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Copy pathUltima - Exodus (U) [!].def
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Ultima - Exodus (U) [!].def
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[INFO]
VERSION=Original ROM (US)
; ============================================================================
; Section keys
;
; MP: Offset for reading the actual MP cost of the spell, from the beginning
; of its routine.
; If unspecified, it is implied that the cost is always zero.
;
; NOTES: If specified, this text will appear in the UI when the
; corresponding spell is selected.
;
; DESCRIPTION_x: A string of text that will appear in the UI next to
; parameter 'x'.
;
; POINTER_x: If specified, this will be the base address to the offset for
; parameter 'x'.
;
; OFFSET_x: Offset for reading parameter 'x' value, either from the
; start of the spell's routine, or from 'POINTER_x'.
;
; TYPE_x: This determins what kind of widget(s) to show for parameter 'x'.
; Values can be: HEX (or H), DECIMAL (or D), POINTER (or P),
; STRING (or S), ATTRIBUTE (or A), BOOL (or B), CHECK (or C),
; LOCATION (or L), MARK (or M), NPC (or N)
; ============================================================================
; ------------------------------------------
; REPEL
; ------------------------------------------
[SPELL_0]
NOTES=This spell will not consume any MP.\nThe chance to hit is determined by the common subroutine for all multiple-target spells.
DESCRIPTION_0=Damage amount
OFFSET_0=0x1C
TYPE_0=DECIMAL
DESCRIPTION_1=Failure dialogue
OFFSET_1=0xA
TYPE_1=STRING
DESCRIPTION_2=Miss dialogue
OFFSET_2=0x14
TYPE_2=STRING
; ------------------------------------------
; MISSILE
; ------------------------------------------
[SPELL_1]
NOTES=The chance to hit is determined by the common subroutine for all missile-type spells.
MP=0x1
DESCRIPTION_0=Base damage
OFFSET_0=0x3
TYPE_0=DECIMAL
; ------------------------------------------
; LIGHT
; ------------------------------------------
[SPELL_2]
MP=0x1
DESCRIPTION_0=Effect duration
OFFSET_0=0x6
TYPE_0=DECIMAL
DESCRIPTION_1=Success dialogue
OFFSET_1=0x0A
TYPE_1=STRING
; ------------------------------------------
; DESCEND
; ------------------------------------------
[SPELL_3]
MP=0x1
DESCRIPTION_0=Bottom floor
OFFSET_0=0x8
TYPE_0=DECIMAL
DESCRIPTION_1=Success dialogue
OFFSET_1=0x13
TYPE_1=STRING
DESCRIPTION_2=Failure dialogue
OFFSET_2=0x18
TYPE_2=STRING
; ------------------------------------------
; ASCEND
; ------------------------------------------
[SPELL_4]
MP=0x1
DESCRIPTION_0=Success dialogue
OFFSET_0=0x11
TYPE_0=STRING
; ------------------------------------------
; FLAME
; ------------------------------------------
[SPELL_5]
NOTES=The chance to hit is determined by the common subroutine for all missile-type spells.
MP=0x1
DESCRIPTION_0=Base damage
OFFSET_0=0x3
TYPE_0=DECIMAL
; ------------------------------------------
; TRANS
; ------------------------------------------
[SPELL_6]
NOTES=This spell does not have any parameters.
MP=0x1
; ------------------------------------------
; PSI
; ------------------------------------------
[SPELL_7]
NOTES=The chance to hit is determined by the common subroutine for all missile-type spells.
MP=0x1
DESCRIPTION_0=Damage = 2x
OFFSET_0=0x3
TYPE_0=ATTRIBUTE
; ------------------------------------------
; BRIGHT
; ------------------------------------------
[SPELL_8]
NOTES=This spell shares the same code used for torches.
MP=0x1
DESCRIPTION_0=Effect duration
OFFSET_0=0x6
; ------------------------------------------
; CLERIC
; ------------------------------------------
[SPELL_9]
NOTES=This spell does not have any parameters.
MP=0x1
; ------------------------------------------
; POISON
; ------------------------------------------
[SPELL_10]
NOTES=The chance to hit is determined by the common subroutine for all multiple-target spells.
