Deployment table

Index Notes 0 1 2 3 Name 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
0 シェズ 37 0 0 0 0 0 0 0 100 0 0 100 300 255 65535 1999 38 40 0 0 0 0 0 0 0 0 0 0 9 65535 65535 65535
1 エーデルガルト 255 0 0 1 20 7 0 0 100 7 0 100 300 255 65535 1999 40 0 0 0 0 0 0 0 0 0 0 0 9 65535 65535 65535
2 ディミトリ 255 0 0 2 25 7 0 0 100 7 0 100 300 255 65535 1999 40 0 0 0 0 0 0 0 0 0 0 0 9 65535 65535 65535
3 クロード 255 0 0 3 30 7 0 0 100 7 0 100 300 255 65535 1999 40 0 0 0 0 0 0 0 0 0 0 0 9 65535 65535 65535
4 シェズ 255 0 0 4 5 4 13 0 100 5 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
5 シェズ 255 0 0 5 5 4 13 0 100 5 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
6 シェズ 255 0 0 6 5 4 13 0 100 5 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
7 シェズ 255 0 0 7 5 4 13 0 100 5 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
8 アロイス 255 0 0 8 310 7 13 3 100 5 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 2 65535 65535 65535
9 連邦国将 255 0 0 9 600 7 13 3 100 5 1 3 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
10 コスタス 255 0 0 10 351 5 12 3 100 5 1 11 300 255 2 1999 0 0 0 0 0 0 0 0 0 0 0 0 2 65535 65535 65535
11 255 0 0 11 705 5 13 0 100 5 0 4 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
12 8 0 0 12 707 5 13 0 100 5 1 3 300 255 65535 1999 1 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
13 8 0 0 13 708 5 13 0 100 5 1 2 300 255 65535 1999 1 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
14 8 0 0 14 706 5 13 0 100 5 1 24 300 255 65535 1011 1 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
15 8 0 0 15 705 5 13 3 100 5 1 3 300 255 4 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
16 帝国兵 8 0 0 16 711 5 13 3 100 5 1 2 300 255 5 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
17 8 0 0 17 708 5 13 3 100 5 1 24 300 255 6 1011 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
18 王国兵 8 0 0 18 712 5 13 3 100 1 1 4 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
19 8 0 0 19 705 5 13 3 100 1 1 4 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
20 8 0 0 20 709 5 13 3 100 1 1 3 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
21 同盟兵 8 0 0 21 713 5 13 3 100 1 1 4 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
22 8 0 0 22 709 5 13 3 100 5 1 2 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
23 帝国兵 8 0 0 23 711 5 13 3 100 5 1 3 300 255 1 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
24 8 0 0 24 707 5 13 3 100 5 1 4 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
25 王国兵 8 0 0 25 712 5 13 3 100 5 1 4 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
26 一般兵 8 0 0 26 1011 5 13 3 100 5 0 62 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
27 一般兵 8 0 0 27 1006 5 13 3 100 5 1 61 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
28 一般兵 8 0 0 28 1001 5 13 3 100 5 1 60 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
29 一般兵 8 0 0 29 1006 5 13 3 100 5 1 61 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
30 帝国兵 8 0 0 30 711 5 13 3 100 5 0 4 300 255 3 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
31 一般兵 8 0 0 31 1006 5 13 3 100 5 1 61 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
32 8 0 0 32 705 5 13 0 100 5 1 3 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
33 8 0 0 33 707 5 13 3 100 1 1 4 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
34 王国兵 8 0 0 34 712 5 13 3 100 1 1 2 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
35 8 0 0 35 706 5 13 3 100 1 1 3 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
36 同盟兵 8 0 0 36 713 5 13 3 100 1 1 3 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535

Table 1

Index Notes 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
0 33 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 0 0 0 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 0 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 0 0 0 4 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5 0 0 0 5 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6 0 0 0 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
7 0 0 0 7 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
8 0 0 0 8 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
9 0 0 0 9 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 0 0 0 10 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
11 0 0 0 11 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12 0 0 0 12 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
13 0 0 0 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
14 0 0 0 14 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 0 0 0 15 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
16 0 0 0 16 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
17 0 0 0 17 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
18 0 0 0 18 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
19 0 0 0 19 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 0 0 0 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
21 0 0 0 21 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
22 0 0 0 22 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
23 0 0 0 23 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
24 0 0 0 24 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 0 0 0 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
26 0 0 0 26 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
27 0 0 0 27 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
