a destructible ob+ect! you can simply lea#e the charname as none. *f you set this to random! the game "ill automatically generate a character name at random using the character1s race and sex attributes. 2. spritetype ? the name used in the spritesheets for this character. $5ince a spiked barricade uses ;arricadeS!iked#!ng for its in-game graphic! its spritetype is ;arricadeS!iked. 5ince <rant 7inter uses the 2ryokineticist sprite set! his spritetype is 2ryokineticist( and so on.% >. race ? the character1s race( used for random name generation and racial item restrictions. C. sex ? the character1s se,( used for random name generation. E. classname ? the character1s class( used for class item restrictions. For destructible ob+ects! this is displayed in-game in lieu of the ob+ect1s name $"hich is al"ays 9none:%. 6. move ? mo#ement type. 2an be either land or flying. I. hurt/article ? "hat kind of particles does this character or emit "hen damagedO This is typically set to S!arksI Stone or :ood( all the particles you can use are listed under the 9particles: attribute under attacks abo#e. J. shadowType ? tells the game "hich image to load for the character or ob+ect1s shado". *f shado"Type is Small! the game "ill load ShadowSmall#!ng out of the =b+ects folder( if ;ig! it "ill load Shadow;ig#!ng( and so on. H. shadowC ? a number used to ad+ust the shado"1s positioning beneath a character or ob+ect. 10. li4htin4 ? custom global lighting #alues that trump the global lighting 2ondition for "hate#er le#el this character or ob+ect spa"ns in. Takes three parameters delimited by commas3 4ed! <reen and Flue #alues. Aust as "ith <lobal ;ighting parameters! these are decimal numbers that can be any"here from 0 to 2.0! "ith 1.0 being 100 color #alue $0!0!0 "ill make the character pitch black( 1.6!1.2!0.I "ill make the character glo" orange( and so on%. Gote3 ;ea#e this blank if you "ant the character to be lit normally8 11. ctr ? counterattack( place the name of an attack that the character or ob+ect kno"s if you "ant it to be able to counterattack "ith it. 21

12. on"eath ? place the name of an attack that you "ant the character or ob+ect to trigger upon death $e.g. E,plode%. This can be any attack! not +ust one that the character ordinarily has a#ailable to use8 1>. de$aultAtkAnim ? "hen a character attacks! the game automatically looks for a custom animation "ith the same name as the attack. *f it can1t find one! it instead loads the defaultAtkAnim. 0ou can find all a#ailable animations in 4ata F 2haracters and 4ata F 2haracters F +ttacks# 'sy attacks tend to reuse the same generic 9casting: animation! so you1ll "ant to stick 2ast in for most psy-hea#y characters. Ge#er use an animation that doesn1t e,ist for defaultAtkAnim( it can free)e the game. *f you aren1t sure! +ust use Rest. 1C. atk* ? defines a starting attack that the character kno"s naturally! "ithout the need for e/uipment. -se the name of an attack that e,ists in +ttacks#8ml. There are eight slots for these( lea#e unused slots blank. 1E. atk2 ? see abo#e. 16. atk@ ? see abo#e. 1I. atkD ? see abo#e. 1J. atkA ? see abo#e. 1H. atkE ? see abo#e. 20. atkF ? see abo#e. 21. atk? ? see abo#e. 22. hp ? ma,imum health. 2>. en ? ma,imum energy. 2C. spd ? speed( the ma,imum number of spaces mo#eable per turn. 2E. ctr8imit ? counter limit( the ma,imum number of counterattacks a character can launch before the start of its ne,t turn. 26. dod4e ? percentage chance to dodge non-6ental attacks( out of 100. 2I. str ? physical strength. 2J. per ? perception. 2H. psy/ ? psy po"er( strength of character1s offensi#e psy. >0. psy" ? psy defense( strength of character1s defensi#e psy. >1. prc2es ? pierce resistance( out of 100. >2. slsh2es ? slash resistance( out of 100. >>. crsh2es ? crush resistance( out of 100. >C. mn2es ? mental resistance( out of 100. >E. ht2es ? heat resistance( out of 100. >6. cd2es ? cold resistance( out of 100. >I. lt2es ? light resistance( out of 100. >J. sh2es ? shado" resistance( out of 100. >H. poi2es ? poison resistance( out of 100. C0. acc ? accuracy( base percentage chance to land the character1s attacks $i.e. assuming that the target has 0 dodge! attacks ha#e no acc6od! and the attacker is not blinded%. =ut of 100. C1. lvl ? the character1s le#el( 0 or higher. -sed for le#el item restrictions. C2. exp ? the character1s e,perience points. $-se a number bet"een 0 and 100.% 22

C>. pushable ? "hether knockback abilities can mo#e the character or ob+ect. 2an be set to either true or false. That1s all you need to do to create a destructible ob+ect or enemy character. To create a character that the player can use! ho"e#er! you1ll need to do one more thing3 add le#eling information. 8evelin4 In$o To add character le#eling info! make sure there1s an P=n;e#el-pLP@=n;e#el-pL tag "ithin the 2har tags. Each =n;e#el-p tag should ha#e the follo"ing properties3 1. charname ? this must match the character1s name from the 2har tag e,actly. 2. hp ? probability of gaining ma,imum health on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. >. en ? probability of gaining ma,imum energy on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. C. ctr8imit ? probability of gaining an e,tra counterattack on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. E. dod4e ? probability of gaining e,tra dodge on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. 6. acc ? probability of gaining e,tra accuracy on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. I. str ? probability of gaining strength on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. J. psy/ ? probability of gaining psy po"er on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. H. psy" ? probability of gaining psy defense on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. 10. prc2es ? probability of gaining pierce resistance on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. 11. slsh2es ? probability of gaining slash resistance on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. 12. crsh2es ? probability of gaining crush resistance on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. 1>. mn2es ? probability of gaining mental resistance on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. 1C. ht2es ? probability of gaining heat resistance on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. 1E. cd2es ? probability of gaining cold resistance on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. 16. lt2es ? probability of gaining light resistance on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. 1I. sh2es ? probability of gaining shado" resistance on le#el up( a number from 0 to 20! "ith a higher number meaning higher probability. To ha#e the character learn ne" attacks upon reaching certain le#els! sticking attack names and le#el numbers into the space bet"een the =n;e#el-p tags! delimited by commas. -sage e,ample3 G-n8evel)p H 5!hoveI2I0eintI@G/-n8evel)p5 "ill cause the character to automatically learn the 5ho#e attack upon reaching le#el 2 and 2>

learn the Feint attack upon reaching le#el >. $&on1t actually use ellipses in your tag( those are +ust standing in for all the properties abo#e in order to sa#e space.% C3 Conditions 2onditions set the starting conditions for a map "hen it is loaded. They can affect anything from global lighting to fog of "ar! permadeath to #ictory conditions. Types o$ Conditions 1. Ally /ass+Throu4h ? one parameter! true or false. $False by default.% *f set to true! characters from the same army "ill be able to mo#e through one another1s spaces. -sage e,ample3 GCondition5Ally /ass+Throu4hItrueG/Condition5 "ill turn on ally pass-through for this battle. 2. Capture Char ? &E524*'T*=G T= 2=6E. >. "elay Maneuvers ? t"o parameters! army number and number of turns. 2auses any A*controlled player in charge of the designated army to automatically skip each of its turns until it has passed the designated turn number. -sage e,ample3 GCondition5"elay ManeuversI*I@G/Condition5 "ill cause the enemy A* controlling army 1 to skip its first three turns. C. "eployment ? one parameter! true or false. $False by default.% *f set to true! the player "ill ha#e the opportunity to drag characters onto the battlefield! and s"ap them around bet"een possible spa"n locations. E. &xploration Mode ? one parameter! true or false. $False by default.% *f set to true! the game makes it so the player1s characters can mo#e continuously "ithout ending the turn. $*t turns off features like undo! rotate and end turn! makes it so none of your characters lose steps "hile mo#ing! and gi#es e#eryone a mo#e range of 10! in addition to automatically turning off Kill-All Mictory $see belo"%. -sage e,ample3 GCondition5&xploration ModeItrueG/Condition5 "ill turn on e,ploration mode in this scene. 6. 0ati4ue ? takes t"o parameters3 army number and starting fatigue level. 5tarting fatigue le#el is a number bet"een 0 and 1 representing the percentage of a character1s ma,imum Energy that "ill be missing at the start of a battle. 5tarting energy le#el is the in#erse of starting fatigue3 0 is 0 fatigue! meaning that the characters in the chosen army "ill start "ith full Energy( 0.> is >0 fatigue! meaning that characters in that army "ill start "ith I0 Energy( 1 is 100 fatigue! "hich means 0 starting Energy( and so on. -sage e,ample3 GCondition50ati4ueI1I13A2G/Condition5 "ill cause army 01s characters to start the battle "ith CJ Energy. I. 0o4 o$ ar ? one parameter! true or false. $False by default.% *f set to true! the battlefield "ill be co#ered by a fog of "ar. -sage e,ample3 GCondition50o4 o$ arItrueG/Condition5 "ill turn on fog of "ar for this battle. J. (lobal 8i4htin4 ? one parameter! name of lighting !reset( if 92ustom: is used as the lighting preset name! there are three e,tra parameters3 redI green and blue "ith #alues bet"een 0 and 1. A#ailable global lighting presets include3 2ave 4aylight 4awn 2C

6vening -rayscale .ndoors $default% Lava4ark LavaLight =ight Bvercast Se!ia -sage e,ample3 GCondition5(lobal 8i4htin4IJi4htG/Condition5 "ill cause the battlefield to be lit as if it "ere nighttime. -sage e,ample3 GCondition5(lobal 8i4htin4ICustomI13FI13FI*G/Condition5 "ill reduce red and green #alues by >0 across the battlefield! causing e#erything to be lit dark blue. H. ;ill+All 9ictory ? one parameter! true or false. $True by default.% *f set to false! the game "ill not end the battle as soon as it detects that no enemies remain on the battlefield. 10. Jew Army ? three parameters! army nameI human or 27(I and army color. Each of these parameters is a string. For human or 27(I "rite Duman or 2'-( any other #alue for this parameter "ill be interpreted as establishing a 2'- player. For a#ailable army colors! see !et Army Color belo". Gote3 *f this is the first Ge" Army condition in the map! it "ill apply to army 2( the ne,t Ge" Army condition "ill create settings for army >! and so on. -sage e,ample3 GCondition5Jew ArmyIThe (reen 6untersI6umanI(reenG/Condition5 "ill create a ne" army called The <reen Dunters( the army "ill be human-controlled! and characters in this army "ill use a <reen team color palette. 11. /ermadeath ? one parameter! true or false. $True by default.% *f set to false! characters that reach 0 health "ill automatically come back in the next scene3 12. /ost+#attle 8ootin4 ? one parameter! true or false. $False by default.% *f set to true! the game "ill check for any loose item sacks lying around as soon as the battle ends. *f it finds one or more! if the player "on and it1s a campaign battle! the game "ill enter e,ploration mode "ith a prompt to the player to grab loot and then click the ;ea#e Fattlefield button in the Actions 6enu. 1>. /rotect Char ? t"o parameters! army number and name of character to !rotect. The designated army must protect the named character throughout the battle. *f the named character dies! the designated army "ill lose the battle immediately8 -sage e,ample3 GCondition5/rotect CharI1ICaptain "uddlyG/Condition5 "ill make it so the player loses if 2aptain &uddly dies. -sage e,ample3 GCondition5/rotect CharI*I(eneral &vilG/Condition5 "ill make it so the enemy loses if <eneral E#il dies. 1C. !et Army Alliance ? t"o parameters! army number and name of alliance. The designated army becomes a member of the named alliance. To ally t"o or more armies! +ust set each of them to the same alliance. -sage e,ample3 GCondition5!et Army AllianceI1IImperialsG/Condition5 and GCondition5!et Army AllianceI2IImperialsG/Condition5 "ill ally armies 2E