MP=0x1
DESCRIPTION_0=Damage
OFFSET_0=0x6
TYPE_0=DECIMAL
; ------------------------------------------
; KILL
; ------------------------------------------
[SPELL_11]
NOTES=The chance to hit is determined by the common subroutine for all missile-type spells.
MP=0x1
DESCRIPTION_0=Damage
OFFSET_0=0x3
TYPE_0=DECIMAL
; ------------------------------------------
; STOP
; ------------------------------------------
[SPELL_12]
MP=0x1
DESCRIPTION_0=Duration
OFFSET_0=0x6
TYPE_0=DECIMAL
DESCRIPTION_1=Success dialogue
OFFSET_1=0xE
TYPE_1=STRING
; ------------------------------------------
; PSI KILL
; ------------------------------------------
[SPELL_13]
NOTES=The chance to hit is determined by the common subroutine for all multiple-target spells.
MP=0x1
DESCRIPTION_0=Damage = 2x
OFFSET_0=0x6
TYPE_0=ATTRIBUTE
; ------------------------------------------
; ROT
; ------------------------------------------
[SPELL=14]
NOTES=This spell always hits all enemies.
MP=0x1
DESCRIPTION_0=Set enemy HP to
OFFSET_0=0x20
TYPE_0=DECIMAL
; ------------------------------------------
; DEATH
; ------------------------------------------
[SPELL_15]
NOTES=The chance to hit is determined by the common subroutine for all multiple-target spells.
MP=0x5
DESCRIPTION_0=Shake screen
OFFSET_0=0x1
TYPE_0=BOOL
DESCRIPTION_1=Damage
OFFSET_1=0xA
TYPE_1=DECIMAL
; ------------------------------------------
; UNDEAD
; ------------------------------------------
[SPELL_16]
NOTES=This spell does not consume any MP.\nThe chance to hit is determined by the common subroutine for all multiple-target spells.
DESCRIPTION_0=First affected enemy
OFFSET_0=0x4
TYPE_0=HEX
DESCRIPTION_1=Last affected enemy
OFFSET_1=0x8
TYPE_1=HEX
DESCRIPTION_2=Damage
OFFSET_2=0x1E
TYPE_2=DECIMAL
DESCRIPTION_3=Failure dialogue
OFFSET_3=0xC
TYPE_3=STRING
DESCRIPTION_4=Miss dialogue
OFFSET_4=0x16
TYPE_4=STRING
; ------------------------------------------
; OPEN
; ------------------------------------------
[SPELL_17]
MP=0x6
DESCRIPTION_0=Failure dialogue
OFFSET_0=0x1F
TYPE_0=STRING
DESCRIPTION_1=Don't trigger traps
OFFSET_1=0x11
TYPE_1=BOOL
; ------------------------------------------
; HEAL
; ------------------------------------------
[SPELL_18]
MP=0x1
DESCRIPTION_0=Base amount
OFFSET_0=0xE
TYPE_0=DECIMAL
DESCRIPTION_1=Random amount
OFFSET_1=0x8
TYPE_1=DECIMAL
; ------------------------------------------
; GLOW
; ------------------------------------------
[SPELL_19]
NOTES=The MP cost will be added to that of the "LIGHT" spell.\nIt also shares the same parameters.
MP=0x1
; ------------------------------------------
; RISE
; ------------------------------------------
[SPELL_20]
NOTES=This spell uses exactly the same code as the "ASCEND" spell.
; ------------------------------------------
; SINK
; ------------------------------------------
[SPELL_21]
NOTES=The MP cost will be added to that of the "DESCEND" spell.\nIt also shares the same parameters.
