MGQ3 GC345's patch testing

Summary

 * Beta 10 is out. Please reupload if you have used the earlier versions.


 * Warning: if you have installed the new patch version - please use "Extras"/"Autosave Data" before continuing the story. "Load game" can cause glitches.


 * Versions history:


 * Beta 2: have fixed OHKOs query bug (wrong skill_kakuritu target).
 * Beta 3: followups are fixed, Daystar counters a full attack. Skill_status_mid, skill_status_end and skill_status_anno are added.
 * Beta 4: Custom struggle announcements are fixed. EOL/@ support is added. The enemy skills query uses the old order (a1-a8, tame0, counter0) by default, the new one must be forced manually. Custom surrender announcements. Up to 10 skill_selX/skill_annoX_X can be used. Win2_del and win2_set commands for hide/show main text window. Armor ignoring attacks. Skill_kousoku_anno_0 can be used with [skilldX]. Hard difficulty (%nanido=2) can be forced.
 * Beta 5 fixes: enemy pass turn support, attacks in counterstance.
 * Beta 5 new features: up to 9 hits in attack, frames for each hit, frames can be constant, multiple rape scenes, syasei_non_alpha.
 * Beta 6 fixes: 2 typos (*tuika_kousoku, *skill18), petrified trigger fix (now it works with skilla6-skilla8), skillc4 request.
 * Beta 6 new features: custom dialogues; special surrender/requests; +4 skills in queries; cooldowns for counterstance attacks; the customisable attack strength for special binds (kousoku_type=2); 2 more types of cooldowns; *enemylife and *enemykaihuku commands; "if enemy's HPs lower than - do ..." triggers; up to 12 skill messages variants; skill_onedari_use, skill_lose_start1/2, skill_multilose keys; the "win" followup/henka1/henka2/henka3 target; the skill_rukalose="0" support.
 * Beta 6.1 fix: Special surrender initialization is fixed. Now this feature works always (not only after "change,kousan_anno1" command) and all text lines are printed correctly.
 * Beta 7 fixes: Enemy healing (works if skill_damage1_1>=skill_damage1_2, no crash with counterstance attacks, frame works correctly), win2_del (now it deletes window only).
 * Beta 7 new features: string sprites (the strsp command), sp_alpha and syasei_alpha commands, followup_always and followup_instant keys, the sprite buttons (spbtn) support, breaking of charged bind supports type1 and type2 cooldowns now.
 * Beta 8 new features: spbtn can use any string numbers, supports left/right click, automatically hides text window; the "evade each hit" wind evasion; constant automode.
 * Beta 9 fixes: no need for face_x00a.bmp; multi-evade skips passive hits (with damage=0); cutins work always; followup is removed for the charged attack miss; "change,mylife" command is fixed; skill_selxX works with all skill_kouka; followup_instant works with "d" skills.
 * Beta 9 new features: hero messages are always customizable; skill_rukalose="5"; poison status support; ending @, ~ and \ for custom skill_annoX_X; followup_counter and followup_guard; triggers; 4 more "a" skills (skilla13-skilla16); vic_effevt="3"; skill_damage_mode and skill_message_mode; spirit canceling; finishing skills; skilltame2; bg, sp_leftup, sp_rightup, syasei, syasei_non_alpha, syasei_alpha, suasei_leftup, syasei_rightup, syasei2, syasei_clear, select, goto, sp2, sp2_non_alpha, sp2_alpha, sp2_leftup, sp2_rightup, move commands in custom dialogues; first_selX reset; skill_kakuritu on-the-fly change; sp2 (all variants) and sp2_del work with effect 99; effect 15 and effect 18 support; monocro basic color; element command supports artifical spirits.
 * Beta 9.1 fix: "change,onedari_list1" crash is fixed.
 * Beta 10 fixes: var_out crash is fixed; Medusa test fight is fixed.
 * Beta 10 new features: customizable hero attacks; customizable hero skills; normal attack list; string number gotos; unlimited triggers per section; new henka type (2); var_ commands are added to custom dialogues; 10 more variables for var_ commands; v0-v19 can be used as "change"/"enemylife" operands; var_ld can reads some of variable volumes.


 * Download link


 * Unpack this archive in the MGQ3 directory.


 * 4 demonstration battles are still in the Map side-story.


 * To uninstall this patch - just delete/move 0.txt from the MGQ3 directory.

Spin-off stories

 * You can use plugin effects with bg, sp (all 5 variants), sp_del, sp2 (all 5 variants), sp2_del commands. The syntax is "99, ,".
 * You can use "1", "2", "3" and 4 as library name aliases:
 * "1" uses "system\breakup.dll/urb" - standard monster sealing.
 * "2" uses "system\breakup.dll/lrB" - angel sealing.
 * "3" uses "system\lngtwave.dll/vwi" - wave like Ilias in a dreams.
 * "4" uses "system\trvswave.dll/h" - Black Alice's wave.
 * Examples: 100="bg,bg045,99,1000,3",
 * 100="sp_del,0,99,500,system\breackup.dll/lrB".


 * You can use effect 15 (mask fade) and effect 18 (mask crossfade) with above commands. Use "15, ," or "18, ," as ending parameters.
 * Now 1 ending space is deleted automatically for "name" and "skillname" commands. And for plain text lines. You can use both methods, with or without the ending space - the result will be same.
 * You can use @, ~ and \ at the end of text lines in Spin-off text sections (Warning: not in battle messages). "@" is the new line wait state, "~" just starts a new line w/o a wait state, "\" forces the default new page wait state (may be useful if the text line ends to ~ or @). Plus now the game removes all spaces after the last text symbol.
 * Example: "1234567  @      " result (2 spaces before "@") will be "1234567 " (1 space) with the new line wait state.


 * Warning: Use "@" and "~" with caution, you can easily break 4-strings limit and the game will crash.


 * Win2_del and win2_set commands. The 1st one deletes the story text window, the 2nd one - restores it. No arguments are needed.
 * Sp_alpha, sp_leftup and sp_rightup commands. Are added because the "sp" command always uses the alpha transparency mode for NSA files and the leftup transparency mode for custom files (sp_non_alpha - copy and leftup). These commands always use defined mode (alpha, leftup, rightup) Plus you can use sp_non_alpha with the full "sp" command syntax to force the copy transparency mode. The old syntax ( ="sp_non_alpha,,,[, ]") is still supported for compatibility.
 * Sp2_non_alpha, sp2_alpha, sp2_leftup, sp2_rightup - same as above but for advanced sprites.
 * 4 more variants of syasei command. Syasei_non_alpha, syasei_alpha, syasei_leftup, syasei_rightup. Again the only difference is transparency mode.
 * You can use monocro_on command with any basic color. The new syntax is ="monocro_on[, ]". #888888 used by default (if the parameter is absent).
 * Element command supports artifical spirits. Use "5" for Zylphe, "6" for Gnomaren, "7" for Grandine and "8" for Gigamander.
 * Strsp command. Creates sprite from the given text line. The syntax: ="strsp,,,,,,,, [, ]"
 *  - it is what you want to convert to the sprite. Warning: if this line includes commas - put \ at the start and the end of the line.
 * ,  - coordinates of the sprite upper-left corner.
 *  - font height in pixels.
 * <x_spacing> - character interval (in pixels).
 * - font parameters. 0 - no shadow and no boldface, 1 - shadow and no boldface, 2 - boldface and no shadow, 3 - shadow and boldface.
 * - sprite color in "#RRGGBB" format. You can use "white" as the "#FFFFFF" alias.
 * - optional, the sprite changes its color to this value if the sprite button is active.
 * Example: 100="strsp,\Yeah, right!\,0,0,20,0,3,#FF4444,white" creates red "Yeah, right!" text in the upper-left corner. The font size is 20 pixels. The text will change its color to white after you move cursor to it (if a button was linked with the spbtn command).


 * Spbtn command. Uses sprite as button and jumps to the linked story.ini section. The syntax is ="spbtn,, ".
 * - the button will be linked to this sprite and will be used if you left click this sprite.
 * - the section name in story.ini.
 * you can use "lclk" and "rclk" as sprite numbers. As the result - the 2nd variant jumps to the defined section if you press the right mouse button. The 1st one will be used if you press the left mouse button and the cursor is not above any of defined sprite buttons.
 * The "spbtn" command finishes the current story.ini section, all strings except others "spbtn" commands will be ignored.


 * Spbtn automatically deletes text window. Use "win2_set" command to return it.


 * Warning: you must have 1 non-empty command after the last spbtn. Or the game will freeze. The best way is to use the "end" command.