28 0 0 0 28 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
29 0 0 0 29 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 0 0 0 30 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
31 0 0 0 31 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
32 0 0 0 32 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Table 2

Index Notes 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
0 25 0 0 0 0 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 0 0 1 0 1 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 0 0 2 0 2 23 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 3 0 3 5 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 0 0 4 0 4 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5 0 0 5 0 5 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6 0 0 6 0 6 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
7 0 0 7 0 7 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
8 0 0 8 0 8 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
9 0 0 9 0 9 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 0 0 10 0 10 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
11 0 0 11 0 11 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12 0 0 12 0 12 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
13 0 0 13 0 13 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
14 0 0 14 0 14 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 0 0 15 0 15 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
16 0 0 16 0 16 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
17 0 0 17 0 17 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
18 0 0 18 0 18 4 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
19 0 0 19 0 19 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 0 0 20 0 20 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
21 0 0 21 0 21 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
22 0 0 22 0 22 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
23 0 0 23 0 23 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
24 0 0 24 0 24 100 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Table 3

Index Notes 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
0 12 0 0 0 0 65535 3 1000 1525 2 707 2 1525 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
1 0 0 1 0 1 65535 1 1000 1522 2 707 3 1522 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
2 0 0 2 0 2 65535 1 1000 1525 2 707 24 1525 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 3 0 3 65535 1 1000 1522 2 707 2 1522 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
4 0 0 4 0 4 65535 1 1000 1525 2 707 2 1525 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
5 0 0 5 0 5 65535 1 1000 1522 2 707 2 1522 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
6 0 0 6 0 6 65535 1 1000 1525 2 707 3 1525 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
7 0 0 7 0 7 65535 3 1000 1522 2 707 24 1522 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
8 0 0 8 0 8 65535 3 1000 1525 2 707 2 1525 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
9 0 0 9 0 9 65535 3 1000 1522 2 707 2 1522 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
10 0 0 10 0 10 65535 3 1000 1525 2 707 3 1525 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
11 0 0 11 0 11 65535 3 1000 1522 2 707 2 1522 2 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0

Table 4

Index Notes 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
0 42 0 0 0 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 0 0 0 1 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 0 0 0 2 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 0 3 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 0 0 0 4 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5 0 0 0 5 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6 0 0 0 6 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
7 0 0 0 7 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
8 0 0 0 8 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
9 0 0 0 9 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 0 0 0 10 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
11 0 0 0 11 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12 0 0 0 12 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
13 0 0 0 13 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
14 0 0 0 14 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 0 0 0 15 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
16 0 0 0 16 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
17 0 0 0 17 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
18 0 0 0 18 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
19 0 0 0 19 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 0 0 0 20 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
21 0 0 0 21 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
22 0 0 0 22 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
23 0 0 0 23 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
24 0 0 0 24 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 0 0 0 25 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
26 0 0 0 26 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
27 0 0 0 27 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
28 0 0 0 28 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