MP=0x1
; ------------------------------------------
; MOVE
; ------------------------------------------
[SPELL_22]
MP=0x1
DESCRIPTION_0=Success dialogue
OFFSET_0=0x9
TYPE_0=STRING
; ------------------------------------------
; CURE
; ------------------------------------------
[SPELL_23]
MP=0x1
DESCRIPTION_0=New status
OFFSET_0=0x11
TYPE=DECIMAL
DESCRIPTION_1=Result dialogue for status 0
POINTER_1=0x16
OFFSET_1=0x0
TYPE_1=STRING
DESCRIPTION_2=Result dialogue for status 1
POINTER_2=0x16
OFFSET_2=0x1
TYPE_2=STRING
DESCRIPTION_3=Result dialogue for status 2
POINTER_3=0x16
OFFSET_3=0x2
TYPE_3=STRING
DESCRIPTION_4=Result dialogue for status 3
POINTER_4=0x16
OFFSET_4=0x3
TYPE_4=STRING
DESCRIPTION_5=Result dialogue for status 4
POINTER_5=0x16
OFFSET_5=0x4
TYPE_5=STRING
; ------------------------------------------
; SURFACE
; ------------------------------------------
[SPELL_24]
NOTES=This spell does not have any parameters.
MP=0x1
; ------------------------------------------
; STAR
; ------------------------------------------
[SPELL_25]
NOTES=The MP cost will be added to that of the "BRIGHT" spell.\nIt also shares the same parameters.
MP=0x1
; ------------------------------------------
; HEAL2
; ------------------------------------------
[SPELL_26]
NOTES=The total is an 8-bit value (up to 255).
MP=0x1
DESCRIPTION_0=Base amount
OFFSET_0=0xE
TYPE_0=DECIMAL
DESCRIPTION_1=Random amount
OFFSET_1=0x8
TYPE_1=DECIMAL
; ------------------------------------------
; MAP
; ------------------------------------------
[SPELL_27]
MP=0x1
DESCRIPTION_0=ID of second continent
OFFSET_0=0x10
TYPE_0=LOCATION
DESCRIPTION_1=Failure dialogue ID
OFFSET_1=0x14
TYPE_1=STRING
; ------------------------------------------
; BANISH
; ------------------------------------------
[SPELL_28]
NOTES=The chance to hit is determined by the common subroutine for all missile-type spells.
MP=0x1
DESCRIPTION_0=Damage amount
OFFSET_0=0x3
TYPE_0=DECIMAL
; ------------------------------------------
; RAISE
; ------------------------------------------
[SPELL_29]
MP=0x11
DESCRIPTION_0=Success chance (%%)
OFFSET_0=0x20
TYPE_0=DECIMAL
DESCRIPTION_1=Result dialogue for status 0
POINTER_1=0x3D
OFFSET_1=0x0
TYPE_1=STRING
DESCRIPTION_2=Result dialogue for status 1
POINTER_2=0x3D
OFFSET_2=0x1
TYPE_2=STRING
DESCRIPTION_3=Result dialogue for status 2
POINTER_3=0x3D
OFFSET_3=0x2
TYPE_3=STRING
DESCRIPTION_4=Result dialogue for status 3
POINTER_4=0x3D
OFFSET_4=0x3
TYPE_4=STRING
DESCRIPTION_5=Result dialogue for status 4
POINTER_5=0x3D
OFFSET_5=0x4
TYPE_5=STRING
; ------------------------------------------
; DESTROY
; ------------------------------------------
[SPELL_30]
NOTES=The chance to hit is determined by the common subroutine for all multiple-target spells.
MP=0x5
DESCRIPTION_0=Damage amount
OFFSET_0=0xA
TYPE_0=DECIMAL
; ------------------------------------------
; RECALL
; ------------------------------------------
[SPELL_31]
NOTES=This spell is supposed to permanently reduce the caster's WIS, but changes the backup palette values in RAM instead because of a bug.
MP=0xC
DESCRIPTION_0=Amount of HP and Food restored
OFFSET_0=0x29
TYPE_0=DECIMAL
; ============================================================================
; COMMON ROUTINES
; ============================================================================
; ------------------------------------------
; SINGLE-TARGET HIT
; ------------------------------------------
[COMMON_0]
NAME=Single-Target Projectile
NOTES=This routine does not have any parameters.
ADDRESS=0xD569
; ------------------------------------------
; MULTI-TARGET HIT
; ------------------------------------------
[COMMON_1]
NAME=Multi-Target Hit
NOTES=Hit chance is calculated separately for each possible target.
ADDRESS=0xD4FD
DESCRIPTION_0=Hit chance (%%)
OFFSET_0=0x26
TYPE_0=DECIMAL
; ============================================================================
; TOOLS
; ============================================================================
; ------------------------------------------
; TORCH
; ------------------------------------------
[TOOL_0]
NOTES=Uses the same routine as the "Bright/Star" spell (minus the MP consumption).