0 and 2 under the alliance name 9*mperials.: 1E. !et Army Color ? t"o parameters! army number and name of color. The designated army1s color is changed to the color in the second parameter. 2olor names the game "ill accept include3 Red ;lue -reen Jellow 9iolet 7ink Brange :hite ;lack 16. !et Army Jame ? t"o parameters! army number and name of army. The designated army1s name is changed to the name in the second parameter. -sage e,ample3 GCondition5!et Army JameI1I&mmaKs 2aidersG/Condition5 "ill rename army 0 to 9Emma1s 4aiders.: 1I. !pace #onus ? t"o or more parameters! y !ositionI 8 !ositionI and an unlimited number of additional parameters specifying stat bonuses or penalties for characters "ho stand on that space. E#ery 2 parameters you add on after the first t"o specifies an additional bonus or penalty3 the third @ fifth @ se#enth etc. "ill be the name of the stat! and the fourth @ si,th @ eighth etc. "ill be the amount of the bonus @ penalty. 5tat name the game "ill accept for purposes of bonuses and penalties include3 7erce!tion Strength 7sy 7ower 7sy 4efense +ccuracy 4odge Resistance ? affects e#ery type of resistance simultaneously. Slash Res# 7ierce Res# 2rush Res# $ental Res# 5eat Res# 2old Res# Shadow Res# Light Res# 7oison Res# -sage e,ample3 GCondition5!pace #onusIDIEI"od4eI*1I/ierce 2es3I*1I!tren4thI+*G/Condition5 "ill cause the space C from the top of the map and 6 right from the left edge to gi#e "hate#er character stands on it a 1 point 5trength penalty! but Q10 to &odge percentage and Q10 to 'ierce 4esistance percentage. 26

1J.

eather ? one parameter! weather ty!e. 2reates a "eather o#erlay of the chosen type. A#ailable "eather types include3 Rain Snow 1ire 6mbers 7ollen -sage e,ample3 GCondition5 eatherI0ireG/Condition5 "ill cause fiery sparks to rain do"n from the sky. -sage e,ample3 GCondition5 eatherI&mbersG/Condition5 "ill cause fiery embers to float up"ards.

"3 "ialo4 2haracter dialog occurs "ithin maps $though it can also be stored in 7ersistent4ialog#8ml%. To edit dialog! use the map editor and enter 9Edit &ialog: mode by pressing the speech bubble icon. &ialog in a map is organi)ed into distinct con#ersations! each "ith its o"n dialog trigger. 4ight-click an empty spot in the dialog map to create a ne" con#ersation branch. To edit a con#ersation branch! left-click the bo, that represents it. An edit "indo" "ill open. *n the "indo"! you can3 1. 2hange the trigger and trigger parameters. Gote3 all branches in a con#ersation must share the same trigger and trigger parameters. *f you change the trigger or trigger parameters for one branch in a con#ersation! the editor "ill stick that branch on the end of a ne" con#ersation8 2. 2hange the name of the speaker. >. 2hange the body of te,t dialog. C. Add! edit! or remo#e scripted Actions. Actions are little scripts that can be placed on a con#ersation branch to make different things happen in the game "hen the player reaches that branch. Types of Actions are listed belo". E. Add! edit! or remo#e 4eplies. 4eplies determine "hat happens "hen the player clicks to continue the con#ersation. *f there is only one reply! it "on1t be displayed #isually in the con#ersation( if there is more than one reply! all replies "ill be displayed for the player to select from. 7hen you1re finished editing! +ust close the edit "indo"( your changes "ill be reflected in the dialog map. !pecial Characters in "ialo4 Text 1. typing ++ "ill create an em dash $a single! long dash that looks like this3 . % 2. typing +J+ "ill skip a couple of lines to start a ne" paragraph >. typing +JJ+ "ill skip four lines C. typing +T)2J+ "ill display the total number of player turns passed! counting each player1s turn indi#idually. $This corresponds to the turn parameter in an =nTurn trigger.% E. typing +0)88T)2J+ "ill display the total number of times that e#ery player on the battlefield has gone. 6. typing +9A8:#lah+ "ill replace 9Flah: "ith the #alue of a custom #ariable( ob#iously! you1ll be typing the name of an actual custom #ariable there! not Flah $unless you 2I

created a #ariable named Flah for some reason%. *f you ha#en1t set a #ariable by that name yet! the game "ill +ust display a 0 by default. This special character can be used in 4eplies and Actions as "ell. -sage e,ample3 Cou have +9A8:Money+ 4old le$t3 "ill read as 90ou ha#e N gold left!: "here N is the #alue of the custom #ariable 6oney. *f 6oney is currently EE! for instance! the dialog "ill read 90ou ha#e EE gold left.: I. typing +!T2:#lah+ "ill replace 9Flah: "ith the string stored under that custom #ariable name. This special character can be used in 4eplies and Actions as "ell. -sage e,ample3 e are allied with +!T2:Ally+3 "ill read as 97e are allied "ith N!: "here N is the string stored in the custom #ariable Ally. *f Ally is currently storing 9The 4esistance:! the dialog "ill read 97e are allied "ith The 4esistance.: J. typing +!TAT:Character JameI!tat+ "ill replace 92haracter Game!5tat: "ith the #alue of the named stat for the named character. 0ou can use e#ery stat supported by the I$!tat(oTo action for this( see I$!tat(oTo belo". *f the game can1t find the named character on the battlefield or you don1t correctly type the name of an actual stat! the game "ill +ust display a 0 by default. This special character can be used in 4eplies and Actions as "ell. -sage e,ample3 &mma has +!TAT:&mma !triderI!lash 2es3+L resistance to !lash dama4e "ill read as 9Emma has N resistance to 5lash damage!: "here N is Emma 5trider1s current 5lash 4esistance. *f her 5lash 4esistance is currently 10! for instance! the dialog "ill read 9Emma has 10 resistance to 5lash damage.: Types o$ Tri44ers 1. -nTurn ? takes one parameter! a positi#e integer. 2auses dialog to trigger at the #ery start of the turn represented by the parameter. -sage e,ample3 -nTurn 1 "ill cause the con#ersation to trigger at the start of turn 0 $i.e. at the #ery beginning of the battle! before the player mo#es%( -nTurn * "ill cause the con#ersation to trigger at the start of turn 1 $i.e. before the second player mo#es for the first time%. 2. -nTalk ? this allo"s for a player-triggered con#ersation. *t takes t"o parameters3 the names of t"o characters. 7hen one character is ad+acent to the other! the Talk option "ill appear in the actions bo,. *f the player clicks it! it "ill trigger the con#ersation. )sa4e example: -nTalk &mma !triderI(rant inter "ill cause the game to present the Talk option "hen these characters are ad+acent. *f the player clicks Talk! the associated con#ersation "ill begin. >. -n2eachin4!pace ? this triggers a con#ersation as soon as a character reaches a defined space on the battlefield. *t takes bet"een t"o and four parameters3 the 0 coordinate! the N coordinate! the name of "hich character must trigger the con#ersation $if it can only be triggered by a particular character%! and the team number of the character "ho must trigger the con#ersation $if it can only be triggered by a character of a particular team%. Gote3 if you "ant to make it so only destructible ob+ects can trigger the con#ersation! set the re/uired team number to HH( if you "ant to make so only characters $not destructible ob+ects% can trigger the con#ersation! set it to -HH. )sa4e example: -n2eachin4!pace DIE "ill trigger the con#ersation "hen 2J

any character ends a mo#e on the coordinates C!6. )sa4e example: -n2eachin4!pace DIEI&mma !trider "ill trigger the con#ersation "hen Emma 5trider $and only Emma 5trider% ends a mo#e on the coordinates C!6. )sa4e example: -n2eachin4!pace DIEII1 "ill trigger the con#ersation "hen any character on team 0 $the player1s team% ends a mo#e on the coordinates C!6. C. -nCharAttacked ? displays some dialog right before an attack is e,ecuted. This takes either t"o or three parameters! depending on "hether you "ant to trigger dialog "hen a specific named character is attacked! or "hen a class of character or ob+ect is attacked. To trigger dialog "hen a uni/ue! named character is attacked! use t"o parameters3 turn number and character name! including spaces. $This is "hat you1ll use for boss taunts3 90ou think you can hurt meO ;aughable8: and such.% To trigger dialog "hen a certain type of ob+ect is attacked! use three parameters3 turn number! the "ord =one! and the triggering classGame. *f you "ant the dialog to trigger on any turn "here the specified character or class of character is attacked! make sure to -1 for the turn number parameter8 -sage e,ample3 -nCharAttacked +*IJoneIChair "ill trigger the con#ersation as soon as a player clicks to attack a chair $it doesn1t matter "hich chair%( -nCharAttacked +*I(eneral 9ile "ill trigger the con#ersation as soon as the player clicks to launch an attack against <eneral Mile. E. -nChar"eath ? takes either t"o or three parameters! depending on "hether you "ant to trigger dialog upon the death of a specific named character! or on the destruction of a class of character or ob+ect. To trigger dialog on the death of a uni/ue! named character! use t"o parameters3 turn number and character name! including spaces. $This is "hat you1ll use for death monologues3 9;o! * ha#e been slain8: and such.% To trigger dialog on the destruction of something "ith a gi#en class name! use three parameters3 turn number! the "ord =one! and the triggering classGame. *f you "ant the dialog to trigger on any turn "here the specified character or class of character dies! make sure to -1 for the turn number parameter8 -sage e,ample3 -nChar"eath +*IJoneI#arrel "ill trigger the con#ersation as soon as a barrel is destroyed( -nChar"eath +*I:im 0rancis "ill trigger the con#ersation as soon as the character named Aim Francis is killed. 6. -n!tat ? takes four parameters3 the name of a character! the name of a stat! a mode of comparison! and a numerical amount. This checks to see if the #alue of the character1s stat falls "ithin the range indicated by the mode of comparison and the amount( if it does! the con#ersation is triggered. The stat name can be any of the stat names listed under I$!tat(oTo belo". The comparison mode can be any of the follo"ing3 R $check for an e,act match bet"een stat #alue and amount% g $check if stat #alue is greater than amount% l $check if stat #alue is less than amount% gR $check if stat #alue is greater than or e/ual to amount% lR $check if stat #alue is less or e/ual to than amount% -sage e,ample3 -n!tat :im 0rancisI8evelIMI2 "ill trigger the con#ersation as soon as it detects that Aim Francis is le#el 2. 2H