29 0 0 0 29 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 0 0 0 30 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
31 0 0 0 31 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
32 0 0 0 32 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
33 0 0 0 33 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
34 0 0 0 34 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 0 0 0 35 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
36 0 0 0 36 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
37 0 0 0 37 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
38 0 0 0 38 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
39 0 0 0 39 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 0 0 0 40 3 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
41 0 0 0 41 1 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
# Group 0 (1, 2, 4, 1, 0)
SubGroup(0)
# Group 1 (0, 2, 1, 1, 75)
SubGroup(0)
SubGroup(6)
Unknown10(0,79,37,37,37,21,0,0,0,0,0,0,0,0,0)
Unknown10(1,26,1,2,3,0,0,0,0,0,0,0,0,0,0)
Unknown11(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown11(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown11(1,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown11(1,3,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(20)
SetName(11,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 11 to 盗賊
SetName(12,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 12 to 盗賊
SetName(13,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 13 to 盗賊
SetName(14,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 14 to 盗賊
SetName(15,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 15 to 盗賊
SetName(16,708,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 16 to 盗賊
SetName(17,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 17 to 盗賊
SetName(18,708,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 18 to 盗賊
SetName(19,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 19 to 盗賊
SetName(20,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 20 to 盗賊
SetName(21,708,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 21 to 盗賊
SetName(25,708,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 25 to 盗賊
SetName(33,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 33 to 盗賊
SetName(34,708,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 34 to 盗賊
SetName(35,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 35 to 盗賊
SetName(36,708,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 36 to 盗賊
SetName(22,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 22 to 盗賊
SetName(23,708,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 23 to 盗賊
SetName(24,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 24 to 盗賊
SetName(30,708,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 30 to 盗賊
SubGroup(8)
Unknown91(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(4,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(6,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(7,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(11,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown6(1,12,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(2,12,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(3,12,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(5)
Unknown6(1,20,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(2,20,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(3,20,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown62(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown62(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown78(1,12,50,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown6(15,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(16,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(17,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(7)
SetDeathText(2,115,108,3,0,0,0,0,0,0,0,0,0,0,0) # まさか…… こんなところで、躓く……なんて……
SetDeathText(3,115,109,3,0,0,0,0,0,0,0,0,0,0,0) # 俺には、まだ…… 果たさねばならない、義務が……
SetDeathText(4,115,110,3,0,0,0,0,0,0,0,0,0,0,0) # 俺の夢…… 随分……儚いもの、だった……な……
SetDeathText(2,96,108,3,0,0,0,0,0,0,0,0,0,0,0) # まさか…… こんなところで、躓く……なんて……
SetDeathText(3,96,109,3,0,0,0,0,0,0,0,0,0,0,0) # 俺には、まだ…… 果たさねばならない、義務が……
SetDeathText(4,96,110,3,0,0,0,0,0,0,0,0,0,0,0) # 俺の夢…… 随分……儚いもの、だった……な……
SetDeathText(43,96,105,3,0,0,0,0,0,0,0,0,0,0,0) # ぎえっ…… あんな仕事……受けなきゃ、良かっ……
SubGroup(6)
Unknown23(1,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(2,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(3,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(1,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(2,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(3,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown23(11,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(32,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(11,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(32,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown2(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 2 (7, 2, 4, 1, 0)
SubGroup(0)
# Group 3 (0, 5, 0, 1, 6)
SubGroup(0)
SubGroup(2)
TalkCharacter(53,4,1,0,1,3,0,0,0,0,0,0,0,0,0) # それなら、悪いが手を貸してくれないか? 怖ーい盗賊団に追いかけられていてな。
TalkCharacter(54,2,1,0,1,3,0,0,0,0,0,0,0,0,0) # 報酬については、心配しないで。 ここを切り抜けられたら、だけど。
SubGroup(2)
Unknown43(11,3,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1112,4,3,1,1,11,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]たちの進路を阻む[1:CHARA_G]を撃破せよ!