 * 10 more variables ("v10" - "v19") can be used for all "var_" commands.
 * Enemylife and enemykaihuku commands to damage/heal enemy. "Enemylife" flashes the default enemy sprite ("0") three times, prints " deals damage!" and actually changes enemy HPs/lifebar if the battle was started (after "battle_st" command). Enemykaihuku prints "<enemy_name> recovered HP!" and actually changes enemy HPs/lifebar if the battle is on. The syntax: ="enemylife, [, ]" and ="enemykaihuku, [, ]".
 * If is absent - the exact value will be dealed/recovered. Otherwise the value will be random number between and.


 * You can use "v0" - "v19" as enemylife and sources.


 * Gotoline ( ="gotoline, ") and var_jumpline ( ="var_jumpline, ") commands jumps to the line in the same section. "Var_jumpline" (same as "var_jump") works only if %mon_labo_var_flag was set by the "var_cpa" command.
 * Warning - you can break/freeze the game easily with these 2 commands.


 * Change command can be used to change some in-game values on-the-fly. Its syntax is ="change,, [, ]". The parameter is used only with "mp", "enemylife", "mylife" aliaces.
 * Supported aliases:
 * "Kousan_anno1", "onedari_list1", "mogaku_anno1" - "mogaku_anno4", "mogaku_sel1" - "mogaku_sel5", "mogaku_dassyutu1", "mogaku_dassyutu2", "mogaku_earth_dassyutu1", "mogaku_earth_dassyutu2", "mogaku_kaisin1", "mogaku_kaisin2" and "tatie1"-"tatie3" - changes associated battle section strings.
 * "First_sel1" - "first_sel10" switches 10 boolean keys. The syntax is ="change,first_selX" for activating the key and ="change,first_selX,0" to reset it. These 10 keys are used in custom dialogues only.
 * All below aliases can use "v0" - "v19" as the source.
 * "Monster_x", "monster_y", "tukix", "alice", "keigen", "earth_keigen", "kaihi", "alice_skill1" - "alice_skill3", "skill", "skill_wind", "skill_earth", "skill_aqua", "skill_fire" and "tikei" - changes corresponding battle section values.
 * "Skilla1" - "skilla8", "skillb1" - "skillb4", "skillc1" - "skill4", "skilld1" - "skilld4", "skilltame0", "skillcounter0" and "skillcounter2"-"skillcounter5" changes the odds ("skill_kakuritu") for associated skill.
 * "Henka1" - "henka3" changes HP levels for 3 enemy life traps.
 * "Mp", "mylife" and "enemylife" changes and prints hero MPs, HPs and enemy HPs. If the result value is below 0 or above the limit - it will be trimmed.


 * These 3 aliaces can be used with "+" or "-" methods. Example - 100="change,mp,5,+" adds 5 MPs, trims the value if it's above the maximum then draws the result.


 * "Kousoku" and "status" changes (plus prints) hero binding and condition statuses. Correct values are "0"-"3" for "kousoku", "1"-"7" and "9" for status (status 8 is partially supported).
 * "Sinkou", "customattack" and "customskill" switches sections for triggers and customized attacks/skills. See below...
 * "Action" changes the %before_action value. See customized skills.
 * "Wind", "wind_turn", "earth", "earth_turn", "aqua", "aqua_turn", "fire" and "fire_turn" changes (Warning: not draws) active Spirits and turns to spirit canceling.

Spin-off stories battles, new parameters

 * (+) Customized hero announcements work always (even if you not define [ruka]/name).
 * (+) Customized hero announcements work now for all skills (include Meditation, Quadruple Giga, Flash Kill). Use [hero_skill4] for Meditation, [hero_skill15] for Quadruple Giga and [hero_skill19] for Flash Kill. All 5 levels of Sylph and Undine use [hero_skill7] and [hero_skill10] now. [Hero_skill25] section is added for Quad Spirit Summon.
 * (+) [Hero_sel]/hero_attack1-3 are used only with standard attack and self-damage (when confused). [Hero_sel]/hero_mogaku1-3 are used only when you try to break bind w/o Gnome. New keys are added in [hero_sel]:
 * hero_kaisin1 - hero_kaisin3 - used with critical hits.
 * hero_miss1 - hero_miss3 - used if hero missed.
 * hero_stblade1 - hero_stblade3 - used for Blade of Still Water.
 * hero_mogaku_hit1 - hero_mogaku_hit3 - used if you try to attack in a standard bind.
 * hero_mogaku_win1 - hero_mogaku_win3 - used when hero breaks a standard bind w/o Gnome.
 * hero_mogaku_earth1 - hero_mogaku_earth3 - used if you try to break a bind with Gnome.
 * hero_mogaku_earth_win1 - hero_mogaku_earth_win3 - used if you break a bind with Gnome.
 * hero_uncharge1 - hero_uncharge3 - used when you break a special bind (kousoku_type=1).
 * hero_freedom1 - hero_freedom3 - used when you break a special bind (kousoku_type=2).
 * hero_konran4 - hero_konran6 are added, so now you can custom up to 6 confuse messages.
 * (+) The game uses default messages if custom ones aren't defined in [hero_skillX] and [hero_sel].
 * (+) You can define custom messages partially (only 2 from 3 as the example).
 * (+) Kousan_anno1 and kousan_anno2 are added in [anno] section. Used when hero have surrendered. "Xxx completedly drops all resistance" is used by default.
 * (+) Skill_tikei key was added in [hero_skill5] section. Demon Skull Beheading is activated if this key is defined. You can use "1", "2", "3", "4", "5" to select the predefined message or set the message completedly.
 * "1" - " climbs the mast and jumps off from the top!"
 * "2" - " climbs a tree and jumps off from the top!"
 * "3" - " climbs onto the ceiling and jumps off!"
 * "4" - " climbs a pillar and jumps off from the top!"
 * "5" - " climbs a building and jumps off from the top!"
 * (+) Preemptive key is added in [data] section. Possible values are "a1" - "a16", "tame0", "counter0". Enemy uses defined skill before hero's first turn (as the example - battle with Slime). Warning: if the target skill have skill_kakuritu undefined - preemptive will be ignored.
 * (+) Petrified key is added in [data] section. Possible values are "a1" - "a16". Enemy uses defined skill after hero petrifies completedly (see skill_status="6" below). Warning: if the target skill have skill_kakuritu and skill_damage1_1 undefined - petrified will be ignored.
 * (+) Henka1, henka2, henka3 keys are added in [data] section. Examples are: henka1=10000,a3,1, henka2=4000,a12.
 * "10000" - if enemy's HPs are lower then that - the trigger is activated and the defined skill is used. The trigger works only once.
 * "a3" - this skillname will be used when trigger is activated. Possible values are "a1" - "a12", "tame0", "tame1", "counter0", "counter1" and "win" (see the followup key description below). "Win" ends the battle by hero's victory. Again, you must define skill_kakuritu or skill_damage1_1 for the target skill (except "win") or it will be ignored.
 * ,1 - optional. If added - then the trigger is used even if enemy's HPs are 0. As the example - Curque de Croix battle.
 * This trigger works only if hero isn't binded.


 * (+) Short_name key is added in [data] section. It's value used as the monster name after the battle start. As the example - [data]/name="Archangel Ariel", [data]/short_name="Ariel", [data]/type="0". Then we have "Archangel Ariel appears!" message at the battle start but "Ariel" as the nametag.
 * (+) Difficult key is added in [data] section. It sets the difficulty level to Hard. Use diffficult="1". The only difference is - 10% chance to fail a successful struggle.
 * (+) Vic_effevt="3" support is added. It replaces the "was/were defeated!" message to the "was/were chased away!" message.
 * (+) There are 8 more "a" skills and 4 more in each binding query. Skilla9-skilla16, skillb5-skillb8, skillc5-skillc8, skilld5-skilld8. These skills can be used only as followup, henka, petrified or preemptive targets. So - skill_kakuritu and skill_count are ignored for these skills.
 * (+) You can define skilltame2 enemy skill. It will be used if enemy charged attack (skilltame0) will be guarded. Use this if the charged guard must use different skill_kouka/skill_selX.
 * Warning - the game uses [skilltame2]/skill_name to detect. If this key is absent - the old method ([skilltame1/skill_selmissX) will be used.