I. -n9al N takes three parameters3 the name of a pree,isting custom #ariable! a mode of comparison! and a numerical amount. This checks to see if the #alue of the custom #ariable falls "ithin the range indicated by the mode of comparison and the amount( if it does! the con#ersation is triggered. The comparison mode can be any of the follo"ing3 R $check for an e,act match bet"een #ariable #alue and amount% g $check if #ariable #alue is greater than amount% l $check if #ariable #alue is less than amount% gR $check if #ariable #alue is greater than or e/ual to amount% lR $check if #ariable #alue is less or e/ual to than amount% -sage e,ample3 -n9al 2eputationI4MI*1 "ill trigger the con#ersation if it detects that the custom #ariable 4eputation e,ists and has a #alue of greater than or e/ual to 10. J. -nChar!elect ? if no parameters are specified! it "ill trigger the con#ersation as soon as the player selects any character. H. -nMoveComplete ? if no parameters are specified! it "ill trigger the con#ersation as soon as the player finishes mo#ing any character to any space. 10. -nAttack!elect ? if no parameters are specified! it "ill trigger the con#ersation as soon as any character selects an attack. 2epetitions 1. Fy default! a con#ersation can only be triggered a single time per scene( after it1s run! the con#ersation "ill not trigger again. 2. To make a con#ersation repeatable! open up the N6; file containing your dialog and add an r attribute to the #ery first branch of the con#ersation. 5et it to the number of times you "ant the con#ersation to be able to repeat. *f you "ant the con#ersation to be repeated "ithout limit! set r to any integer less than 1 $0! -1! etc.% -sage e,ample3 G"ialo4 branchMO1O rMO@O5 "ill allo" the player to trigger that con#ersation up to three times during the scene. Types o$ Actions 1. Add/ortrait ? this adds a character portrait to the screen. Add'ortrait has three re/uired parameters3 'ortrait Game! 'ortrait Filename! and Facing. 'ortrait Game can be anything you "ant( this "ill be the "ord or phrase you use to mo#e or remo#e the portrait later( 'ortrait Filename must be the name of the image file! minus the #!ng file e,tension( and Facing must be either right or left! indicating the direction the character portrait "ill face. *n addition to the re/uired parameters! there are three additional! optional parameters3 'alette! 'lus 0 and 'lus N. 'alette can be set to any army color $for a#ailable army colors! see !et Army Color in 2onditions%( if not set to any #alid army color! the portrait "ill use the Miolet army palette. 'lus 0 and 'lus N each take an integer #alue( they shift the portrait1s starting position the designated number of pi,els #ertically and hori)tonally! respecti#ely. -sage e,ample3 Add/ortrait !arn ;aminaI8i7ardmanP0Iri4htI2edI1I*A1 "ill load Li<ardman@1#!ng as a ne" portrait under the name Sarn! and the portrait "ill face right. *t "ill be positioned 1E0 pi,els to the right of its default position. 2. Add-bBective2eticle ? this adds a #isual indicator to "hate#er space you specify on the battlefield. Add=b+ecti#e4eticle has three parameters3 0 coordinate! N coordinate! >0

>.

C.

E.

6.

I.

and 2olor in he,idecimal format. -sage e,ample3 Add-bBective2eticle DI2I1x000000 "ill place a "hite ob+ecti#e reticle onto the battlefield C spaces from the top and 2 spaces from the left. Add!tatus ? this attempts to gi#e a status effect to a named character. There are three parameters3 the character1s including spaces( the status effect to gi#e( and the elemental resistance that applies. Gote3 to ha#e a status effect take hold automatically "ithout checking character resistance! use +uto+dd as the string #alue for the elemental resistance parameter. -sage e,ample3 Add!tatus Claude MannI#urnin4I6eat "ill check for a character named 2laude 6ann.if it finds him! it "ill use his Deat resistance to determine if he gains Furning status! +ust as if he "ere hit "ith a Deat attack. -sage e,ample3 Add!tatus Claude MannI#urnin4IAutoAdd "ill check for a character named 2laude 6ann.if it finds him! he "ill gain Furning status automatically regardless of his resistances. Add!tatusAt ? this attempts to gi#e a status effect to a character at a specified set of battlefield coordinates( if it finds a character at those coordinates! it then checks to see if the character gains the named status effect as if it it had been the target of a skill. There are four parameters3 the 0 coordinate! the N coordinate! the status effect to gi#e! and the elemental resistance that applies. Gote3 to ha#e a status effect take hold automatically "ithout checking character resistance! use +uto+dd as the string #alue for the elemental resistance parameter. -sage e,ample3 Add!tatusAt EIDI#urnin4I6eat "ill check for a character at the coordinates 6 ! C.if it finds one! it "ill use the character1s Deat resistance to determine if he@she gains Furning status! +ust as if the character "ere hit "ith a Deat attack. -sage e,ample3 Add!tatusAt EIDI#urnin4IAutoAdd "ill check for a character at the coordinates 6 ! C.if it finds one! that character "ill gain Furning status automatically. AddText-verlay ? this adds a te,t o#erlay at the top of the screen. There is one parameter3 the te,t to be contained in the o#erlay. -sage e,ample3 AddText-verlay "e$eat (eneral 9ileQ "ill cause a te,t o#erlay to appear at the top of the screen "ith the te,t 9&efeat <eneral Mile8: Assi4n!peakerAtCoords ? this mo#es the camera to a specified set of battlefield coordinates( if it finds a character at those coordinates! it then highlights that character as if that character "ere the speaker. There are t"o parameters3 the 0 coordinate! and the N coordinate. This is recommended for dialog among specific enemy characters "ithout uni/ue names. Chan4eCharClass ? this changes the class name used by the named character! as "ell as changing its sprite. There are three parameters3 the character1s name! including spaces( the name of the class sprites you "ant to start using( and the name of the class as it is displayed in the game. 2hange2har2lass is used to accomplish unit class promotions! or for a more dramatic class change. *t "ill "ork only if the character is present on the battlefield8 >1

-sage e,ample3 Chan4eCharClass Claude MannICavalryIMantis ;ni4ht "ill cause the character named 2laude 6ann to become a 6antis Knight that uses 2a#alry sprite sheets. J. Chan4eCondition ? any battlefield condition you can set "ith a condition tag! you can change using this Action. -se the same parameters as you "ould defining the condition initially. -sage e,ample3 Chan4eCondition eatherI2ain "ill cause the map1s "eather to change to rain. -sage e,ample3 Chan4eCondition 0o4 o$ arItrue "ill turn on fog of "ar. H. Check0orMore"ialo4 ? this checks for more dialog /ueued up! then ends the con#ersation immediately if there isn1t. $5ee the End2on#*mmediately action belo"( compare "ith the reply type by the same name.% 2heckFor6ore&ialog is used "ith character death monologues! since multiple characters "ith their o"n death monologues can suffer mortal "ounds in a single attack. 10. ClearInv ? remo#es all items from a character1s in#entory. There is one parameter3 the name of the character "hose in#entory you "ant to clear! including spaces. 11. Clear8evel)pAttacks ? clears all attacks that a character is set to learn upon le#eling up in the future. There is one parameter3 the name of the character "hose list of le#el-up attacks you "ant to clear! including spaces. 12. Clear-bBective2eticle ? this remo#es the ob+ecti#e reticles $see Add-bBective2eticle% from "hate#er space you specify on the battlefield. 2lear=b+ecti#e4eticle has t"o parameters3 0 coordinate and N coordinate. 1>. Clear/ortraits ? this remo#es all character portraits from the screen. Go parameters. 1C. "ismissChar ? this remo#es a character from the player1s army roster. There is one parameter3 the name of the character to dismiss! "ith a colon delimiting the first and last name. $6ake sure you use a colon and not a space8% The reason the name is delimited here rather than typed out "ith spaces is because the game looks directly into the 2har2lasses#8ml file "hen it spa"ns characters on your team( "here you see a for"ard slash separating character names in the 2har2lasses#8ml file! +ust use a colon instead. -sage e,ample3 "ismissChar Claude:Mann "ill cause the character named 2laude 6ann to be remo#ed from the player1s army roster. 1E. &ndConvImmediately ? this is a #ery important action "ith a #ery specific purpose3 it allo"s you to run scripts "ithout e#er displaying character dialog to the player8 End2on#*mmediately closes the dialog screen immediately! "ithout "aiting for the player to click. There are no parameters. *f you e#er "ant scripts to be run at the end of a con#ersation! after the player has clicked the final reply! you must use a Ge"Franch reply and direct it to a dummy dialog branch containing any actions you "ant to run! plus an End2on#*mmediately action. -sage e,ample3 5uppose "e "ant to ha#e a character lea#e the battlefield right after the end of a con#ersation. 7e can1t +ust use an End2on# reply and a 4emo#e2har action on the last branch to accomplish this! since the action "ill run as soon as the branch is reached! causing the character to lea#e prematurely. *nstead! "e must add one e,tra branch "ith 4emo#e2har and >2