# Group 4 (0, 5, 2, 3, 2)
SubGroup(2)
Unknown62(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 3: True 0
SubGroup(1)
ShowTutorial(283,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [HERO_MF]の兵種が [g]フリューゲル[/]になりました。 [HERO_MF]が[g]個人スキル[/]を習得しました。 個人スキルにはアクション系、補助系、 戦術系の3種類があります。 戦闘中に[$ACT_EXTRA_ROLE2]+[$ACT_EXTRA_ATK2]を押すと、 現在操作しているキャラクターの 兵種と個人スキルの詳細を確認できます。
# Group 5 (0, 5, 2, 2, 2)
SubGroup(1)
GroupCheck4(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 3: True 0
SubGroup(1)
Unknown140(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 6 (0, 5, 2, 3, 2)
SubGroup(2)
GroupCheck4(5,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 5: True 0
GroupCheck4(49,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 49: True 0
SubGroup(1)
Unknown140(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 7 (0, 5, 2, 2, 2)
SubGroup(1)
GroupCheck4(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 3: True 0
SubGroup(1)
Unknown140(22,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 8 (0, 2, 2, 3, 2)
SubGroup(2)
Unknown62(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 3: True 0
SubGroup(1)
Unknown141(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 9 (0, 5, 0, 3, 15)
SubGroup(2)
PauseMaybe(3,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(11,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown18(11,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(26,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown96(27,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(6)
Unknown23(1,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(2,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(3,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(1,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(2,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(3,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(11,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(438,1,3,2,11,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]の撃破に成功!
# Group 10 (39, 2, 4, 1, 0)
SubGroup(0)
# Group 11 (0, 5, 0, 2, 40)
SubGroup(1)
PauseMaybe(3,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(22)
Unknown14(10,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(12,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(13,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(14,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(27,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(28,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(29,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(22,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(23,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(24,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown23(10,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(11,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(12,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(13,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(14,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(26,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(27,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(28,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(29,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(22,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(23,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(24,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(1,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown25(1,12,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(5)
PingOnMinimap(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(12,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(14,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1102,2,1,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]たちを追う[r]盗賊団[/]、出現!
SubGroup(2)
SetDeathText(43,73,55,2,0,0,0,0,0,0,0,0,0,0,0) # いたぞ! あいつらだ! 絶対に逃がすんじゃねえ!
CloseUp(10,28,1,0,0,1,0,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown43(12,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown43(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown43(14,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1113,4,0,1,12,0,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]らを撃破し、[g]退路[/]を確保せよ!
# Group 12 (0, 2, 0, 2, 2)
SubGroup(1)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(58,10,1,2,1,1,0,0,0,0,0,0,0,0,0) # 何だ? あいつらに加勢か? まとめてやっちまえ!
# Group 13 (0, 2, 0, 3, 2)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck3(36,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 36: 1 0 0
SubGroup(1)
TalkDeploySlot(67,10,1,2,1,1,0,0,0,0,0,0,0,0,0) # ガキ相手に何やってやがる! 慎重かつ大胆に待ち構えろ!
# Group 14 (9, 2, 4, 1, 0)
SubGroup(0)
# Group 15 (0, 2, 10, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(1,10,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 16 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(2,10,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 17 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(3,10,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 18 (0, 5, 0, 5, 3)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown55(0,12,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown55(12,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1119,2,0,0,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、不利な相手と交戦中!
# Group 19 (0, 5, 0, 5, 19)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(12,90,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
ShowTutorial(284,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # マップや敵将の頭上には、 互いが相手に対してどれだけ有利な効果を 持っているかを示す[g]相性アイコン[/]が 表示されます。 自分が相手に対して有利な効果を持つほど、 [g]上向き[/]の矢印の数が増え、 相手の[g]スタンゲージを削りやすく[/]なります。 また、攻撃した相手が怯みやすくなります。 相性は[g]兵種[/]によって決まります。 どの兵種がどの敵に対して相性が良いかは、 ステータス画面で[g]兵種スキル[/]の 詳細情報から確認できます。 兵種が[g]戦士[/]の[g]エーデルガルト[/]は、 槍装備の敵に対して相性が良いです。
SubGroup(1)
TalkCharacter(60,2,1,0,1,3,0,0,0,0,0,0,0,0,0) # ここは私に任せて。
SubGroup(1)
Unknown140(22,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown22(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown130(1,25,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1105,1,1,37,37,0,0,0,0,0,0,0,0,0,0) # 操作キャラクター、[0:CHARA_G]に変更!