; ------------------------------------------
; KEY
; ------------------------------------------
[TOOL_1]
NOTES=All this does is change the "door tile" into a "replacement tile". The ID of the replacement tile should be ORed with 0x80 in order to make it appear instantly. For example tile 0x0B should be 0x8B.
DESCRIPTION_0=Door tile (0x0 to 0xF)
OFFSET_0=0x0C
TYPE_0=HEX
DESCRIPTION_1=Replacement tile (0x80 to 0x8F)
OFFSET_1=0x10
TYPE_1=HEX
DESCRIPTION_2=Success dialogue
OFFSET_2=0x59
TYPE_2=STRING
DESCRIPTION_3=Failure dialogue
OFFSET_3=0x67
TYPE_3=STRING
; ------------------------------------------
; GEM
; ------------------------------------------
[TOOL_2]
NOTES=Uses the same routine as the "Map" spell.
; ------------------------------------------
; TIME POWDER
; ------------------------------------------
[TOOL_3]
NOTES=Prevents enemies moving or attacking for the specified duration.
DESCRIPTION_0=Can't be used in map
OFFSET_0=0x03
TYPE_0=LOCATION
DESCRIPTION_1=Sound effect
OFFSET_1=0x0A
TYPE_1=HEX
DESCRIPTION_2=Effect duration (0 to 127)
OFFSET_2=0x0E
TYPE_2=DECIMAL
DESCRIPTION_3=Success dialogue
OFFSET_3=0x12
TYPE_3=STRING
; ------------------------------------------
; TENT
; ------------------------------------------
[TOOL_4]
NOTES=Heals the party instantaneously.
DESCRIPTION_0=Amount healed (0-255)
OFFSET_0=0x2D
TYPE_0=DECIMAL
; ------------------------------------------
; GOLD PICK
; ------------------------------------------
[TOOL_5]
NOTES=Use in the specified location to receive a unique item.
DESCRIPTION_0=Map flags
OFFSET_0=0x03
TYPE_0=HEX
DESCRIPTION_1=X Coordinate
OFFSET_1=0x09
TYPE_1=DECIMAL
DESCRIPTION_2=Y Coordinate
OFFSET_2=0x0F
TYPE_2=DECIMAL
DESCRIPTION_3=ID of item found
OFFSET_3=0x13
TYPE_3=HEX
DESCRIPTION_4=Quantity found
OFFSET_4=0x15
TYPE_4=DECIMAL
DESCRIPTION_5=Success dialogue
OFFSET_5=0x19
TYPE_5=STRING
DESCRIPTION_6=Failure dialogue
OFFSET_6=0x1E
TYPE_6=STRING
; ------------------------------------------
; SILVER PICK
; ------------------------------------------
[TOOL_6]
NOTES=Use in the specified location to receive a unique item.
DESCRIPTION_0=Map flags
OFFSET_0=0x03
TYPE_0=HEX
DESCRIPTION_1=X Coordinate
OFFSET_1=0x09
TYPE_1=DECIMAL
DESCRIPTION_2=Y Coordinate
OFFSET_2=0x0F
TYPE_2=DECIMAL
DESCRIPTION_3=ID of item found
OFFSET_3=0x13
TYPE_3=HEX
DESCRIPTION_4=Quantity found
OFFSET_4=0x15
TYPE_4=DECIMAL
DESCRIPTION_5=Success dialogue
OFFSET_5=0x19
TYPE_5=STRING
DESCRIPTION_6=Failure dialogue
OFFSET_6=0x1E
TYPE_6=STRING
; ------------------------------------------
; SILVER HORN
; ------------------------------------------
[TOOL_7]
NOTES=Changes the tiles in a 2x2 square.