End2on#*mmediately! then use a Ge"Franch reply to direct us there. From the player1s perspecti#e! the character "ill lea#e and the con#ersation "ill end simutaneously the moment he clicks8 16. 0lush"eath.ueue ? "hen a con#ersation is triggered by =n2har&eath! the character$s% or ob+ect$s% "hose death triggered the con#ersation "ill remain on the battlefield. -se this action to remo#e any characters or ob+ects /ueued up for death from the battlefield. Gote3 do not use this action unless and until you are certain that any dying characters in#ol#ed in the con#ersation "on1t ha#e any further lines of dialog8 1I. (ive&xp ? gi#es a named character a specified amount of e,perience points. There are t"o parameters3 the character1s name! including spaces( and the amount of e,perience points to gi#e that character. *f the character1s e,perience points go o#er 100! the character "ill le#el up right then and there. *f the character is not present on the battlefield! nothing "ill happen using this action. 1J. (iveItem ? spa"ns an item directly in the named character1s in#entory. There are t"o parameters3 the character1s name! including spaces( and the name of the item to spa"n. *f the item is e/uippable and you "ant the character to auto-e/uip the item! include a third parameter #alue3 e"ui!. *f you "ant to spa"n the item in the 2ommon *n#entory instead of in the in#entory of a particular character! use 2ommon .nventory as the #alue of the first parameter. Gote3 if you call (iveItem during a static cut scene! it "ill not "ork unless you use 2ommon .nventory as the #alue of the first parameter. -sage e,ample3 (iveItem Common InventoryI#anda4es "ill spa"n Fandages in the 2ommon *n#entory. -sage e,ample3 (iveItem &mma !triderI!teel #ladeIequip "ill spa"n a 5teel Flade in Emma 5trider1s in#entory and e/uip her "ith it. 1H. (oTo ? immediately s"itch to a different branch in the con#ersation. There is only one parameter3 the branch to s"itch to. 20. I$(one(oTo ? s"itch to a different con#ersation branch if a certain named character is not present on the battlefield. There are t"o parameters to the *f<one<oTo action3 name of the character to check for! including spaces( and branch. Gote3 if this action returns true! the dialog "ill proceed to the named branch immediately! skipping any remaining actions in this branch8 -sage e,ample3 I$(one(oTo :im 0rancisI2 "ill s"itch the con#ersation to branch 2 if the game detects that no character named Aim Francis is present on the battlefield. 21. I$(one2un ? e,actly like *f<one<oTo! but runs a script instead of going to a ne" branch. The parameters are identical to those in *f<one<oTo e,cept for the last! "hich should be the name of the script to run instead of the branch to go to. Gote3 unlike "ith the 9<oTo: #ariant!: if this action returns true! the remaining actions in the branch will still run. 22. I$Item(oTo ? s"itch to a different con#ersation branch if a certain item is present in one or more characters1 in#entories. There are four parameters to the *f*tem<oTo action3 Game of the 2haracter "hose in#entory the game "ill check! Game of the *tem to check for! "hether the item has to be e/uipped! and the branch to go to if the item is found. >>

0ou can use +nyone for the character name parameter to ha#e the game check the in#entories of e#ery character in Army 0. Gote3 if this action returns true! the dialog "ill proceed to the named branch immediately! skipping any remaining actions in this branch8 )sa4e example: I$Item(oTo :im 0rancisI#inocularsI$alseI2 "ill s"itch the con#ersation to branch 2 if the game detects that Aim Francis is present on the battlefield and has Finoculars in his in#entory. )sa4e example: I$Item(oTo AnyoneI0ire !wordItrueI*2 "ill s"itch the con#ersation to branch 12 if the game detects that any character in Army 0 has a Fire 5"ord e/uipped. 2>. I$Item2un ? e,actly like *f*tem<oTo! but runs a script instead of going to a ne" branch. The parameters are identical to those in *f*tem<oTo e,cept for the last! "hich should be the name of the script to run instead of the branch to go to. Gote3 unlike "ith the 9<oTo: #ariant!: if this action returns true! the remaining actions in the branch will still run. 2C. I$-nCoords2un ? checks to see if characters are on a particular space during a con#ersation( if a match is found! the game runs a script. This action has four parameters3 character name! 0 coordinate! N coordinate! and script name. *f the named character is at the battlefield coordinates you specified! the named script is run. Gote3 you can also specify =B@B=6 for the first parameter! in "hich case the game checks to see if the space is entirely empty--if it is! then the named script is run( or +=J@B=6! in "hich case it1ll count any character on the space. )sa4e example: I$-nCoords2un J-P-J&IEIDIMove To E D "ill run the script named $ove >o 6 * if it detects no characters on the space 6 do"n from the top of the map and C right of the left edge of the map. 2E. I$!tat(oTo ? s"itch to a different con#ersation branch if one of a character1s stats has a certain #alue. There are fi#e parameters to the *f5tat<oTo action3 2haracter Game "ith spaces! 5tat Game! mode of comparison! amount! and branch. 2haracter name tells the game "hose stats to look at( stat name tells the game "hich stat to compare( mode of comparison tells the game ho" to compare the stat1s #alue to the amount( amount tells it "hat to compare the custom #ariable to( and branch tells it "hich con#ersation branch to s"itch to if the game finds a match. The comparison mode can be any of the follo"ing3 R $check for an e,act match bet"een #ariable #alue and amount% g $check if #ariable #alue is greater than amount% l $check if #ariable #alue is less than amount% gR $check if #ariable #alue is greater than or e/ual to amount% lR $check if #ariable #alue is less or e/ual to than amount% The stat name can be any of the follo"ing3 +rmy ? the army number of the army the character belongs to $0 for the player1s army! 1 for the enemy! etc.% Level 68! - e,perience points. 4amage - health lost. 5ealth - current health. >C

$a8 5ealth S 4rain - energy belo" ma,imum. 6nergy - current energy. $a8 6nergy S Strength S 7sy 7ower S 7sy 4efense S Ste!s Left - steps remaining that character can mo#e. S!eed S +ccuracy S 4odge S 2ounter Limit S - ma,imum number of counterattacks a character can perform per turn. 7erce!tion S - spaces the character can see through fog of "ar. 7ierce Res# S Slash Res# S 2rush Res# S $ental Res# S 5eat Res# S 2old Res# S Light Res# S Shadow Res# S 7oison Res# K 4one - 0 if a character can still act! 1 if it can1t. $*f it1s another player1s turn! then this is a legacy #alue from the character1s o"ner1s last turn.% +ttacked - 0 if character hasn1t launched an attack of type TEndTurnT or T2an6o#eT since start of character1s last turn! and 1 if character has. $T-nlimitedT attacks don1t affect this stat.% 2ountered - number of counterattacks launched since start of character1s last turn. For any stat isted abo#e "ith an asterisk on the end! you can append ;+S6 to the front of it to get the stat1s base #alue $i.e. ignoring temporary modifiers from items or other buffs%. Gote3 if this action returns true! the dialog "ill proceed to the named branch immediately! skipping any remaining actions in this branch8 -sage e,ample3 I$!tat(oTo Claude MannI!tren4thIlI*1I2 "ill s"itch the con#ersation to branch 2 if it detects that the character named 2laude 6ann is present on the battlefield and has a 5trength of less than 10. -sage e,ample3 I$!tat(oTo Claude MannI#A!& !tren4thI4IAIF "ill s"itch the con#ersation to branch I if it detects that the character named 2laude 6ann is present on the battlefield and has a 5trength greater than E! ignoring any items or other effects "hich may ha#e gi#en him a temporary 5trength boost @ penalty. 26. I$!tat2un ? e,actly like *f5tat<oTo! but runs a script instead of going to a ne" branch. >E

The parameters are identical to those in *f5tat<oTo e,cept for the last! "hich should be the name of the script to run instead of the branch to go to. Gote3 unlike "ith the 9<oTo: #ariant!: if this action returns true! the remaining actions in the branch will still run. 2I. I$!trin4(oTo ? s"itch to a different con#ersation branch if a string custom #ariable has a certain #alue. There are three parameters to the *f5tring<oTo action3 Mariable Game! 5tring and Franch. Mariable Game tells the game "hat custom string #ariable to check( 5tring tells it "hat to look for( and Franch tells it "hich con#ersation branch to s"itch to if the game finds a match. Gote3 if this action returns true! the dialog "ill proceed to the named branch immediately! skipping any remaining actions in this branch8 -sage e,ample3 I$!trin4(oTo ChoseTrainin4IMentalID "ill s"itch the con#ersation to branch C if it detects that the custom string #ariable 2hose>raining is currently set to $ental. $5ee !et!trin4.% 2J. I$!trin42un ? e,actly like *f5tring<oTo! but runs a script instead of going to a ne" branch. The parameters are identical to those in *f5tring<oTo e,cept for the last! "hich should be the name of the script to run instead of the branch to go to. Gote3 unlike "ith the 9<oTo: #ariant!: if this action returns true! the remaining actions in the branch will still run. 2H. I$9al(oTo ? s"itch to a different con#ersation branch if a numerical custom #ariable has a certain #alue. There are four parameters to the *fMal<oTo action3 Mariable Game! 6ode of 2omparison! Amount! and Franch. Mariable Game tells the game "hat custom #ariable to compare( 6ode of 2omparison tells the game ho" to compare the #ariable1s #alue to the amount( Amount tells it "hat to compare the custom #ariable to( and Franch tells it "hich con#ersation branch to s"itch to if the game finds a match. The comparison mode can be any of the follo"ing3 R $check for an e,act match bet"een #ariable #alue and amount% g $check if #ariable #alue is greater than amount% l $check if #ariable #alue is less than amount% gR $check if #ariable #alue is greater than or e/ual to amount% lR $check if #ariable #alue is less or e/ual to than amount% Gote3 if this action returns true! the dialog "ill proceed to the named branch immediately! skipping any remaining actions in this branch8 -sage e,ample3 I$9al(oTo MoneyIlI*11I2 "ill s"itch the con#ersation to branch 2 if it detects that the custom #ariable 6oney e,ists and has a #alue of less than 100. $5ee !et9al.% >0. I$9al2un ? e,actly like *fMal<oTo! but runs a script instead of going to a ne" branch. The parameters are identical to those in *fMal<oTo e,cept for the last! "hich should be the name of the script to run instead of the branch to go to. Gote3 unlike "ith the 9<oTo: #ariant!: if this action returns true! the remaining actions in the branch will still run. >1. I$9als(oTo ? this is e8actly like *fMal<oTo abo#e! but it compares t"o custom #ariables instead of comparing a single #ariable against a fi,ed #alue. There are four parameters to the *fMals<oTo action3 #ariable name! mode of comparison! second #ariable name! and branch. >6