Spin-off Stories battles, monster skills

 * (+) 3rd binding query (skill_kouka=5) is working now. After hero was hit by this attack - monster attacks constantly (with skilld1 - skilld4), you can't do anything.
 * (+) If skill_kousoku_anno and skill_kousoku_anno0 aren't defined - there is no wait state now.
 * (+) "Attack to free from" binds support is fixed. Differences between kousoku_type=1 ("charged" bind) and kousoku_type=2 ("special" bind) - the "charged" one always needs 1 attack to free, enemy attacks once after you break the bind (you have 1 free turn after you break a "special" bind). And now you can't break "charged" bind by struggling. To add a finisher for these binds - use followup trigger (see below).
 * (+) You can define the hero's attack strength when a "special" bind is active. Use skill_mogaku_abairitu key. The default value is 80.
 * (+) You can define up to 12 skill_selX/skill_anno1_X/skill_anno2_X/skill_anno3_X.
 * (+) Mogaku_anno1-4, mogaku_sel1-5, mogaku_dassyutu1-2, mogaku_earth_dassyutu1-2, mogaku_kaisin1-2 keys can be defined for each binding skill (skill_kouka=3 or 4). Use "change" command for this. The old method will be removed in future versions. Used if an enemy have 2 different binding stances. After hero breaks the bind - all these keys reset to values from [anno] and [sel] sections.
 * (+) New skill query order may be used. 1st: the counter start (skillcounter0) and the charged attack (skilltame0) are moved to the start of the query. So - now you can use these 2 in "after x turns exactly" mode. 2nd - cooldowned skills aren't used by selector. In short - you can use several skills with skill_kakuritu="100" and cooldown. To force the new query, use [data]/query_new="1".
 * (+) Status attacks are used only if hero's status is clear. P.S. You must have 1 attack in the query w/o status/cooldown.
 * (+) Skill_status_hit, skill_status_anno, skill_status_mid and skill_status_end keys are added for status attacks (skill_kouka=2). Skill_status_anno / skill_status_hit defines the announcement / the hero's message after the status attack hits. Skill_status_mid is used when hero pass turn because of the status. Skill_status_end is used when the status is timed out or (for skill_status=6) when hero is petrify completedly. If this key is absent - the game uses default values.
 * (+) You can use @ (new line wait state) and ~ (new line) with skill_status_mid and skill_status_end keys. This setting overrides the default new page wait state.
 * (+) By default all cooldowns are resetted after hero struggled successefully from a bind. Now you can use two more options:
 * use ,1 after the cooldown value to disable cooldown resetting.
 * use ,2 after the cooldown value to reset this cooldown only if a bind was started with this skill.
 * Examples: skill_count=9,2 - this cooldown resets only if this skill is a binding skill and the bind was successeful.
 * Ending of a bad status still resets all cooldowns.


 * (+) If all attacks in a query are cooldowned - enemy will pass 1 turn.
 * (+) Enemy healing is added. Use skill_kouka=7. Only 1 hit. These skills can't be countered, Daystar not works. You can use this to add enemy passive skills (set skill_damage1_1 and skill_damage1_2 to "0" or not define these keys).
 * (+) Spirit canceling is added. Use skill_kouka=8. Only 1 hit. Skill_damage1_1 defines targeted spirits. 1 is for Sylph, 2 - for Gnome, 4 for Undine and 8 for Salamander. So if you want to dispel all 4 spirits - use 1+2+4+8=15 as the skill_damage1_1 value.
 * (+) Enemy can now damage you and use more than 1 attacks in a counterstance. [Skillcounter2] - [skillcounter5] sections define these skills. These attacks can't be binding attacks. All other keys are same as for [skillaX]. 1 new key - skill_counter_tatie. This key define the counterstance sprite.
 * (+) Skill_damage_mode key defines damage effect/animation and armor piercing mode.
 * "0" and "1" use standard damage (damage.ogg sound, horizontal shaking).
 * "2" and "3" use heavy damage (damage2.ogg sound, the example is Goblin Girl's Earth Crashing Goblin).
 * "4" and "5" use critical damage (ikazuti.ogg sound, long shaking). The example is Ilias' Judgement Tap.
 * "1", "3" and "5" ignore Gnome, guarding, Water Wall, level draining and Salamander's bonus versus Grandine.
 * "0" is used by default (if the key is absent).
 * You can use old names (skill_ignoredef= or ignoredef=) for this key, but this support will be deleted in future.


 * (+) Followup key can be used with enemy skills. Possible values:
 * "counter1" - "counter5" if the enemy is in counterstance.
 * "a1" - "a16", "tame0", "tame1", "counter0", "counter1" if not binded.
 * "b1" - "b8" for the 1st bind query.
 * "c1" - "c8" for the 2nd bind query.
 * "d1" - "d8" for the OHKOs query.
 * "win".
 * The enemy attacks. If the attack wasn't evaded / countered - the game reads the followup value. If this value isn't empty - the game remembers it. Then hero have its turn. If the followup value and the current query value match after the hero's turn - the enemy uses skill with remembered name.
 * The "Win" skill works always and just finishes the battle by hero's victory.
 * Example 1: standard charged bind ("attack or die") - [skilla1] with skill_kouka="3", skill_kousoku_type="1" and followup="b4". [Skillb4] with skill_kakuritu="0". After skilla1 hits - hero is binded in a "charged" bind. If hero attacks - the bind is gone, followup="b4" isn't used (because followup want query "b" and the actual query is "a"). If hero still in bind - the game uses skillb4 (skill_kakuritu is ignored).
 * Example 2: skill chain - [skilla1] with followup="a2", skilla2 with followup="a3", skilla3 with followup="a4". All skills without binding. The result is - enemy uses skilla1 - skilla2 - skilla3 - skilla4 chain if you don't break it with evade / Daystar.
 * Example 3: OHKO - [skilld1] with followup="d1" and [skilld2] with followup="d2". The result is - after the game choose skilld1 or skilld2 - it will use selected skill only.


 * (+) Followup_always key is same as followup. The only difference is - enemy uses defined skill even if attack was evaded or was countered with Daystar. If followup_always is defined - followup, foloowup_guard and followup_counter keys are ignored.
 * Warning: followup_always not works if hero is in OHKO query. So - skilld1-skilld8 and all skills with skill_kouka="5" ignore this key completely.


 * (+) Followup_instant key links attacks in the same turn, so enemy will attack twice/trice etc. Evasion and Daystar can break this chain. Warning - if the 1st attack is passive/healing (skill_kouka=7) - Daystar remains active and can counter the 2nd attack. If this key is defined - the followup key is ignored, the followup_always key is used only after evasion/Daystar.
 * (+) Followup_guard and followup_counter - same as followup but are used only if the enemy attack was evaded/countered.
 * (+) You can force Sylph/Fallen Angel Dance to evade each hit of a multi-hit attack. It works only for skill_kouka="0" and skill_kouka="1". To force this - use skill_multiwind="1" key. Chances and the evasion announcement are constant for all hits.
 * Warning - this evade don't breaks followup/followup_always/followup_instant query.


 * (+) Petrification status can be used now. Use skill_kouka="2" and skill_status="6". After countdown ends - hero will petrify and unable to move. The only way to cure this status is Alice's Eyes of Recovery.
 * (+) Poison status support is added. Use skill_status="9". The poison hits right after enemy turn. Damage factor is 1/20 of hero's maximum HPs by default, but you can set it with skill_status_abairitu key. Damage itself is 90%-110% of the damage factor.
 * If hero was killed by poison - the game uses keys from poisoning attack to define lose sentience.


 * (+) Multiple rape scenes are supported. Use skill_lose_scene="xxx" key. If this key is defined - the game go to the section [losexxx] after hero loses.
 * (+) You can define up to 9 hits in any attack. Use skill_anno4_X ... skill_anno9_X, skill_se4 ... skill_se9 and skill_damage4_X ... skill_damage9_X keys.
 * (+) Miltihit attacks can stop right after hero's HPs reach 0 (by default all hits are executed then the game starts a hero's lose sequence). Use skill_multilose="1" key.
 * (+) Each hit can show different frame (ct) if you want. Keys are skill_ct1_1 ... skill_ct1_12. The syntax is same as for skill_ct1. Frames use coordinates from skill_ctx and skill_cty. If you add ,0 to this command - the frame will not be drawn (effect 0), it can be useful if you want draw the frame and a binding sprite simultaneously.
 * (+) By default all frames are removed after enemy skill ends. If you want to make the frame constant - use skill_ct_stay="1" key.
 * (+) If you use skill_rukalose="0" (or this key isn't defined) - there is no hero's messages before bukkake. Same is for skill_rukalose="5" but it uses skill_rukalose=4 behavior (no bukkake, "... surrenders..." replaces "... was defeated...").
 * (+) 2 more keys are used when hero loses: skill_lose_start1 and skill_lose_start2. They are printed from the name of enemy before bukkake.
 * (+) Skill_message_mode key controls skill_selxX, hero_kiki1_X, hero_kiki2_X, kiki_sX and half_sX messages.
 * "0" (default) - all messages are always displayed.
 * "1" - no messages when hero HPs are below 50% or 20% of max HPs.
 * "2" - same as "0" but skill_selxX messages are ignored in requests mode.
 * "3" - same as "1" plus no skill_selxX in requests mode.

Custom dialogues

 * By default skill_selX/skill_annoX etc just define a text line which will be printed. You can't change the nametag, you can't use more than 2 text lines, you can only print text.


 * Custom dialogues just go to a section in story.ini when you can use almost all supported commands then return and continue to execute enemy attack.