DESCRIPTION_0=Music
OFFSET_0=0x01
TYPE_0=HEX
DESCRIPTION_1=Map flags
OFFSET_1=0x0C
TYPE_1=HEX
DESCRIPTION_2=Pause (before)
OFFSET_2=0x05
TYPE_2=DECIMAL
DESCRIPTION_3=Required Marks
OFFSET_3=0x14
TYPE_3=MARK
DESCRIPTION_4=X Coordinate
OFFSET_4=0x1A
TYPE_4=DECIMAL
DESCRIPTION_5=Y Coordinate (bottom tile + 1)
OFFSET_5=0x20
TYPE_5=DECIMAL
DESCRIPTION_6=Y Coordinate (top tile - 1)
OFFSET_6=0x24
TYPE_6=DECIMAL
DESCRIPTION_7=Change top tiles to
OFFSET_7=0x3B
TYPE_7=HEX
DESCRIPTION_8=Change bottom tiles to
OFFSET_8=0x40
TYPE_8=HEX
DESCRIPTION_9=Pause (after)
OFFSET_9=0x36
TYPE_9=DECIMAL
DESCRIPTION_10=Success dialogue
OFFSET_10=0x2F
TYPE_10=STRING
DESCRIPTION_11=Failure dialogue
OFFSET_11=0x4D
TYPE_11=STRING
; ------------------------------------------
; COMPASS HEARTH
; ------------------------------------------
[TOOL_8]
NOTES=Teleports the party to the specified location.
DESCRIPTION_0=Usage dialogue
OFFSET_0=0x01
TYPE_0=STRING
DESCRIPTION_1=Destination map's flags
OFFSET_1=0x08
TYPE_1=HEX
DESCRIPTION_2=Destination map
OFFSET_2=0x0C
TYPE_2=LOCATION
DESCRIPTION_3=Party destination X
OFFSET_3=0x12
TYPE_3=DECIMAL
DESCRIPTION_4=Party destination Y
OFFSET_4=0x18
TYPE_4=DECIMAL
DESCRIPTION_5=Ship destination X
OFFSET_5=0x22
TYPE_5=DECIMAL
DESCRIPTION_6=Ship destination Y
OFFSET_6=0x29
TYPE_6=DECIMAL
; ============================================================================
; COMMANDS
; ============================================================================
; ------------------------------------------
; TALK
; ------------------------------------------
[COMMAND_0]
NOTES=Initiates dialogue with an NPC.
DESCRIPTION_0=Ignore NPC ID
OFFSET_0=0x0F
TYPE_0=HEX
DESCRIPTION_1=Ignore NPC ID
OFFSET_1=0x13
TYPE_1=HEX
; ------------------------------------------
; MAGIC
; ------------------------------------------
[COMMAND_1]
NOTES=Opens the MAGIC menu. No parameters.
; ------------------------------------------
; FIGHT
; ------------------------------------------
[COMMAND_2]
NOTES=Initiates combat with an enemy or NPC.
DESCRIPTION_0=Ignore NPC ID
OFFSET_0=0x26
TYPE_0=HEX
DESCRIPTION_1=Ignore NPC ID
OFFSET_1=0x2A
TYPE_1=HEX
; ------------------------------------------
; STATUS
; ------------------------------------------
[COMMAND_3]
NOTES=Shows the STATUS screen. No parameters.
; ------------------------------------------
; TOOLS
; ------------------------------------------
[COMMAND_4]
NOTES=Opens the TOOLS menu. No parameters.
; ------------------------------------------
; GIVE
; ------------------------------------------
[COMMAND_5]
NOTES=Allows transferring items between characters. No parameters.
; ------------------------------------------
; GET
; ------------------------------------------
[COMMAND_6]
NOTES=Used to open/steal chests or pick the flower from Ambrosia.