Gote3 if this action returns true! the dialog "ill proceed to the named branch immediately! skipping any remaining actions in this branch8 -sage e,ample3 I$9als(oTo MoneyI4MICostIA "ill s"itch the con#ersation to branch E if it detects that the custom #ariable 6oney e,ists and has a #alue greater than or e/ual to a second custom #ariable! 2ost. >2. I$9als2un ? e,actly like *fMals<oTo! but runs a script instead of going to a ne" branch. The parameters are identical to those in *fMals<oTo e,cept for the last! "hich should be the name of the script to run instead of the branch to go to. Gote3 unlike "ith the 9<oTo: #ariant!: if this action returns true! the remaining actions in the branch will still run. >>. ;illChar ? this kills the named character instantly. There is one parameter3 the name of the character to kill. $2ompare "ith 4emo#e2har! belo".% -sage e,ample3 ;illChar :im 0rancis "ill cause the character named Aim Francis to die. >C. 8ock ? this looks for a door at a specified set of battlefield coordinates( if it finds a door at those coordinates! it closes and locks it. There are t"o parameters3 the 0 coordinate! and the N coordinate. >E. MoveCam ? instead of focusing on the speaker! this mo#es the camera to a specified set of battlefield coordinates during a gi#en branch of dialog. There are t"o parameters3 the 0 coordinate! and the N coordinate. -sage e,ample3 MoveCam AI? "ill focus the camera on the space E ro"s do"n from the top and J columns right from the left side of the battlefield. >6. MoveChar ? this mo#es the named character to coordinates of your choice. There are three parameters3 the name of the character to mo#e! including spaces( the 0 coordinate to mo#e to( and the N coordinate to mo#e to. -sage e,ample3 MoveChar :im 0rancisIAI? "ill cause the character named Aim Francis to automatically mo#e from his current position to the space E ro"s do"n from the top and J columns right from the left side of the battlefield. >I. Move/ortrait ? this mo#es a character portrait across the screen. 6o#e'ortrait has three re/uired parameters3 0 to 6o#e! N to 6o#e! and Gumber of Frames. 0 to 6o#e determines the number of pi,els to mo#e #ertically( N to 6o#e determines the number of pi,els to mo#e hori)ontally( and Gumber of Frames is ho" many frames the portrait should take to complete mo#ing. >J. Jew!cene ? this +umps to a ne" battle or cut scene. *t has one parameter3 the name of the scene to +ump to. >H. -penInv ? this opens the 2ommon *n#entory menu. *t has one parameter3 the name of the character currently accessing the 2ommon *n#entory. $*f you "ant to display the entire team for purposes of s"apping items into and out of the 2ommon *n#entory! use :5BL6@>6+$ for the parameter #alue.% C0. /layAnim ? has a named character play a specified animation. There are t"o parameters3 the character1s name! including spaces( and the name of the animation. *f the character is not present on the battlefield! nothing "ill happen using this action. *f the character is present but does not ha#e the named animation! the character "ill play his or her default skill animation instead. C1. /layMusic ? this silences the music currently playing and begins playing a ne" track of your choice. There is one parameter3 the name of the musical track to play. >I

Gote3 to simply silence "hate#er music is playing! use =one as the parameter. -sage e,ample3 /layMusic Tacticians"uel "ill silence the current music track and begin playing the song 9Tacticians1 &uel.: -sage e,ample3 /layMusic Jone "ill silence the current music track "ithout playing any other music. C2. /lay!ound ? this plays a one-shot sound effect "hen the con#ersation reaches the current branch of dialog. There is one parameter3 the name of the sound file to play! minus the mp> e,tension. -sage e,ample3 /lay!ound menu!elect "ill play the menuSelect#m!3 file "ithin &ata L 5ounds. C>. 2ecruitChar ? this adds a ne" character to the player1s army roster. There is one parameter3 the name of the character to recruit! "ith a colon delimiting the first and last name. $6ake sure you use a colon and not a space8% The reason the name is delimited here rather than typed out "ith spaces is because the game looks directly into the 2har2lasses#8ml file "hen it spa"ns characters on your team( "here you see a for"ard slash separating character names in the 2har2lasses#8ml file! +ust use a colon instead. -sage e,ample3 2ecruitChar :enni$er:0aust "ill cause the character named Aennifer Faust to be added to the player1s army roster. CC. 2emoveChar ? this remo#es the named character from the battlefield. There is one parameter3 the name of the character to remo#e. 2haracters remo#ed "ith a 4emo#e2har action are not considered dead( they ha#e merely left the battle! like actors obeying a direction to 9E,it 5cene.: $2ompare "ith Kill2har! abo#e.% -sage e,ample3 2emoveChar :im 0rancis "ill cause the character named Aim Francis to lea#e the battle. CE. 2emove0romCoords ? if a character is found at the coordinates specified! that character is remo#ed from the battlefield $see 4emo#e2har abo#e%. There are t"o parameters3 the 0 coordinate! and the N coordinate. -se this action for remo#ing "alls! doors! and other destructible ob+ects. -sage e,ample3 2emove0romCoords AI? "ill cause any character or ob+ect on the space E ro"s do"n from the top and J columns right from the left side of the battlefield to lea#e the battle. C6. 2emove(low ? remo#es the selection glo" from "hate#er character currently has it. There are no parameters. CI. 2emoveItem ? une/uips and remo#es an item from the named character1s in#entory. There are t"o parameters3 the character1s name! including spaces( and the in#entory position of the item to remo#e. *f you "ant to remo#e the item from the 2ommon *n#entory instead of in the in#entory of a particular character! use 2ommon .nventory as the #alue of the first parameter. 0ou can see the numerical position of an item by looking at a character1s in#entory3 the item in the top-left is at position 0( the item to its right is at position 1( and so on. Gote3 if you call 2emoveItem during a static cut scene! it "ill not "ork unless you use 2ommon .nventory as the #alue of the first parameter. -sage e,ample3 2emoveItem :im 0rancisI1 "ill remo#e the #ery first item >J

found in Aim Francis1s in#entory. CJ. 2emoveItem#yJame ? e,actly like 2emoveItem! but takes an item name instead of in#entory position for its second parameter. This action al"ays remo#es the first item by that name that it finds in the character1s in#entory. *f you "ant to remo#e the item from the 2ommon *n#entory instead of in the in#entory of a particular character! use 2ommon .nventory as the #alue of the first parameter. Gote3 if you call 2emoveItem#yJame during a static cut scene! it "ill not "ork unless you use 2ommon .nventory as the #alue of the first parameter. -sage e,ample3 2emoveItem#yJame :im 0rancisI#anda4es "ill remo#e the first item named 9Fandages: that appears in Aim Francis1s in#entory. CH. 2emove/ortrait ? this remo#es a character portrait to the screen. 4emo#e'ortrait has one parameter3 'ortrait Game $this must be identical to the name you used "hen you added the portrait "ith Add'ortrait%. E0. 2emoveText-verlay ? this remo#es any te,t o#erlay present on the screen. There are no parameters. Gote3 Te,t o#erlays are remo#ed automatically at the end of a player1s turn. This action is only for instances "here you "ant the te,t o#erlay to go a"ay in the middle of a turn. E1. 2emoveTri44er ? Takes t"o parameters3 0 2oordinate and N 2oordinate. 4emo#es all triggers from all ob+ects found at those coordinates. $See Triggers "ithin 5ection <! 6aps! belo".% E2. 2otateChar ? this rotates the named character to face a direction of your choice. There are t"o parameters3 the name of the character to rotate! including spaces( and the direction to face. The follo"ing are a#ailable directions you can use3 -p &o"n ;eft 4ight -sage e,ample3 2otateChar :im 0rancisI2i4ht "ill cause the character named Aim Francis to face right. E>. 2otateCharTo0ace ? this rotates the named character to face another character of your choice. There are t"o parameters3 the name of the character to rotate! including spaces( and the character to face. This action is useful for making characters talk to one another "hen you cannot be certain of their positions ahead of time $e.g. because the con#ersation doesn1t occur on turn 0%. *t is recommended that you use 4otate2harToFace instead of 4otate2har in most situations "here characters face to"ard one another. -sage e,ample3 2otateChar :im 0rancisIClaude Mann "ill cause the character named Aim Francis to face 2laude 6ann! regardless of "here each character is on the battlefield. EC. 2un ? runs a script. 4un takes only one parameter3 the name of the script to run. EE. !core#onus ? affect a player1s bonus points for purposes of determining the player1s score at the end of the battle. There are t"o parameters to the 5coreFonus action3 'layer Gumber and Amount. The Amount "ill be added directly to that player1s bonus points. To penali)e a player1s score! simply use a negati#e number for the Amount. E6. !et!tat ? alter the #alue of a character1s stat. There are four parameters to the 5et5tat >H

action3 2haracter Game "ith spaces! 5tat! =peration! and Amount. The amount must be an integer( the operation to be performed "ith the amount can be any of the follo"ing3 R $make #ariable e/ual to amount% Q $add amount to #ariable% - $subtract amount from #ariable! "ith results constrained to 0 or higher% -- $subtract amount from #ariable! "ith negati#e results allo"ed% S $multiply #ariable by amount% @ $di#ide #ariable by amount( the result "ill be rounded to the nearest integer #alue% $multiply #ariable by amount as a percentage( the result "ill be rounded to the nearest integer #alue% The 5tat can be any of the stat types supported by I$!tat(oTo abo#e e8ce!t for Dealth and Energy.use &mg and &rain instead to affect a character1s current health and energy stats. *n addition! the 5tat parameter can also be set to =ame or $ove>y!e. To edit a character1s name or mo#ement type! add a fifth parameter "ith the replacement name $delimited by a for"ard slash% or the replacement mo#ement type $flying or land%. The operation and amount parameters must still be present! but it doesn1t matter "hat they say in this instance. *n addition to changing ordinary character stats! !et!tat can also be used to change a character1s le#eling beha#ior. To change the likelihood of a character gaining points in a certain stat on le#el up! use the normal stat name "ith L9L and a space in front. $*nstead of Strength! for instance! you1d use L9L Strength.% This can be used to affect any of the stats normally found in a character1s BnLevel(! tag "ithin 2har2lasses#8ml. To /ueue up a ne" attack for a character to learn at a certain le#el! use +ttack>oLearn as the 5tat parameter! the attack1s name for the =peration parameter! and the le#el at "hich the attack is to be learned for the Amount parameter. Gote that any modifications you make "ith 5et5tat are permanent! and "ill affect the character going for"ard in the campaign. $This does not apply to &mg! &rain! &one! Attacked! 2ountered! or 5teps ;eft.% -sage e,ample3 !et!tat :im 0rancisI!tren4thILI*A1 "ill look for the character named Aim Francis( if he is found on the battlefield! the game "ill permanently increase his 5trength stat to 1E0 of its current #alue. -sage e,ample3 !et!tat :im 0rancisIJameI%I1I(eneral/0rancis "ill look for the character named Aim Francis( if he is found on the battlefield! the game "ill permanently change his name to 9<eneral Francis: $"ith the for"ard slash separating his first and last name%. -sage e,ample3 !et!tat :im 0rancisI898 Max 6ealthI%I* "ill look for the character named Aim Francis( if he is found on the battlefield! the game "ill permanently increase the chance that his ma,imum health increases upon le#eling up. C0