 * To start the custom dialogue - use "! " as the battle parameter value. The game goes to the section in current story.ini. After the custom dialogue ends the game continues the standard battle routine. The example: [skilla1]\skill_sel1="!12345" will execute all commands in the [12345] section in story.ini then continues the standard a1 enemy skill routine.


 * There are 2 methods to end the custom dialogue and return. The first method is the "end" command. The second method can be used only if you have started the dialogue with skill_annoX_X keys. Use string ended with "/" to return.


 * You can start custom dialogues with these keys: skill_selX, skill_annoX_X, skill_selxX, skill_selmissX, skill_sel_counter_midX, skill_sel_counter_endX, skill_anno_counter_midX, skill_anno_counter_endX, mogaku_dassyutu1, mogaku_earth_dassyutu1, mogaku_kaisin1, half_s1, kiki_s1, vic_sel1, vic_anno1, kousan1, skill_onedari1, skill_lose_start1, skill_lose_anno1, skill_lose_sel1.


 * No custom dialogues support: hero_loseX_X, hero_lose_lvdrain, hero_lose_konran, hero_attackX, hero_kaisinX, hero_missX, hero_stbladeX, hero_mogaku_hitX, hero_mogakuX, hero_mogaku_winX, hero_mogaku_earthX, hero_mogaku_earth_winX, hero_unchargeX, hero_freedomX, hero_konran_X, hero_kikiX_X, skill_tikei, mogaku_annoX, mogaku_selX, skill_wind_anno, skill_kousoku_anno0, skill_kousoku_anno, skill_status, skill_status_anno, skill_status_hit, skill_status_mid.


 * Warning: if you define 2 similar keys - custom dialogue will not start, just 2 text line will be printed. You must define 1 or more than 2 keys. P.S. [Hero]\skill_selX is the exception, if 2 keys are defined - it just selects 1 of defined keys.


 * Custom dialogues work different for kousan_anno1 and onedari_list1. After dialogue section is finished - the game returns to the hero's commands menu. This is used for special surrender/requests.


 * Custom dialogues can be HP traps (henkaX) or triggers (sinkou_listX) targets.


 * And customized attacks and skills ([customattackX], [customattackX]\listX and [customskillX]\skillX) are custom dialogues too and use same commands.

Custom dialogues commands

 * These commands: end, name, skillname, bg, sp, sp_non_alpha, sp_alpha, sp_leftup, sp_rightup, sp_del, wait, bgm, bgm_stop, se, se_stop, syasei, syasei_non_alpha, syasei_alpha, syasei_leftup, syasei_rightup, syasei2, syasei_clear, flash, monocro_on, monocro_off, quake, select, goto, gotoline, sp2, sp2_non_alpha, sp2_alpha, sp2_leftup, sp2_rightup, sp2_del, move, movie, element, var_ld, var_cal, var_cpa, var_out, var_jump, var_jumpline, var_dice, 'damage', 'kaihuku', enemylife, enemykaihuku, change, strsp - same as in the main story. So you can't use win2_set, win_set, win2_del, win_del, restart, anten, battle, battle_st, overkill_end and spbtn.
 * First and second commands are used to change printed lines if the dialogue used more than once. The syntax is ="first,, " and ="second, , ". <Key> is the boolean switch number, from 1 to 10. The "first" command prints only if the switch isn't activated. The "second" command prints only if the switch was activated. To manipulate switches - use the "change,first_selX" command.
 * Jumpfirst ( ="jumpfirst,, ") and jumpfirstline ( ="jumpfirst, , ") are var_jump/var_jumpline analogs but use one of 10 boolean switches.
 * There are some commands (list1, commonattack, commonattack1, commonskill) used in customized hero attacks/skills only.
 * And of course you can just print text. "@", "~" and "\" wait state modificators are supported.

Triggers

 * Triggers are used to customize enemy actions if something is happen. The game can start a custom dialog (then continue the standard query), force enemy skill (via followup) or end the battle if the trigger was activate


 * To configure triggers use sinkou_listX keys in [sinkouX] sections:

[sinkou1] sinkou_list1=... sinkou_list2=... ... [sinkou2] sinkou_list1=... ...
 * Sinkou_list keys must use sequental numeration (sinkou_list1, sinkou_list2 etc) and are checked in this order. If the game can't find the next sinkou_list number the game stops reading and continues the standard battle routine. If the key is activated - the game again stops reading, executes this 1 key then continues the standard routine.


 * Use the " ="change,sinkou,<section_number>" command to activate the [sinkou<section_number>] section. You can use "change,sinkou,0" to disable triggers.


 * By default the game checks [sinkou1]/sinkou_list1 key and disables triggers if this key isn't defined.


 * The trigger keys syntax is "sinkou_listX=<trigger_name>,, [,<new_section_number>]" or "sinkoulistX=element, , , [,<new_section_number>]"


 * Trigger_names:
 * "Enemylife" and "enemylife2" - activates if enemy HPs are lower or equal of . Enemylife2 works only if hero isn't binded.
 * "Element" - uses different syntax. The parameter chooses spirits for the check. Same as for spirit canceling: 1 for Sylph, 2 for Gnome, 4 for Undine, 8 for Salamander. Then the game compute total sum of levels for choosed and active spirits. And if this sum is bigger of the trigger activates.


 * Examples: "sinkou_list1=element,1,0,a9" activates if Sylph ("1") was summoned with any level. And enemy uses skilla9. "Sinkou_list1=element,15,5,a9" is the analog of Alice 8th (final) Spirit Canceling - if %wind+%earth+%aqua+%fire>5.


 * "Mylife" - activates if hero HPs are lower than.
 * "Action" - each hero action/skill have corresponding value (stored in the %before_action variable). So enemy can react differently to player actions. The trigger is activated if %before_action=.


 * Possible values are:
 * "1" - normal attack.
 * "2" - critical attack.
 * "3" - miss.
 * "4" - Blade of Still Water.
 * "7" - unsuccessful Struggle (or attack in a standard bind).
 * "8" - successful Struggle.
 * "9" - attack in a "charged" bind.
 * "10" - attack in a "special" bind.
 * "35" - Word of Dispel: Omega Blaze.
 * "36" - Word of Dispel: Frost Ozma.
 * "37" - Word of Dispel: Monster Lord's Cruelty.
 * "51" - Guard.
 * "52" - Wait.
 * "53" - Surrender.
 * "54" - Requests.
 * "58" - Word of Dispel: Eyes of Recovery.
 * Action for others hero skills can be found in the "Customized hero skills" section.


 * "Turn" - activates if the turn number equals.
 * "Status" - activates if hero status equals.
 * These triggers are checked before enemy attacks. If you want to check after enemy attack - use "enemylife1", "enemylife3", "element1", "mylife1", "action1", "turn1" and "status1" triggers names. Again, "enemylife3" works only if hero isn't binded.


 * <Destination> can be the attack name ("a1"-"a16", b1-b8, d1-d8, counter0-counter5, tame0, tame1, same as for "followup" key. Or you can use custom dialog link ("!<section_name>") to go to [<section_name>].


 * <New_section_number> changes the section value and loads correcponding section of triggers.

Custom hero's attacks

 * You can now redirect the standard hero's attack to any custom dialogue. And then make anything you want with an enemy. :)


 * Use the "change,customattack, " command. It redirects normall attack to the [customattack ] section. After the "end" command the battle continues.


 * You can use all custom dialogue commands (sprites, sounds, change variables, print text).


 * There are 3 more commands:
 * "Commonattack" ( ="commonattack") and "commonattack1" ( ="commonattack1") execute the standard hero's attack (Blade of Still Water if Undine level 2 or 3 is active, 2 hits if Sylph level 3 is active, always critical if Gnome level 3 is active etc). "Commonattack1" not prints hero's messages and not changes MPs.
 * "List1" - starts the attack list. The syntax is ="listX,<attack_name>[,<section_name>]".


 * After the game finds the "list1" command in the [customattackX] section - it ignores all others keys except "list2"-"list8". And after the "end" command the attack list with founded values will be executed. You can choose one of attacks then the game goes to the <section_name> section. Or you can use right-click to return to the main hero actions menu.


 * If <section_name> is absent - the standard hero's attack will be used.

Custom hero skills

 * Same as for custom hero's attacks - you activate this feature with the "change" command. Use ="change,customskill,<section_number>". After this the game will analyze the [customskill<section_number>] section before you execute any skill.


 * Possible [customskillX] keys are:
 * skillX. The syntax is skillX=<section_name>. Redirects the associated skill to the <section_name> section. You can use all custom dialogues commands.
 * skillXname (skillXname= ) - replaces the standard skill name in the Skill menu to . Currently not works for the 2nd skills page (Spirits and Quad Spirit Summon).


 * The game uses standard skills/skill names if they aren't reloaded.