DESCRIPTION_0=Flower location
OFFSET_0=0x3A
TYPE_0=LOCATION
DESCRIPTION_1=Flower tile ID (0x00-0x0F)
OFFSET_1=0x43
TYPE_1=HEX
DESCRIPTION_2=Flower item ID (0x00-0x0F)
POINTER_2=0x47
OFFSET_2=0xA
TYPE_2=HEX
DESCRIPTION_3=Already have flower dialogue
POINTER_3=0x47
OFFSET_3=0x8
TYPE_3=STRING
DESCRIPTION_4=Pick flower dialogue
POINTER_4=0x47
OFFSET_4=0xE
DESCRIPTION_5=Nothing to get dialogue
OFFSET_5=0x4F
TYPE_5=STRING
DESCRIPTION_6=Caugh by guards dialogue
OFFSET_6=0x6F
TYPE_6=STRING
DESCRIPTION_7=Gold Pick location
OFFSET_7=0x78
TYPE_7=LOCATION
DESCRIPTION_8=Gold Pick party location X
OFFSET_8=0x7E
TYPE_8=HEX
DESCRIPTION_9=Gold Pick party location Y
OFFSET_9=0x84
TYPE_9=HEX
DESCRIPTION_10=Gold Pick item ID
OFFSET_10=0x8C
TYPE_10=HEX
DESCRIPTION_11=Gold Pick found dialogue
OFFSET_11=0x9E
DESCRIPTION_12=Silver Pick location
OFFSET_12=0xAE
TYPE_12=LOCATION
DESCRIPTION_13=Chest at dungeon level
OFFSET_13=0xB4
TYPE_13=HEX
DESCRIPTION_14=Chest location X
OFFSET_14=0xBA
TYPE_14=HEX
DESCRIPTION_15=Chest location Y
OFFSET_15=0xC0
TYPE_15=HEX
DESCRIPTION_16=Silver Pick item ID
OFFSET_16=0xC6
TYPE_16=HEX
DESCRIPTION_17=Silver Pick found dialogue
OFFSET_17=0xC4
TYPE_17=STRING
DESCRIPTION_18=Gold found dialogue
OFFSET_18=0x112
TYPE_18=STRING
DESCRIPTION_20=Trap chance (%)
OFFSET_20=0x11E
TYPE_20=DECIMAL
; ------------------------------------------
; CLIMB
; ------------------------------------------
[COMMAND_7]
NOTES=Used to go up or down ladders in dungeons.
DESCRIPTION_0=Moving up dialogue
OFFSET_0=0x48
TYPE_0=STRING
DESCRIPTION_1=Moving down dialogue
OFFSET_1=0x6D
TYPE_1=STRING
DESCRIPTION_2=No ladder dialogue
OFFSET_2=0x53
TYPE_2=STRING
DESCRIPTION_3=Failure dialogue
OFFSET_3=0x5F
TYPE_3=STRING
; ------------------------------------------
; FOOD
; ------------------------------------------
[COMMAND_8]
NOTES=Allows sharing food within the party. No parameters.
; ------------------------------------------
; GOLD
; ------------------------------------------
[COMMAND_9]
NOTES=Allows moving gold from one character to another. No parameters.
; ------------------------------------------
; HORSE
; ------------------------------------------
[COMMAND_10]
NOTES=Mount/dismount command.
DESCRIPTION_0=Mount dialogue
OFFSET_0=0x9
TYPE_0=STRING
DESCRIPTION_1=Dismount dialogue
OFFSET_1=0x11
TYPE_1=STRING
DESCRIPTION_2=No horse dialogue
OFFSET_2=0x1E
TYPE_2=STRING
; ------------------------------------------
; ORDER
; ------------------------------------------
[COMMAND_11]
NOTES=Allows altering the marching order.
DESCRIPTION_0=Success dialogue.
OFFSET_0=0x1C
TYPE_0=STRING
; ------------------------------------------
; BRIBE
; ------------------------------------------
[COMMAND_12]
NOTES=Makes a specific guard NPC disappear (in exchange for gold). Other NPCs will just take the money.
DESCRIPTION_0=No NPC failure dialogue
OFFSET_0=0xA
TYPE_0=STRING
DESCRIPTION_1=No money failure dialogue
OFFSET_1=0x3D
TYPE_1=STRING
DESCRIPTION_2=Success dialogue
OFFSET_2=0x51
TYPE_2=STRING
DESCRIPTION_3=Bribery cost (low byte)
OFFSET_3=0x2F
TYPE_3=HEX
DESCRIPTION_4=Bribery cost (high byte)
OFFSET_4=0x36
TYPE_4=HEX
DESCRIPTION_5=Bribed guard NPC ID
OFFSET_5=0x55
TYPE_5=NPC
; ------------------------------------------
; PRAY
; ------------------------------------------
[COMMAND_13]
NOTES=This command has a different effect depending on where it's used. Ambrosian shrines currently not supported.
DESCRIPTION_0=Final Altar map