-sage e,ample3 !et!tat :im 0rancisIAttackTo8earnIMind #lastI? "ill look for the character named Aim Francis( if he is found on the battlefield! the game "ill make it so he learns 6ind Flast upon reaching le#el J. EI. !et!tat#y!tat N alter the #alue of a character1s stat by reference to another stat $either from the same character! or from a second character%. There are fi#e parameters to the 5et5tatFy5tat action3 2haracter Game "ith spaces! 5tat! =peration! 5econd 2haracter Game "ith spaces! and 5econd 5tat. -sage e,ample3 !et!tat#y!tat :im 0rancisI!tren4thIMI&mma !triderI!tren4th "ill look for the character named Aim Francis( if he is found on the battlefield! the game "ill permanently set his 5trength stat e/ual to Emma 5trider1s 5trength stat. EJ. !et!tat#y9al N alter the #alue of a character1s stat by reference to the #alue of a custom #ariable. There are four parameters to the 5et5tatFyMal action3 2haracter Game "ith spaces! 5tat! =peration! and 2ustom Mariable name. )sa4e example: !et!tat#y9al :im 0rancisI/erceptionI%I-culo0avor "ill look for the character named Aim Francis( if he is found on the battlefield! the game "ill permanently increase his 'erception stat e/ual to the custom #ariable =culoFa#or $"hich might in turn track ho" much =culo the lensmaker likes the player%. EH. !et!trin4 ? alter the #alue of a string custom #ariable if it e,ists! or create the #ariable if it doesn1t. There are t"o parameters to the 5et5tring action3 Mariable Game and 5tring. The 5tring can be any "ord or phrase you "ish. )sa4e example: !et!trin4 Allied ithIImperials "ill set the custom string #ariable +llied:ith to .m!erials! perhaps to indicate that the player has chosen to ally "ith the imperial faction in the game "orld. $*f the +llied:ith #ariable didn1t already e,ist! this creates it as "ell.% 60. !et!trin4#y!trin4 N copy the string held in one custom string #ariable into another. There are t"o parameters to the 5et5tringFy5tring action3 2ustom Mariable Game to paste the string to! and 2ustom Mariable name to copy the string from. 61. !et9al ? alter the #alue of a numerical custom #ariable if it e,ists! or create the #ariable if it doesn1t. There are three parameters to the 5etMal action3 Mariable Game! =peration! and Amount. The amount must be an integer( the operation to be performed "ith the amount can be any of the follo"ing3 R $make #ariable e/ual to amount% Q $add amount to #ariable% - $subtract amount from #ariable! "ith results constrained to 0 or higher% -- $subtract amount from #ariable! "ith negati#e results allo"ed% S $multiply #ariable by amount% @ $di#ide #ariable by amount( the result "ill be rounded to the nearest integer #alue% $multiply #ariable by amount as a percentage( the result "ill be rounded to the nearest integer #alue% r $randomly select a positi#e integer bet"een 1 and the named amount% -sage e,ample3 !et9al MoneyI%I*11 "ill add 100 to the custom #ariable 6oney( if there isn1t any e,isting custom #ariable named 6oney! ho"e#er! the game "ill create that custom #ariable "ith a #alue of 0! then proceed "ith the C1

operation $in this case! setting its #alue to 100%. 62. !et9al#y!tat N alter the #alue of a custom #ariable by reference to a character stat. There are fi#e parameters to the 5etMalFy5tat action3 2ustom Mariable name! =peration! 2haracter Game "ith spaces! and 5tat. )sa4e example: !et9al#y!tat Intimidation8evelI%I&mma !triderI!tren4th "ill look for the character named Emma 5trider( if she is found on the battlefield! the game "ill add Emma 5trider1s 5trength stat to the custom #ariable *ntimidation;e#el. 6>. !et9al#y9al N alter the #alue of a custom #ariable by reference to the #alue of a second custom #ariable. There are three parameters to the 5etMalFyMal action3 2ustom Mariable name! =peration! and 5econd 2ustom Mariable name. )sa4e example: !et9al#y9al Merchant2eputationIRIMoney "ill multiply the custom #ariable 6erchant4eputation by the #alue of the custom #ariable 6oney. $*f the player has 100 money! for instance! this "ould multiply 6erchant4eputation by 100.% 6C. !hake!creen ? this shakes the screen "hen the con#ersation reaches the current branch of dialog. There are t"o parameters3 the magnitude of the shaking and the length of the shaking. 6agnitude is a positi#e integer referring to the ma,imum number of pi,els the screen can be displaced "ith each frame of shaking( length is the number of frames the screen "ill shake for. 6E. !pawnChar ? this spa"ns a ne" character on the battlefield. There are fi#e parameters3 the team number( the name of the character to spa"n! "ith a colon delimiting the first and last name( the 0 coordinate to spa"n on( the N coordinate to spa"n on( and the direction to face upon spa"ning. 0ou may also use an optional si,th parameter! Trigger3 this functions +ust like triggers that are added directly to a P-nitL tag "ithin an indi#idual map $see !ection ( belo"%! e,cept that the trigger type and script name are delimited "ith a colon instead of a comma. The team number for the player is al"ays 0( the enemy1s team number is al"ays 1( destructible ob+ects al"ays belong to team HH. The reason the name is delimited here rather than typed out "ith spaces is because the game is going to look directly into the 2har2lasses#8ml file and compare "hat you put here "ith the charname attribute of e#ery character. 6ake sure you use a colon and not a space in the second parameter8 *f you1re spa"ning a destructible ob+ect! use its s!ritety!e for the first parameter instead.no colon and no spaces. Also! make sure to set its facing to =one8 -sage e,ample3 !pawnChar 1I:enni$er:0austI**IAI)p "ill spa"n the character named Aennifer Faust on the player1s team $team 0%! facing up! on the space 11 ro"s do"n from the top and E columns right from the left side of the battlefield. -sage e,ample3 !pawnChar *I#andit:!wordsmanI@IAI"own "ill spa"n a bandit s"ordsman on the enemy1s team $team 1%! facing do"n! on the space > ro"s do"n from the top and E columns right from the left side of the battlefield. -sage e,ample3 !pawnChar ,,I/ressure/lateI@IAIJoneI/ressure:Trap "ill spa"n a pressure plate on the space > ro"s do"n from the top and E columns right from the left side of the battlefield. Fecause it is a destructible ob+ect! it does not 9face: in any direction so far as the battle engine is concerned. The C2

optional si,th parameter gi#es it a 'ressure trigger that "ill run the script named >ra! as soon as a character steps on it. 66. !pawn0loatin4Text ? adds a short-li#ed animated te,t pop-up abo#e a specified character. There are four parameters3 the te,t to use! the name of the character to add it abo#e! the color of the te,t in he,idecimal format! and the number of frames to delay the te,t. $The third and fourth parameters are optional( if not added! the game "ill assume that the te,t is yello" and that there is no delay.% Gote3 do not use commas in the te,t defined by the first parameter or the game "ill glitch out. 6I. !pawn0loatin4TextAt ? adds a short-li#ed animated te,t pop-up abo#e a specified character. There are fi#e parameters3 the te,t to use! the 0 coordinate! the N coordinate! the color of the te,t in he,idecimal format! and the number of frames to delay the te,t. $The fourth and fifth parameters are optional( if not added! the game "ill assume that the te,t is yello" and that there is no delay.% Gote3 do not use commas in the te,t defined by the first parameter or the game "ill glitch out. 6J. !pawn/articlesAt ? adds a short-li#ed spray of particles to the battlefield at a location you specify. There are three parameters3 the type of particle to use! the 0 coordinate! and the N coordinate. 'articles you can use for the first parameter include3 S!arks ;lood :ood Stone :ater S!ray Smoke Snow 6H. TeachAttack ? teach a character a ne" attack. The character gains that attack permanently. There are t"o parameters3 the character1s name! including spaces( and the name of the attack to gain. I0. TeachAttackTemp ? teach a character a ne" attack. The character gains that attack only until the end of the battle. There are t"o parameters3 the character1s name! including spaces( and the name of the attack to gain. I1. )nlock ? this looks for a door at a specified set of battlefield coordinates( if it finds a door at those coordinates! it unlocks and opens it. There are t"o parameters3 the 0 coordinate! and the N coordinate. Types o$ 2eplies 1. Jew#ranch ? takes one parameter3 branch number. Ad#ances the con#ersation to the branch specified in the parameter. -sage e,ample3 Jope3 Jew#ranch * "ill mo#e the con#ersation to branch 1. *f there is more than one reply! it "ill display the te,t 9Gope.: 2. &ndConv ? no parameter. Ends the con#ersation and returns to player control of the battle. -sage e,ample3 8etKs talk later3 &ndConv "ill end the con#ersation. *f there is more than one reply! it "ill display the te,t 9;et1s talk later.: C>

>. Check0orMore"ialo4 ? no parameter. 2hecks to see if any other con#ersations are /ueued up. *f so! it mo#es straight to the ne,t con#ersation( if not! it ends the con#ersation a la End2on#. The same as the 2heckFor6ore&ialog action! in essence! but it acti#ates upon clicking a reply rather than upon reaching a ne" branch. C. &ndTurn ? no parameter. Ends the current player1s turn. E. &nd#attle ? no parameter. Ends the battle! bringing up the normal splash screen indicating that the player "on. 6. Jext!cene ? no parameter. Ends the con#ersation and immediately loads "hate#er scene is specified in the ne8tbattle attribute of the current map. I. Jew!cene ? takes one parameter3 the name of the map to load ne,t. Ends the con#ersation and immediately loads the map specified in the parameter. -sage e,ample3 Then itKs settled: we march north3 Jew!cene JorthernMarch "ill end the con#ersation and begin loading the map =orthern$arch#8ml. *f there is more than one reply! it "ill display the te,t 9Then it1s settled3 "e march north.: &3 !cripts *f you1re familiar "ith programming! a 5cript is basically a function( it is a bundle of dialog actions grouped together under a single name. A script can be run during dialog simply by referencing the name in a 2un action. This makes it easy to create complicated effects that can be referenced o#er and o#er again. 5cripts can be created "ithin an indi#idual map! or in 7ersistent4ialog#8ml. 5cripts use the P5criptL tag! and contain PActionL tags +ust like dialog does. *nstead of ha#ing a "hole bunch of free-floating data lying around "ithin the P5criptL tags identifying a speaker! dialog te,t! and so on! ho"e#er! there is only one bit of te,t3 the name of the script. This is ho" this looks in practice3 -sage e,ample3 G!cript5Ji4ht$all GAction5Chan4eCondition/(lobal 8i4htin4IJi4htG/Action5 GAction5Chan4eCondition/0o4 o$ arItrueG/Action5 G/!cript5 creates a script named Gightfall that "ill impose dark global lighting on the le#el and turn on fog of "ar. 03 Items To mod items! open up .tem2lasses#8ml in a te,t editor of your choice. Each item has the follo"ing properties! in order3 1. name ? the item1s name. '# useable ith ? this tells the game "hether an item must be triggered! e/uipped! or "hether it takes effect automatically upon pickup. 0ou can use 9automatic: to make the item trigger immediately on pickup! 9triggered: to let the player use it manually! or you can name one of the game1s eight e/uipment slots if you "ant the item to be e/uippable $in "hich case it "ill become e/uippable only in that slot%3 automatic triggered :ea!on 5and Bff 5and 5ead CC