 * SkillX can be skill1 ("Demon Decapitation", 21), skill2 ("Flail Wildly", 41), skill3 ("Thunder Thrust", 22), skill4 ("Meditation", 42), skill5 ("Demon Skull Beheading", 23), skill6 ("Death Sword Chaos Star", 24), skill7 ("Wind Protection", 43, skill02=0 or 1), skill7b ("Playful Wind", 43, skill02=2), skill7c ("Devastating Gale", 43, skill02=3), skill8 ("Strength of the Earth", 44, skill03=0 or 1), skill8b ("Breath of the Earth", 44, skill03=2 or 4), skill8c ("Wild Lands", 44, skill03=3 or 5), skill10 ("Water Wall", 45, skill04=1), skill10b ("Serene Mind" A, 45, skill04=2), skill10c ("Serene Mind" B, 45, skill04=3 or 5), skill11 ("Lightning Sword Flash", 25), skill12 ("Earth Rumbling Decapitation", 26), skill13 ("Serene Demon Sword", 27), skill14 ("Blade of Flame", 46, skill05=0 or 1), skill14b ("Hellfire Sword", 46, skill05=2 or 4), skill14c ("Purgatory Flame", 46, skill05=3 or 5), skill15 ("Quadruple Giga" preparation, 47), skill15d ("Quadruple Giga", 28), skill16 ("Vaporizing Rebellion Sword", 29), skill17 ("Edging", 55), skill18 ("Serene Mind" C, 45, skill04=0), skill19 ("Flash Kill", 30), skill20 ("Ninefold Rakshasa", 31), skill21 ("Heavenly Demon Revival", 32), skill22 ("Magic Concentration", 59), skill22x (Daystar), skill23 ("Fallen Angel Dance" A, 56), skill7d ("Fallen Angel Dance" B, 43, skill02=4), skill7e ("Fallen Angel Dance: Gale", 43, skill02=5), skill24 ("Element Spica", 34), skill25 ("Quad Spirit Summon", 57).


 * You can use the commonskill command in the custom skill body. It executes 1 standard skill. You control the skill choice with "change,action" and "change,skill_wind/earth/aqua/fire" commands. Action values are listed above after the skill name. Daystar can't be summoned by this method.


 * Example: if you want to execute Blade of Flame in a place of Purgatory Flame (Angelic skill menu):

[story] ... 100="battle_st" ... 200="change,customskill,1" ... 300="battle" [data] ... skill=22 skill_fire=5 ... [customskill1] skill14c=newpurgatoryflame [newpurgatoryflame] 100="change,action,46" 101="change,skill_fire,1" 102="commonskill" 103="change,skill_fire,5" 104="end" ...

Customized hero attacks
[data] henka2=1,!custom003,2 [sinkou8] sinkou_list1="enemylife3,4000,!custom013,0" [customattack1] 100="var_dice,v19,3" 101="var_cpa,v19,=,v18" 102="var_jump,customattack1" 103="name,Luka" 104="var_cpa,v19,=,3" 105="var_jumpline,114" 106="var_cpa,v19,=,2" 107="var_jumpline,111" 108="Ha!" 109="var_ld,v18,1" 110="gotoline,116" 111="Hya!" 112="var_ld,v18,2" 113="gotoline,116" 114="Orya!" 115="var_ld,v18,3" 116="name," 117="change,mp,1,+" 118="commonattack1" 119="var_ld,v19,enemylife" 120="var_cpa,v19,<,1" 121="var_jump,break" 122="goto,ca1annox" [break] 100="end" [ca1annox] 100="se,1,ero_slime3" 101="sp_del,0,10,500" 102="Erubetie collapses!" 103="name,Erubetie" 104="Pointless..." 105="name," 106="se,1,ero_slime3" 107="sp,0,erbetie_st01,225,0,0" 108="sp,2,erbetie_st01,0,0,0" 109="sp,4,erbetie_st01,450,0,10,500" 110="But Erubetie divides again!" 111="jumpfirst,2,ca1annox1" 112="jumpfirst,3,ca1annox2" 113="jumpfirst,4,ca1annox3" 114="end" [ca1annox1] 100="change,sinkou,8" 101="change,first_sel2" 102="end" [ca1annox2] 100="name,Erubetie" 101="No human can defeat all at once..." 102="name,Luka" 103="Guh...!" 104="name," 105="I can't just attack at random...@" 106="My only choice is to use the flame to power up an attack." 107="change,first_sel3" 108="end" [ca1annox3] 100="var_ld,v19,fire" 101="var_cpa,v19,!=,3" 102="var_jump,break" 103="name,Erubetie" 104="Such power... But it still isn't enough to defeat me." 105="name,Luka" 106="Guh...!" 107="name,Salamander" 108="That isn't good enough!@" 109="You have to overwhelm her with your flame!" 110="name," 111="change,first_sel4" 112="end" [custom003] 100="se,1,ero_slime3" 101="sp_del,0,10,500" 102="Erubetie collapses!" 103="change,enemylife,2000" 104="name,Erubetie" 105="Pointless..." 106="name," 107="se,1,ero_slime3" 108="sp,0,erbetie_st01,225,0,0" 109="sp,2,erbetie_st01,0,0,0" 110="sp,4,erbetie_st01,450,0,10,500" 111="But Erubetie divides again!" 112="jumpfirst,2,ca1annox1" 113="jumpfirst,3,ca1annox2" 114="jumpfirst,4,ca1annox3" 115="end" [custom013] 100="name,Erubetie" 101="It's useless, no matter how much you attack...@" 102="I'll just keep dividing, forever." 103="name,Luka" 104="Guh...!" 105="name," 106="Does that mean this is a stalemate...?" 107="element,4" 108="name,Salamander" 109="Then all you have to do is defeat all of her bodies at once.@" 110="Fill your sword with flame, and let loose on them." 111="name,Luka" 112="Yeah... Let's give it a try!" 113="name," 114="end"
 * V19 is used as the temporal variable, v18 is used to store the previous random value.

[customattack1] 100="var_dice,v19,3" 101="var_cpa,v19,=,v18" 102="var_jump,customattack1" ...
 * This section randomize the temporal variable from 1 to 3 (line 100), compare it to the v18 variable (line 101) and starts the section again if these variables are equal (line 102). As the result - same value can't be used twice.

[customattack1] ... 104="var_cpa,v19,=,3" 105="var_jumpline,114" 106="var_cpa,v19,=,2" 107="var_jumpline,111" 108="Ha!" 109="var_ld,v18,1" 110="gotoline,116" 111="Hya!" 112="var_ld,v18,2" 113="gotoline,116" 114="Orya!" 115="var_ld,v18,3" ...
 * These commands compare the temporal variable with 3 then 2 (lines 104, 106). And jumps to different lines if the comparation is successful (lines 105, 107). Then 1 of 3 Luka's messages will be printed (lines 108, 111, 114), the v18 variable stores the current temporal value (lines 109, 112, 115) and all 3 sections go to the line 116 (lines 110, 113).

[customattack1] ... 117="change,mp,1,+" 118="commonattack1" 119="var_ld,v19,enemylife" 120="var_cpa,v19,<,1" 121="var_jump,break" 122="goto,ca1annox"
 * Line 118 uses the modified standard Luka's attack - no Luka's messages (but they are already printed) and no +1 MP. So - line 117 adds this 1 MP.


 * Lines 119-121 read the enemy HPs to the temporal variable (line 119) and check if the enemy is dead (line 120). If you not killed the enemy - the game moves to the [ca1annox] section (line 122). If you have killed the enemy - the game goes to the [break] section (line 121). Then the HP trap (henka2) activates and the [custom003] section will be used. The only difference between [ca1annox] and [custom003] - the "change,enemyhp,2000" command. As the result if you kill Erubetie with this custom attack - she will restore 2000 HPs and will divide again. If your custom attack not made her HPs 0 or below - she will divide without HPs restoration.


 * Without lines 119-121 same messages/sprites will be displayed twice.

[ca1annox] ... 111="jumpfirst,2,ca1annox1" 112="jumpfirst,3,ca1annox2" 113="jumpfirst,4,ca1annox3" ...
 * These 3 lines are used to display additional dialogues once per battle. Each "ca1annoX" section have the command to activate the associated switch ("change,first_selX") so - no jump after another attack.
 * [Ca1anno1] activates "enemylife3" trigger because this message must be printed after an enemy attack.