SubGroup(1)
Unknown78(0,12,50,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown91(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 20 (0, 5, 0, 3, 2)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(19,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 19: True 0
SubGroup(1)
TalkCharacter(61,2,1,1,1,0,0,0,0,0,0,0,0,0,0) # 守りの堅い敵相手には、 それなりの戦い方があるのよ。
# Group 21 (0, 2, 2, 3, 14)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown18(12,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(27,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown96(24,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(8)
Unknown23(0,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(1,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(2,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(3,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown27(0,53265,0,18275,1,0,0,0,0,0,0,0,0,0,0)
Unknown27(1,53265,0,18275,1,0,0,0,0,0,0,0,0,0,0)
Unknown27(2,53265,0,18275,1,0,0,0,0,0,0,0,0,0,0)
Unknown27(3,53265,0,18275,1,0,0,0,0,0,0,0,0,0,0)
# Group 22 (0, 2, 0, 3, 3)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
TalkCharacter(63,2,1,1,1,0,0,0,0,0,0,0,0,0,0) # まあ、こんなものよね。
TalkFromOwnStrings(3,38,1,1,3,0,0,0,0,0,0,0,0,0,0)
# Group 23 (0, 1, 0, 3, 4)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
PingOnMinimap(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(14,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(362,0,11,37,37,0,0,0,0,0,2,0,0,0,0) # [0:CHARA_G]、残り[g][0:NUMBER][/]人!
# Group 24 (14, 2, 4, 1, 0)
SubGroup(0)
# Group 25 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(13,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(0,9,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 26 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(13,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(1,9,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 27 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(13,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(2,9,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 28 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(13,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(3,9,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 29 (0, 2, 2, 2, 0)
SubGroup(1)
Alert(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破せよ!
# Group 30 (0, 5, 0, 8, 3)
SubGroup(4)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Alert(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [y]敵[/]を撃破せよ!
SubGroup(1)
GroupCheck4(29,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 29: False 1
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown55(1,13,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown55(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1119,2,1,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、不利な相手と交戦中!
# Group 31 (0, 5, 0, 5, 19)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(37,13,20,1,1,0,0,0,0,0,0,0,0,0,0)
Unknown19(13,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown23(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(2,13,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(3,13,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(64,3,1,0,1,3,0,0,0,0,0,0,0,0,0) # さて、俺の出番のようだな。
SubGroup(1)
Unknown22(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(940,1,2,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、操作可能!
SubGroup(3)
Unknown91(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
ShowTutorial(56,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [$ACT_OPERATION_ORDER][$ACT_OPERATION_REVERSE]で操作するキャラクターを [g]変更[/]できます。 [g]行動指示画面[/]でユニットを選び、 コマンドから変更もできます。
ShowTutorial(285,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # 剣装備の敵と戦う時は、 相性の良い[g]兵士[/]の[g]ディミトリ[/]に 操作キャラクターを切り替えましょう。
SubGroup(2)
PingOnMinimap(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1120,0,2,37,37,0,0,0,0,0,0,0,0,0,0) # キャラクターを[0:CHARA_G]に変更せよ!