=eck >orso ;ack 1eet +ccessory >. requirements ? this tells the game "hat characteristics a character has to possess before he or she can either use or e/uip an item. There are three re/uirement types3 race! class! and le#el. An item may use any combination of these three. Race re"uirements ? To create race re/uirements! type r! a colon! then the names of e#ery race that can use or e/uip the item! separated by commas. This "ill tell the game that any of the named races $and only those races% may use the item. 2lass re"uirements ? To create class re/uirements! type c! a colon! then the names of e#ery class that can use or e/uip the item! separated by commas. This "ill tell the game that any of the named classes $and only those classes% may use the item. Level re"uirement ? To create a le#el re/uirement! type l! a colon! then the minimum re/uired le#el to use or e/uip the item. -sage e,ample3 requirementsMOr:6umanI!pri44at/c:!wordsmanI0encer/l:EO "ill tell the game that the item can only be used or e/uipped by a character that is a Duman or a 5priggat! that is either a 5"ordsman or Fencer! and that is le#el 6 or higher. C. ends!tatus ? type in the name of a status effect you "ant the item to end. To end multiple status effects! type in each status effect1s name separated by a for"ard slash. G=TE3 you can type all in lieu of specific status effects if you "ant the item to remo#e e#ery status effect on the character. E. adds!tatus ? type in the name of a status effect you "ant the item to grant. To grant multiple status effects! type in each status effect1s name separated by a for"ard slash. 6. 4rantsAtk ? type in the name of an attack you "ant the item to grant. To grant multiple attacks! type in each attack1s name separated by a for"ard slash. G=TE3 attacks granted by triggered and automatic items "ill last for the remainder of the battle. Attacks granted by e/uipped items "ill remain for as long as the item is e/uipped. I. consumedA$ter ? for triggered and automatic items! the ma,imum number of times an item can be used before it "ill be fully consumed and #anish. For items useable:ith 7eapon Dand! if this is set to any number abo#e 0! that is the number of attacks the "eapon "ill last for. $Attacking "ith a "eapon that has 1 use left "ill cause the "eapon to break.% To ha#e "eapons last fore#er! +ust lea#e consumed+fter set to 0. J. $x8ast ? sets a turn time limit on the attribute effects that follo". *f left at 0! the effects "ill last until the end of the battle. H. hp/lus ? increase character1s current health. $Gegati#e numbers "ill damage character health.% 10. psp/lus ? increase character1s current energy. $Gegati#e numbers "ill damage character energy.% 11. max6//lus ? increase character1s ma,imum health. $Gegati#e numbers "ill damage ma,imum character health.% 12. max/s//lus ? increase character1s ma,imum energy. $Gegati#e numbers "ill damage CE

ma,imum character energy.% 1>. spd/lus ? increase character1s current speed. $Gegati#e numbers "ill lo"er character speed.% 1C. dod4e/lus ? increase character1s current dodge percentage. $Gegati#e numbers "ill lo"er character dodge.% 1E. str/lus ? increase character1s current strength. $Gegati#e numbers "ill lo"er strength.% 16. per/lus ? increase character1s current perception. $Gegati#e numbers "ill lo"er perception.% 1I. psy//lus ? increase character1s current psy po"er. $Gegati#e numbers "ill lo"er psy po"er.% 1J. psy"/lus ? increase character1s current psy defense. $Gegati#e numbers "ill lo"er psy defense.% 1H. prc2es/lus ? increase character1s current pierce resistance. $Gegati#e numbers "ill lo"er pierce resistance.% 20. slsh2es/lus ? increase character1s current slash resistance. $Gegati#e numbers "ill lo"er slash resistance.% 21. crsh2es/lus ? increase character1s current crush resistance. $Gegati#e numbers "ill lo"er crush resistance.% 22. mn2es/lus ? increase character1s current mental resistance. $Gegati#e numbers "ill lo"er mental resistance.% 2>. ht2es/lus ? increase character1s current heat resistance. $Gegati#e numbers "ill lo"er heat resistance.% 2C. cd2es/lus ? increase character1s current cold resistance. $Gegati#e numbers "ill lo"er cold resistance.% 2E. lt2es/lus ? increase character1s current light resistance. $Gegati#e numbers "ill lo"er light resistance.% 26. sh2es/lus ? increase character1s current shado" resistance. $Gegati#e numbers "ill lo"er shado" resistance.% 2I. poi2es/lus ? increase character1s current poison resistance. $Gegati#e numbers "ill lo"er poison resistance.% 2J. ctr8imit/lus ? increase character1s current counter limit. $Gegati#e numbers "ill decrease the character1s counter limit.% 2H. commonality ? type a positi#e integer representing the item1s commonality. The higher the number! the more common it is. G=TE3 this directly impacts the probability of an item dropping in a random item drop in multiplayer. >0. ima4e ? the filename of the item1s icon! minus the #!ng file e,tension. This is used to display the item graphically in the player1s in#entory. *f the game can1t find the named image! it "ill display the name of the item instead. >1. description ? the te,t description of the item as it appears in-game. *n addition to all of the abo#e! you can ha#e items modi$y custom variables by placing te,t in bet"een the *tem tags. This uses three parameters and "orks +ust like the 5etMal action3 custom #ariable name! operation! and amount. -sage e,ample3 GItem H 5MoneyI%I2AG/Item5 tells the game to increase the custom #ariable 6oney by 2E as soon as the item is used. *f the item1s useable ith attribute is set to automatic! this "ill instead happen as soon as the C6

item is picked up. (3 Maps To edit maps! use the map editor. To add conditions to a map! see C3 Conditions abo#e. To add dialog and scripts to a map! see "3 "ialo4 abo#e. To add an ob+ecti#e to a map! open up the map in a te,t editor of your choice and create a ne" P=b+ecti#eLP@=b+ecti#eL tag( then type the te,t you "ant the game to use "ithin it. -sage e,ample3 G-bBective5/rotect the 4atesQG/-bBective5 "ill cause the te,t 9'rotect the <ates8: to sho" up in the =b+ecti#es "indo" for this map. To add a tri44er to a destructible ob+ect "ithin a map! open up the map in a te,t editor of your choice. 7ithin the chosen unit1s P-nitL tag! add a trigger attribute "ith t"o parameters delimited by a comma3 trigger type and the name of the script to trigger. There are three acceptable trigger types3 1# 7ressure ? acti#ates as soon as a character steps on it. 2an be acti#ated again later. '# (se ? acti#ates as soon as a character uses it. 2an be acti#ated again later. 3# (se Bnce ? acti#ates as soon as a character uses it. 2an only acti#ate once. -sage e,ample3 G)nit tri44erMO)seI)se!witchO51I,,I!witchI1IEIJoneIJoneG/)nit5 tells the game to stick a (se trigger on a s"itch. *t "ill run the script named (seSwitch "hen acti#ated. The s"itch can be acti#ated an unlimited number of times. To add li4htin4 to a map! open up the map in a te,t editor of your choice. Add a P;ightLP@;ightL tag "ith the follo"ing properties in the middle. 1# J coordinate '# C coordinate >. Red value $"hole number! 0-2EE% C. -reen value $"hole number! 0-2EE% E. ;lue value $"hole number! 0-2EE% 6. 4iameter $in number of pi,els% I. .ntensity $any number bet"een 0 and 1% J. 1licker $currently does nothing( lea#e at 0% -sage e,ample3 G8i4ht51IAI*21I221I2AAI?1I13@I1G/8i4ht5 tells the game to load the map "ith a light centered in the top ro" of the map! fi#e tiles from the left( that the light should be tur/uoise in color $4ed3 120 <reen3 220 Flue3 2EE%( and that it should be J0 pi,els in diameter! rendered at >0 intensity. 63 Cut !cenes 2ut scenes come in t"o #arieties3 5crolling and 5tatic. 1. !crollin4 cut scenes feature te,t that scrolls from the bottom of the screen up to the top across a black background. The scene ends "hen the te,t #anishes off the top of the screen. 2. !tatic cut scenes are built in a slidesho" format( the player clicks through a succession of te,t and images. 5tatic cut scenes also support character dialog. To create a cut scene! take a 6ap file and change the ma!ty!e attribute3 to create a scrolling cut scene! use ma!ty!eLM2ut SceneN ScrollingM to create a static cut scene! use ma!ty!eLM2ut SceneN StaticM 2ut scenes use a fe" uni/ue tags3 CI

1. GJarration5 ? this is the central tag used in a cut scene( this defines the te,t that is going to scroll up the screen $or appear in slides! in the case of a static cut scene%. 7ithin a static cut scene! di#ide the narration te,t into indi#idual slides using a double-for"ard slash. This! for instance! "ill create t"o slides3 -sage e,ample3 This will be slide *3//This is slide 2I and will appear a$ter the player clicks3 0ou can embed a background picture in a static cut scene by including te,t "ith this format3 -7.2N=ame of the !icture -sage e,ample3 +/IC:Title !creen+ "ill make the game load 4ata F ;ackgrounds F >itle Screen#!ng as a background image starting "ith the slide "here this "as placed. 0ou can remo#e the background picture $i.e. make the area abo#e the te,t go black% by using -7.2N=one- or -7.2N2lear- instead. 0ou can also embed dialog in a slide "ithin a static cut scene using this format3 -4.+N>rigger>y!eH>rigger7arametersGote that dialog "ill obscure any narrati#e te,t. Further! ending the con#ersation "ill automatically ad#ance the static cut scene to the ne,t chunk. Thus! it is best to a#oid using narrati#e te,t in the same chunk as cut scene dialog. -sage e,ample3 +"IA:-nTurn/1+ "ill cause the dialog "ith the =nTurn@0 trigger to begin. 2. GJew2oster5 ? include character names in for"ard-slash notation! delimited by commas! to create the player1s starting roster at the beginning of the game. *f you use this tag later in the game! it "ill replace the player1s current roster "ith the named characters. -sage e,ample3 GJew2oster5(ambino//elosiI:ames/0rancisG/Jew2oster5 "ill create a ne" army roster consisting of the characters <ambino 'elosi and Aames Francis. >. GAddTo2oster5 ? include character names in for"ard-slash notation! delimited by commas! to add those characters to the player1s current army roster. -sage e,ample3 GJew2oster5:enni$er/0austG/Jew2oster5 "ill add the character Aennifer Faust to the player1s army roster. C. G2emove0rom2oster5 ? this "orks e,actly like GAddTo2oster5! only it remo#es the named characters rather than adding them. I3 Tilesets To create a ne" tileset! go to the subdirectory 4ata F >iles. Ge,t! create a ne" folder "ithin >iles( name the folder "hate#er you "ant the name of your ne" tileset to be. &rop your tiles into the folder you +ust created. 1. Tiles must all be 6C , 6C pi,el .png files. 2. All tiles must be se/uentially numbered in the follo"ing manner3 tile3331#!ng! tile333'#!ng! tile3333#!ng! etc. =nce you ha#e done this! open the map editor. *t should auto-detect your ne" tileset8 To make the tileset "ork in Telepath Tactics itself! ho"e#er! you must do one more thing3 create a >ile4ata#8ml file for your tileset. First! copy-paste >ile4ata#8ml from the Flank tileset into your ne" tileset directory. Go" CJ