Customized hero skills
[customskill1] skill11="customskill1_1" skill12="customskill1_1" skill13="customskill1_1" skill16="customskill1_1" skill14b="customskill1_2" [customskill1_1] 100="commonskill" 101="var_ld,v19,enemylife" 102="var_cpa,v19,<,1" 103="var_jump,break" 104="goto,ca1annox" [customskill1_2] 100="commonskill" 101="name,Salamander" 102="...That's no good.@" 103="You need to put more of your fighting spirit into your sword." 104="Otherwise, you'll never defeat Erubetie..." 105="name,Luka" 106="B...But... More than this...?" 107="name," 108="My spirit is already at its maximum.@" 109="Igniting my heart even further is too much..." 110="name,Salamander" 111="...Why did you pick up that sword of yours?@" 112="Wasn't it to fix the mistakes of those like Erubetie?" 113="name,Luka" 114="...!!" 115="name," 116="That's right..." 117="change,skill_fire,3" 118="commonskill" 119="name,Luka" 120="Th...This flame...!" 121="name," 122="My sword glows with a radiant light.@" 123="Almost as if humming with power, I can feel the incredible increase in power running up my sword arm." 124="name,Luka" 125="But... I feel somewhat calmer than before.@" 126="My heart isn't boiling in fighting spirit like it used to be." 127="name,Salamander" 128="You've become able to keep your presence of mind as you control your flames." 129="As you are now, you should be able to wield my power the same way you do Sylph and Gnome's." 130="name,Luka" 131="At the same time as Sylph and Gnome..." 132="name," 133="Even with my sword radiating power, I can still manage to meditate. Not only that, but my SP won't go to zero in exhaustion once the effect ends." 134="Finally, I should be able to summon Salamander at the same time as the other spirits..." 135="name,Salamander" 136="You're not simply borrowing my power like you were before.@" 137="Right now, you've completely made it your own." 138="In other words, my power is your power!@" 139="Now is the time to wield your scorching hot sword for what you believe in!" 140="name,Luka" 141="Alright, got it!" 142="name," 143="change,customskill,2" 144="change,first_sel2" 145="change,first_sel3" 146="change,first_sel4,0" 147="end"
 * The [customskill1] section intercepts 5 Luka skills: Lightning Sword Flash (skill11), Earth Rumbling Decapitation (skill12), Serene Demon Sword (skill13), Vaporizing Rebellion Sword (skill16) and Hellfire Sword (skill14b). First 4 are redirected to the [commonskill1_1] section. It's executes the standard skill (100="commonskill") then doing the same enemy HPs check as for customattack1 above. As the result - you can't kill Erubetie with skills and same 3 "once-per-battle" messages will be printed.


 * When you select a skill in the Skills menu this will automatically change the %before_action variable. So - one "commonskill" command executes correct standard skill each time.


 * "Hellfire Sword" will be redirected to another section ([customskill1_2]). There is 1 trick - the second "commonskill" command is used after skill_fire was changed to 3 (117="change,skill_fire,3") so it will execite "Purgatory Flame".

Triggers
[data] preemptive="tame0" [sinkou1] sinkou_list1="action,1,!custom011,2" sinkou_list2="action,2,!custom011,2" sinkou_list3="action,3,!custom011,2" sinkou_list4="action,52,!custom012,2" sinkou_list5="action,21,!custom013,2" sinkou_list6="action,41,!custom014,2" sinkou_list7="action,53,!custom012,2" [sinkou2] sinkou_list1="action,52,!custom016" [custom011] 100="sp,0,gob_st04,0,0,1" 101="name,Goblin Girl" 102="Fugyaaa!" 103="sp,0,gob_st01,0,0,1" 104="Ooooh you did it now! Meanie!" 105="name," 106="end" [custom012] 100="name,Goblin Girl" 101="An opening! Take this!" 102="name," 103="end" [custom013] 100="sp,0,gob_st04,0,0,1" 101="name,Goblin Girl" 102="Hyaa!" 103="sp,0,gob_st01,0,0,1" 104="Oh well...@" 105="Eat this!" 106="name," 107="end" [custom014] 100="name,Goblin Girl" 101="Did you really think such a crazy attack would hit?@" 102="Take this!" 103="name," 104="end" [custom016] 100="change,first_sel1" 101="end" [skilltame0] skill_name="Power Up" skill_kakuritu="0" skill_anno1_1="The Goblin Girl starts to power up!" skill_se1="power" [skilltame1] skill_name="Earth Crashing Goblin" skill_anno1_1="The Goblin Girl swings down her hammer!" skill_damage1_1="40" skill_damage1_2="43" skill_selx1="!custom002" skill_damage_mode="3" skill_message_mode="1" followup_instant="a9" [custom002] 100="name,Luka" 101="Gaaah!" 102="name," 103="I underestimated her...@" 104="I fall to the ground instantly." 105="name,Luka" 106="Guuh!" 107="name," 108="change,sinkou,2" 109="change,mogaku_anno1,But the Goblin Girl has Luka pinned down!" 110="change,mogaku_anno3,But the Goblin Girl has Luka pinned down!" 111="change,mogaku_sel1, " 112="change,mogaku_sel2, " 113="change,mogaku_sel3, " 114="change,mogaku_sel4, " 115="change,mogaku_sel5, " 116="change,kousan_anno1,Luka surrenders to the pleasure, ending his resistance." 117="end" After the battle starts - the game always checks [sinkou1]/sinkou_list1 key. This key is defined, so the game loads all triggers in the [sinkou1] section.

[data]/preemptive="tame0" starts the battle with charged attack preparation. If you will not guard - skilltame1 attack will hit.

[sinkou1]/sinkou_list1="action,1,!custom011,2" activates if you use Attack and the result is a standard hit. sinkou_list2="action,2,!custom011,2" activates if the hit is critical, sinkou_list3="action,3,!custom011,2" - if hero misses. All 3 triggers print custom dialog from [custom011], then change the triggers section number to 2. The game again checks sinkou_list1 key, but in the section [sinkou2] now. Again, the key is defined, all triggers (1) from the section is loaded. Then the game continues the enemy attack routine and execures skilltame1.

Sinkou_list4="action,52,!custom012,2" and sinkou_list7="action,53,!custom012,2" are same as above but work for Wait/Surrender commands. And print the different custom dialog.

Sinkou_list5="action,21,!custom013,2" works if hero used Demon Decapitation.

Sinkou_list6="action,41,!custom014,2" activates after Flail Wildly.

Strsp and spbtn
[story] 100="bg,map0,1" 101="bgm,zukan" 102="strsp,1,Endiel,210,250,15,0,3,#FFFFFF,#FF4444" 103="strsp,2,Medusa,360,140,15,0,3,#FFFFFF,#FF4444" 104="strsp,3,Quit,750,570,20,0,3,#FFFFFF,#FF4444" 105="sp_alpha,6,face_c00.bmp,335,25,1" 106="strsp,4,Erubetie,390,40,15,0,3,white,#FF4444" 107="goto,select" [select] 107="spbtn,1,endiel" 108="spbtn,lclk,left" 119="spbtn,6,erubetie" 120="spbtn,4,erubetie" 131="spbtn,2,medusa" 132="spbtn,3,quit" 143="spbtn,rclk,right" [endiel] 100="win2_set" 101="Endiel" 102="sp_del,1,0" 103="sp_del,2,0" 104="sp_del,3,0" 105="sp_del,4,0" 106="sp_del,6,0" 107="restart,Map\Endiel" [medusa] 100="win2_set" 101="Medusa" 102="sp_del,1,0" 103="sp_del,2,0" 104="sp_del,3,0" 105="sp_del,4,0" 106="sp_del,6,0" 107="restart,Map\Medusa" [erubetie] 100="win2_set" 101="Erubetie" 102="sp_del,1,0" 103="sp_del,2,0" 104="sp_del,3,0" 105="sp_del,4,0" 106="sp_del,6,0" 107="restart,Map\Erubetie" [right] 100="win2_set" 101="Right click!" 102="goto,select" [left] 100="win2_set" 101="Left click!" 102="goto,select" [quit] 100="win2_set" 101="Quit to menu..." 102="end"
 * 107="spbtn,1,endiel" link the sprite button to the sprite #1 and will go to the endiel section if this button will be selected. After the first spbtn command - all commands except another spbtn will end the current section ([select]) and will go to the actual selection.


 * 108="spbtn,lclk,left" sets left click sprite button. If you left click anf the cursor is not above any defined sprite buttons - the game will go to the section from this command ([left]).


 * 143="spbtn,rclk,right" - same as above but this command intercepts all right mouse clicks.


 * 144="end" is the first non-empty command after spbtn and after the game read this line - it will go to the actual selection. The line will be ignored and can contain anything.


 * Sp_del commands erase all sprites, the win2_set command restores the story text window.

Special surrender/requests example

 * The first common fight with this type of surrender/request is Granberia (1). To do something similar in a spin-off use custom dialogues:

[anno] kousan_anno1="!001" [onedari] onedari_list1="!002" [001] 100="name,Granberia" 101="You challenged me, I won't allow you to surrender." 102="name," 103="end" [002] 100="name,Granberia" 101="Did you think I'd listen to anything you asked of me?" 102="name," 103="end"
 * Because these 2 keys (kousan_anno1 and onedari_list1) use custom dialogues - the game automatically returns to the hero command menu and continue fight.

Erubetie test spin-off
[anno] mogaku_anno1="But struggling just makes Luka sink further inside her!" mogaku_anno3="But Luka can't attack like this!" mogaku_anno4="But stuck inside her slime, Luka's power is dulled!" [sel] mogaku_sel1="You won't escape..." mogaku_sel2="Give in..." mogaku_sel3="Why not just surrender?" mogaku_sel4="Cease struggling, and just indulge in pleasure inside me..." mogaku_sel5="Just dissolve away inside me... Accept the fate of a Hero." mogaku_dassyutu1="!custom023" mogaku_earth_dassyutu1="!custom024" [custom023] 100="name,Erubetie" 101="You're struggling an awful lot..." 102="name," 103="Attacking from the inside, Luka's sword tears open the slime around him!" 104="end" [custom024] 100="name,Erubetie" 101="You don't want us to play with you?@" 102="That's too bad... We were going to show you a hell of slimy pleasure..." 103="name," 104="se,1,ero_slime3" 105="sp_del,2,0" 106="sp_del,4,10,500" 107="Erubetie gathers back up!" 108="end"

Divine Gale, Divine Flow, Divine Draw, Divine Destiny
[skilla7] skill_name="Divine Gale" skill_kouka="3" skill_kakuritu="10" skill_count="9,2" skill_wind="7" skill_windanno="But Luka moves like the wind and dodges!" skill_aqua="100" skill_sel1="Hehe... Let me give you a little hug..." skill_anno1_1="Erubetie moves behind Luka, and hugs him!" skill_se1="ero_slime3" skill_damage1_1="220" skill_damage1_2="260" skill_kousoku_anno="The back of Luka's body sinks into Erubetie's body!" skill_mogaku="100" skill_mogaku_earth="2" skill_selx1="My body feels good, doesn't it?" skill_selx2="Let me make it even better..." skill_lose_anno1="As Erubetie grabs Luka from behind, he comes, shooting out semen." skill_lose_sel1="You couldn't even wait until I got started..." skill_lose_sel2="What a pathetic Hero." skill_bukkake="erbetie_bk04" skill_rukalose="1" followup="b5" mogaku_anno1="But Luka can't break free from Erubetie!" mogaku_anno2="Struggling with all his might, Luka breaks free!" mogaku_sel1="That's pointless, you won't escape..."
 * Skill_kouka="3" and followup="b5" force skillb5 as the next Erubetie's attack if Divine Gale hits.


 * Skill_count="9,2" sets 9-turns cooldown for this skill. And this cooldown resets only if Divine Gale is evaded or after you break Divine Gale bind. Other binds (Heaven's Prison) not resets this cooldown. So - you can free from Heaven's Prison and then see Divine Gale as the next attack.


 * Mogaku_anno1, mogaku_anno2 and mogaku_sel1 keys change struggle messages for this bind. They will reset to default values (from [anno] and [sel] sections) after you break this bind.

[skillb5] skill_name="Divine Flow" skill_kouka="3" skill_sel1="Hehe... I can do this, too..." skill_anno1_1="!custom007" skill_se1="ero_slime3" skill_damage1_1="220" skill_damage1_2="260" skill_kousoku_anno="Luka is sandwiched between two Erubeties!" skill_selx1="!custom008" skill_lose_start1="!custom032" skill_lose_anno1="As the second Erubetie grabs him from the front, Luka comes, covering her with semen." skill_lose_sel1="You couldn't even wait until I got started..." skill_lose_sel2="What a pathetic Hero." skill_bukkake="erbetie_bk04" skill_rukalose="1" followup="b6" [custom007] 100="sp,0,erbetie_st01,50,0,0" 101="sp,2,erbetie_st01,400,0,10,500" 102="change,monster_x,50" 103="Erubetie divides into another body, who hugs Luka from the front!/" [custom008] 100="name,Erubetie A" 101="Hehe... Two feels better, doesn't it?" 102="name,Erubetie B" 103="I'll make it even better..." 104="name," 105="end" [custom032] 100="sp,1,erbetie_bk05,400,0,0" 101="end"
 * Skill_anno1_1="!custom007" goes to [custom007] section and executes commands from this section. 1st and 2nd lines (sp commands) creates 2 Erubetie's sprites, 3rd line change %monster_x variable to correctly display binds/emotions. The last line prints the announcement and continues [skillb5] execution, because the line is ended with /.


 * Skill_selx1="!custom008" goes to [custom008] section. This section contains several text lines and nametags. So - the nametags are Erubetie A and Erubetie B, not the default Erubetie nametag.


 * Skill_lose_start1="!custom032" used to prepare a second bukkake. You can't use skill_ct2 for this, because skill_ct2 uses monster_x and monster_y as sprite coordinates.


 * Followup="b6" force skillb6 as the next Erubetie's attack.

[skillb6] skill_name="Divine Draw" skill_kouka="3" skill_sel1="I'll let you enjoy sex that only a Slime can give..." skill_anno1_1="!custom009" skill_se1="ero_slime3" skill_damage1_1="220" skill_damage1_2="260" skill_kousoku_anno="Luka's body is being held by three Erubeties!" skill_selx1="!custom010" skill_lose_start1="!custom033" skill_lose_anno1="As the third Erubetie grabs his lower body, Luka comes, covering her with semen." skill_lose_sel1="You couldn't even wait until I got started..." skill_lose_sel2="What a pathetic Hero." skill_bukkake="erbetie_bk04" skill_rukalose="1" followup="b7" [custom009] 100="sp,0,erbetie_st01,225,0,0" 101="sp,2,erbetie_st01,0,0,0" 102="sp,4,erbetie_st01,450,0,10,500" 103="change,monster_x,225" 104="Erubetie divides again!@" 105="The new body grabs onto Luka's lower body!/" [custom010] 100="name,Erubetie A" 101="Hehe... That's it for the preparations." 102="name,Erubetie B" 103="Now it's time for some fun..." 104="name,Erubetie C" 105="Writhe in agony in the hell of pleasure only a slime can bring..." 106="name," 107="end" [custom033] 100="sp,1,erbetie_bk05,0,0,0" 101="sp,3,erbetie_bk06,450,0,0" 102="end"
 * Same as the previous attack. The only difference is - there are 3 Erubetie's sprites and 3 bukkakes (2 are prepared in [custom033]. And the next attack will be skillb7.


 * If you struggle 3 times with Gnome (skill_mogaku_earth="2" in "Divine Gale") - you get another custom dialogue, because of [sel]/mogaku_earth_dassyutu1="!custom024". Two sp_del commands in this dialogue remove 2 Erubetie's sprites from the screen.

[skillb7] skill_kouka="5" skill_sel1="Now, go mad in pleasure..." skill_anno1_1="The Erubeties grabbing onto Luka's body all begin moving at once!" skill_damage1_1="0"
 * Prints 2 lines of text and goes to the OHKO query (skill_kouka="5"). Skill_damage1_1="0" used because followup checks its target for skill_kakuritu and skill_damage1_1. If both keys are undefined - followup will break.

[skilld1] skill_name="Divine Destiny" skill_kakuritu="10" skill_anno1_1="!custom011" skill_anno1_2="!custom012" skill_anno1_3="!custom013" skill_anno1_4="!custom014" skill_anno1_5="!custom015" skill_anno1_6="!custom016" skill_anno1_7="!custom017" skill_anno1_8="!custom016" skill_anno1_9="!custom019" skill_anno1_10="!custom020" skill_anno1_11="!custom021" skill_anno1_12="!custom022" skill_damage1_1="100" skill_damage1_2="120" skill_onedari1="You wish to take the secret skill of a Queen Slime?" skill_onedari_use="a7" skill_lose_start1="!custom033" skill_lose_anno1="Surrounded by Erubeties, Luka is forced to come as they all attack him at once." skill_lose_sel1="So you came..." skill_lose_sel2="Being surrounded by slime is amazing, isn't it?" skill_bukkake="erbetie_bk04" skill_rukalose="2" skill_ignoredef="1" [custom011] 100="se,1,ero_slime1" 101="Slime pushes into Luka's ass, and starts to vibrate!/" [custom012] 100="se,1,ero_makituki2" 101="Slime wraps around Luka's penis, and starts to spin!/" [custom013] 100="se,1,ero_slime1" 101="Slime rubs against the tip of Luka's penis!/" [custom014] 100="se,1,ero_slime1" 101="Sticky slime crawls around the tip of Luka's penis!/" [custom015] 100="se,1,ero_slime2" 101="Sticky slime rubs hard against the back of Luka's penis!/" [custom016] 100="se,1,ero_slime1" 101="Slime massages Luka's neck and armpits!/" [custom017] 100="se,1,ero_makituki2" 101="Slime tickles Luka's feet and sides!/" [custom018] 100="se,1,ero_slime1" 101="Slime massages Luka's balls!/" [custom019] 100="se,1,ero_slime1" 101="Slime tightens around the tip of Luka's penis!/" [custom020] 100="se,1,ero_slime1" 101="Slime gently rubs around inside Luka's urethral opening!/" [custom021] 100="se,1,ero_makituki2" 101="Slime vibrates around Luka's penis!/" [custom022] 100="se,1,ero_slime3" 101="Slime swirls all around Luka's body!/"
 * Skilld2, skilld3 and skilld4 are undefined, so - only skilld1 is used when you go to OHKO query. Skill_anno1_1 - skill_anno1_12 define 12 variants of the skill announcement. Custom dialogues are used because these variants have different sound effects.