open it in a te,t editor of your choice. At the top you "ill see a line that looks like this3 PTile&ata set&irRTapp3@Tiles@FlankTL 4eplace the "ord Flank "ith the name of your tileset. 6ake sure it matches the folder name e,actly( if it doesn1t! the game "ill fail to load the properties of your tiles! "hich "ill lead to other errors in turn8 Ge,t! you should see a line that looks like this3 PTile fileGameRTtile0001.pngT passabilityRTnoneT dmgRT0T elementRTTLP@TileL 0ou need to create one of these lines for e#ery tile in your tileset. Each of these lines has the follo"ing attributes3 1. $ileJame ? this is the name of the .png file "hose properties you1re setting. 6ake sure you do them in order8 2. passability ? this determines "hich characters can mo#e through a tile. 'ossible settings are3 none ? this tile is treated like the inside of a solid "all. flying ? only flying characters can pass $unless a bridge is placed on the tile%. all ? any character can pass. >. dm4 ? this tells the game ho" much damage a non-flying character takes for beginning its turn on this space. $For most spaces! this is 0.% C. element ? this tells the game the element of the damage the character takes. *f a "ord is used that doesn1t represent an in-game element $e.g. 7ater% is used! the game "ill ignore all resistances and deal the full amount of the damage to the character. *f the space deals no damage! lea#e this blank. *n addition! any tile can ha#e an additional attribute! right after element! called special. This gi#es the tile a terrain effect that can impose one or more stat bonuses or penalties to any character standing on it. For each stat to effect! use t"o #alues delimited by a comma3 the stat name and the amount that gets added to the stat $this can be a negati#e #alue if you "ant it to be a penalty instead of a bonus%. To affect multiple stats! delimit each "ith a for"ard slash. specialMOAccuracyI2A/"od4eI*1/2esistanceI*1O ! for e,ample! "ould gi#e "hate#er character stands on that tile bonuses of 2E points to accuracy! 10 points to dodge! and 10 points to each type of resistance for as long as the character remains on that tile. For a list of the stats this can affect! see the !pace #onus condition abo#e. =nce you1#e finished filling out >ile4ata#8ml! your tileset "ill be good to go. Telepath Tactics "ill automatically use it "hene#er it detects a map that uses the tileset. Gote3 if you "ant to distribute a map that uses a custom tileset! you have to distribute the tileset as "ell! or the map "on1t load8 To distribute your custom tileset! +ust stick the folder in a .)ip file and ha#e other players un)ip the tileset folder into 4ata F >iles. :3 "estructible -bBect !prites To create a ne" destructible ob+ect sprite! open up an image editor and create a ne" image 6C pi,els "ide "ith a transparent background. &ra" the ob+ect sprite. 5a#e the sprite in the subdirectory 4ata F Bb ects as a .png file. To use the sprite! set the spritetype property of a destructible ob+ect "ithin Bb 2lasses#8ml to the filename you used! minus the .png file e,tension. $For instance3 if you +ust created a CH

"ooden carriage ob+ect sprite called 2arriage#!ng! you1d use the spritetype 2arriage to tie it to a destructible ob+ect class.% ;3 !hadow sprites This is e,actly like creating a destructible ob+ect sprite! "ith one difference3 the filename must begin "ith Shadow. To use the shado"! set the shadowtype property of a character or destructible ob+ect to the filename you used! minus the 95hado": prefi, and minus the .png file e,tension. $For instance3 if you +ust created a shado" sprite called Shadow4iamond#!ng! you1d use the shadowtype 4iamond to use the shado" "ith a character or ob+ect class.% 83 Character !prites 2haracters use sprite sheets to animate. There are t"o basic kinds of character animations3 attack animations and non-attack animations. Attack animations ha#e larger frames and appear in a separate sub-directory! but other"ise beha#e the same "ay as non-attack animations. File type As "ith destructible ob+ects! you must use #!ng files "ith transparent backgrounds. =rientation E#ery character animation is organi)ed into four ro"s! each representing a different direction the character might be facing. From top to bottom! these are3 1# 4own-facing '# Left-facing 3# (!-facing *# Right-facing *n each ro"! the animation proceeds frame by frame from left to right until it reaches the rightmost edge of the sprite sheet. Frame &imensions Attack animation frames are 12J pi,els "ide and 112 pi,els high. Gon-attack animation frames are H6 pi,els "ide and 112 pi,els high. Attack animation frames are "ider to account for the more dramatic mo#ements in#ol#ed in a physical attack. G=TE3 The game automatically calculates the number of frames in an animation by finding the "idth of the sprite sheet and di#iding by the standard frame "idth for that animation( the game also grabs each frame of the animation by reference to the standard "idth! so it1s very im!ortant that your frames be spaced correctly8 For the same reasons! it is also #ery important that e#ery ro" contain the e,act same number of frames. 5prite 'lacement and &imensions 7ith fe" e,ceptions! the character should be centered hori)ontally in each frame. The bottoms of a character1s feet should begin appro,imately 2C-2J pi,els up from the bottom of the frame. 5tanding upright! characters are generally about E6-62 pi,els tall from the bottoms of their feet to the tops of their heads. Team 2oloration The game interprets certain shades of #iolet as primary team colors. *f you use those shades of #iolet in your character sprites! the game "ill automatically palette E0

s"ap those colors to match the colors of "hate#er army the character belongs to. 2olors "ith the follo"ing he, #alues "ill be auto-palette s"apped to primary team colors. From lightest to darkest3 1. JI60&2 2. I1>F2F >. 6&00FF C. E226FA E. 2E1A6F 6. 1E1J>A 2ertain shades of la#ender "ill also be palette-s"apped to primary team color #ariants. From lightest to darkest3 1. HFA1&0 2. HAJEFF >. H1J>AF C. 62EAJ1 The game interprets certain shades of red as secondary team colors. 2olors "ith the follo"ing he, #alues "ill be auto-palette s"apped to secondary team colors3 1. 2JC2C2 2. FH>2>2 >. JA2E2E C. EE2121 E. C01I1I Gumber of Frames A 4est animation must be only 1 frame. A 7alk animation should be e8actly J frames and loop seamlessly. A Durt animation should be roughly E frames. Attack animations should be at least J frames long. *f the attack is a 6o#e skill "ith move>y!e Teleport! it needs to be at least 12 frames long. Go matter ho" long the animation is! the final J frames "ill al"ays be treated as the 9reappearing: portion of the animation. Gaming Each sprite sheet must obey the follo"ing naming con#ention3 S!rite>y!e@+nimation>y!e#!ng The 95priteType: is a name that refers to a complete set of animations for a gi#en character. $This corresponds to the spriteType property used in character classes( see section F2 abo#e.% For a non-attack animation! use one of the follo"ing for AnimationType3 1# Rest '# :alk 3# 5urt For an attack animation! AnimationType should e8actly match the name of the attack--other"ise! it "ill ha#e to be something like 2ast! to be used "ith a character1s de$aultAtkAnim property $see section F12 abo#e%. -sage e,ample3 ;ron<e-olem@:alk#!ng tells the game that this sprite E1

sheet contains the mo#ement animation for the Fron)e<olem sprite type. -sage e,ample3 2rossbowman@2rossbow#!ng tells the game that this sprite sheet contains the 2rossbo" attack animation for the 2rossbo"man sprite type.

&irectory The game looks for animations in specific subdirectories. *f your animation is in the "rong folder! the game "on1t be able to find it8 Gon-attack animations reside in their o"n folders "ithin 4ata F 2haracters. Attack animations reside in their o"n folders "ithin 4ata F 2haracters F +ttacks. Each folder name must e8actly match the name used for the AnimationType. 5o! for e,ample3 let1s say that you created a custom animation for a 5"ordsman attack named Flade5torm. 0ou1d need to sa#e the sprite sheet as Swordsman@;ladeStorm#!ng! and you1d need to sa#e it in 4ata F 2haracters F +ttacks F ;ladeStorm# *f you decide to make this attack a#ailable to another character that doesn1t use the 5"ordsman sprite type! you1d change the filename to reflect the ne" sprite type! but you "ould still sa#e the ne" animation in 4ata F 2haracters F +ttacks F ;ladeStorm. Fasically3 it1s the animation type that determines the folder it goes in! not the sprite type. M3 9isual &$$ect !prites Misual effects use sprite sheets to animate! much like characters do. File type As "ith destructible ob+ects and characters! you must use #!ng files "ith transparent backgrounds. =rientation E#ery #isual effect animation is organi)ed into four ro"s! each representing a different direction the effect might be facing. From top to bottom! these are3 1# 4own-facing '# Left-facing 3# (!-facing *# Right-facing *n each ro"! the animation proceeds frame by frame from left to right until it reaches the rightmost edge of the sprite sheet. Frame &imensions Misual effect animation frames can be of any si)e! but they must al"ays be perfectly s/uare $i.e. the height and "idth of each frame must al"ays be e/ual%. 5o you can ha#e a #isual effect animation "ith 12J , 12J si)ed frames! or 6C , 6C! or >2 , >2! or e#en J , J.but ne#er! say! 12J , H6. G=TE3 The game automatically calculates the number of frames in an animation by finding the "idth of the sprite sheet and di#iding by one fourth of the height of the sprite sheet( the game grabs each frame of the animation by reference to the that calculated frame "idth! so it1s very im!ortant that your frames be spaced correctly8 For the same reasons! it is also #ery important that e#ery ro" contain the e,act same number of frames. 5prite 'lacement and &imensions 7ith fe" e,ceptions! the #isual effect animation should be centered both E2

hori)ontally and #ertically in each frame! and should remain in that same spot in e#ery frame. Gumber of Frames A #isual effect animation may be any number of frames in length. Fear in mind that if an animation is intended for use as a pro+ectile! the length of the animation "ill affect ho" long the pro+ectile takes to tra#el to its target. A single animation frame translates to > frames of tra#el time in the game1s engine( it is recommended that #ery fast-mo#ing pro+ectiles like arro"s and crossbo" bolts be limited to a single frame. &irectory The game looks for #isual effects animations in a specific subdirectory3 4ata F 2haracters F +ttacks F @91C# J3 Misc3

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