 * Skill_ignoredef="1" force this attack to ignore Gnome's defence bonus.


 * Skill_lose_start1="!custom033" again prepares 2 bukkake sprites.


 * Skill_onedari_use="a7" forces skilla7 ("Divine Gale") as the first skill if you request "Divine Destiny". Then Erubetie uses Divine Flow, Divine Gale and at last Divine Destiny.

Heaven's Prison, Neverland Frontier
[skilla6] skill_name="Heaven's Prison " skill_kouka="3" skill_kakuritu="10" skill_count="9,2" skill_wind="7" skill_windanno="But Luka moves like the wind and dodges!" skill_aqua="100" skill_sel1="Drown in the pleasure of my body!" skill_anno1_1="Erubetie's slime covers Luka's body, and brings him inside her!" skill_se1="ero_slime3" skill_damage1_1="350" skill_damage1_2="380" skill_kousoku_anno="Luka is stuck in Erubetie's slime!" skill_kousoku_type="2" skill_mogaku_abairitu="50" skill_mogaku_hp="400" skill_selx1="!custom001" skill_lose_anno1="Stuck inside Erubetie's slime, Luka comes, filling her with semen." skill_lose_sel1="So you've lost, you pitiful Hero..." skill_bukkake="erbetie_bk05" skill_rukalose="1" [custom001] 100="name,Erubetie" 101="first,1,Now to squeeze you...@" 102="second,1,You won't escape this time.@" 103="Let me see you writhe in agonizing pleasure..." 104="name," 105="change,first_sel1" 108="end"
 * Skill_kousoku_type="2" sets bind type to "special", skill_mogaku_abairitu sets attack strength.


 * Skill_name="Heaven's Prison " have 1 space at the end, because there are 3 skills with the same name and only 1 skill must be used in Request section.


 * Custom001 section uses the "Now to squeeze you" line if the skill was used first time and the "You won't escape this time" line after this. The ttigger is switched with 105="charge,forst_sel1" line.

[skillb1] skill_kousolu_anno0="Luka is stuck inside Erubetie's slime..." skill_name="Heaven's Prison" skill_kakuritu="20" skill_sel1="I can squeeze your whole body like this..." skill_sel2="I'll use every inch of my body to force you to come..." skill_sel3="I'll play with your penis..." skill_sel4="I'll make it even tighter..." skill_sel5="Your penis is feeling good, isn't it?" skill_anno1_1="The slime around Luka's body massages his entire body!" skill_anno1_2="The slime swirls around Luka's penis, forcing pleasure into him!" skill_anno1_3="The slime rubs against Luka's penis!" skill_anno1_4="The slime presses down harder around Luka!" skill_anno1_5="The slime vibrates all around Luka, massaging every inch of his body!" skill_se1="ero_slime3" skill_damage1_1="350" skill_damage1_2="380" skill_onedari1="You want to be wrapped up and squeezed?" skill_lose_anno1="Stuck inside Erubetie's slime, Luka comes, filling her with semen." skill_lose_sel1="So you've lost, you pitiful Hero..." skill_bukkake="erbetie_bk05" skill_rukalose="1"
 * Skill_name don't have the ending space so - this skill will be used in Requests.

[skillb2] skill_kousolu_anno0="Luka is stuck inside Erubetie's slime..." skill_name="Neverland Frontier" skill_kakuritu="10" skill_count="3,1" skill_kouka="5" skill_wind="100" skill_windanno="But a strong gale pushes the magical power off!" skill_sel1="I have a special plan in store for you..." skill_anno1_1="Erubetie's slime fills with strange magical power as it rubs against Luka's body!" skill_se1="ero_slime3" skill_anno2_1="As the slime rubs into his body, Luka's body starts to regress in age!" skill_se2="minimum" skill_damage2_1="0" skill_selx1="!custom002" skill_onedari1="You wish to be played with like a child?" skill_onedari2="Hehe... I can make it better than just some imitation..." followup="d5" [custom002] 100="name,Luka" 101="Wh...What's happening!?@" 102="My... My body...!?" 103="name," 104="Luka turns back into a small child!" 105="name,Erubetie" 106="I used my magical power to turn you into a child.@" 107="Now you can't resist any longer, can you?" 108="Now to squeeze you..." 109="name,Luka" 110="Uwaaa!" 111="name," 112="end"
 * Skill_count="3,1" resets this cooldown only after skill was used.
 * Skill_kouka="5" and followup="d5" forces skilld5 as the next attack.

[skilld5] skill_anno1_1="Erubetie's slime crawls all over Luka's now small penis!" skill_se1="ero_slime1" skill_damage1_1="320" skill_damage1_2="350" skill_lose_start1="!custom030" skill_lose_anno1="The moment Luka's undeveloped penis touches Erubetie's slime, he comes, filling her with his semen." skill_lose_sel1="A child's penis is quite sensitive, isn't it?" skill_lose_sel2="But that was still too fast..." skill_bukkake="erbetie_bk01" skill_lose_scene="2" skill_ignoredef="1" followup="d6" [custom030] 100="name,Luka" 101="Haaa...!" 102="name,Erubetie" 103="Oh, already?" 104="name," 105="end"
 * Skill_rukalose key isn't defined so - there is no standard Luka's message. It printed as the part of [custom030] section.


 * Skill_lose_scene="2" forces the [lose2] section (not standard [lose]) jump after Luka was defeated.


 * Followup="d6" forces skilld6 as the next attack.

[skilld6] skill_anno1_1="!custom003" skill_damage1_1="320" skill_damage1_2="350" skill_anno2_1="!custom004" skill_damage2_1="320" skill_damage2_2="350" skill_anno3_1="!custom005" skill_damage3_1="320" skill_damage3_2="350" skill_anno4_1="!custom006" skill_damage4_1="320" skill_damage4_2="350" skill_lose_start1="!custom031" skill_lose_anno1="Luka shakes as strange liquid shoots out of him, and an unknown pleasure wracks his small body." skill_lose_sel1="Enjoying the pleasure of a slime so much..." skill_lose_sel2="What a bad Hero. Hehe." skill_bukkake="erbetie_bk01" skill_lose_scene="2" skill_multilose="1" skill_ignoredef="1" [custom003] 100="name,Luka" 101="What... Is this...?" 102="name," 103="As my body shrank, my foreskin grew back over my penis.@" 104="Slipping under the skin, the slime continues rubbing against the tip of my penis." 105="name,Erubetie" 106="A pitiful child's penis, unable to even peel the skin down...@" 107="Here, let me peel it back for you..." 108="name," 109="se,1,ero_slime1" 110="The formless slime pushes under Luka's foreskin, and slowly starts to peel it away!/" [custom004] 100="name,Erubetie" 101="Hehe... It looks quite sensitive.@" 102="My slime will feel amazing as it rubs against it..." 103="name," 104="se,1,ero_slime1" 105="Erubetie's slime latches onto the tip of Luka's penis, and gently massages it!/" [custom005] 100="name,Luka" 101="Haaa..." 102="name," 103="I've never felt anything like this before.@" 104="My now underdeveloped penis shakes in joy at tasting a brand new pleasure." 105="name,Erubetie" 106="That tiny penis of yours looks so happy...@" 107="Allow me to continue rewarding it with my slime..." 108="name," 109="se,1,ero_slime1" 110="Erubetie's slime coils around Luka's small penis!/" [custom006] 100="name,Luka" 101="Haaa... It feels so good..." 102="name," 103="Feeling like my penis could melt away, I relax as her slime gently massages my small penis." 104="Erubetie looks down at me and smiles as my mouth hangs open in pleasure." 105="name,Erubetie" 106="It's time to give this tiny penis of yours its first ejaculation..." 107="name," 108="se,1,ero_slime1" 109="Erubetie's slime solidifies a little around Luka's small penis as it starts to spin!/" [custom031] 100="name,Luka" 101="Haaa...!" 102="name," 103="end"
 * Because skill_multilose="1" is defined - the game jumps to defeat right after Luka's HPs reach 0, even if there are more hits.

Bug tracker
Use this page/section to report.

Use comments to this page.

I will try to fix.

Tnx.

GC345 (talk) 05:04, July 29, 2014 (UTC)