# Group 32 (0, 5, 2, 2, 2)
SubGroup(1)
GroupCheck4(31,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 31: True 0
SubGroup(1)
Unknown140(15,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 33 (0, 5, 2, 3, 2)
SubGroup(2)
GroupCheck4(32,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 32: True 0
GroupCheck4(49,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 49: True 0
SubGroup(1)
Unknown140(15,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 34 (0, 5, 0, 3, 2)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(37,13,20,1,1,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(65,3,1,1,1,0,0,0,0,0,0,0,0,0,0) # 単純な力比べならば、 誰にも負ける気がしないな。
# Group 35 (0, 2, 2, 3, 14)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(13,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown18(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(28,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown96(12,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(8)
Unknown23(0,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(1,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(2,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(3,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown27(0,62535,0,4681,1,0,0,0,0,0,0,0,0,0,0)
Unknown27(1,62535,0,4681,1,0,0,0,0,0,0,0,0,0,0)
Unknown27(2,62535,0,4681,1,0,0,0,0,0,0,0,0,0,0)
Unknown27(3,62535,0,4681,1,0,0,0,0,0,0,0,0,0,0)
# Group 36 (0, 2, 0, 3, 6)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(13,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(66,3,1,3,1,0,0,0,0,0,0,0,0,0,0) # ……心は痛むが、俺も死ねないのでな。
SubGroup(1)
TalkCharacter(62,140,1,4,1,0,0,0,0,0,0,0,0,0,0) # 何者だろう? どうやら彼らは皆、 紋章を持っているみたいだね。
SubGroup(1)
ShowTutorial(64,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [g]紋章[/]を持っているキャラクターは、 特定の条件で[g]紋章効果[/]が発動します。 紋章効果の詳細は、ステータス画面で 詳細情報切替ボタンを押し、 カーソルを紋章に合わせると確認できます。
# Group 37 (0, 1, 0, 4, 3)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(13,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(14,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(362,0,11,37,37,0,0,0,0,0,1,0,0,0,0) # [0:CHARA_G]、残り[g][0:NUMBER][/]人!
# Group 38 (0, 5, 0, 7, 2)
SubGroup(6)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(34,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 34: True 1
Unknown19(13,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(13,70,1,1,0,0,0,0,0,0,0,0,0,0,0)
Alert(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破せよ!
Unknown17(2,13,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkFromOwnStrings(2,38,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 39 (9, 2, 4, 1, 0)
SubGroup(0)
# Group 40 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(14,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(0,7,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 41 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(14,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(1,7,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 42 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(14,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(2,7,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 43 (0, 2, 2, 4, 2)
SubGroup(3)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(14,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(3,7,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown31(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 44 (0, 2, 2, 2, 0)
SubGroup(1)
Alert(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
# Group 45 (0, 5, 0, 8, 3)
SubGroup(4)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Alert(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破せよ!
SubGroup(1)
GroupCheck4(44,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 44: False 1
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown55(2,14,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown55(14,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1119,2,2,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、不利な相手と交戦中!
# Group 46 (0, 5, 0, 5, 16)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(37,14,20,1,1,0,0,0,0,0,0,0,0,0,0)
Unknown19(14,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(3,14,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(68,4,1,0,1,3,0,0,0,0,0,0,0,0,0) # なら、次は俺の番ってとこかね。
SubGroup(1)
Unknown22(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(940,1,3,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、操作可能!
SubGroup(2)
ShowTutorial(57,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # 武器や戦技/魔法に[g]特効[/]の効果があると、 特定の敵に対して大幅に有利になります。 [g]特効の場合……[/] ・相性が[g]3段階有利[/]になる ・与えるダメージが大きくなる ・すべての攻撃でスタンゲージが表示される [g]特効の種類と対象例……[/] ・[g]重装特効[/] アーマーナイトなどの重装兵種 ・[g]騎馬特効[/] ソシアルナイトなどの騎馬兵種 ・[g]飛行特効[/] ペガサスナイトなどの飛行兵種 ・[g]魔物特効[/] 巨狼や魔獣などの魔物
ShowTutorial(286,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # ペガサスナイトやドラゴンナイトなどの [g]飛行兵種[/]は、[g]飛行特効[/]を持つ攻撃が 弱点になります。 [g]弓[/]を装備している[g]クロード[/]に 操作キャラクターを切り替えましょう。
SubGroup(2)
PingOnMinimap(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1120,0,3,37,37,0,0,0,0,0,0,0,0,0,0) # キャラクターを[0:CHARA_G]に変更せよ!
# Group 47 (0, 5, 0, 3, 2)
SubGroup(2)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(37,14,20,1,1,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(69,4,1,1,1,0,0,0,0,0,0,0,0,0,0) # 俺は戦術はともかく、 戦闘は得意じゃないんだがなあ。
# Group 48 (0, 5, 0, 7, 2)
SubGroup(6)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(47,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 47: True 1
Unknown19(14,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(14,70,1,1,0,0,0,0,0,0,0,0,0,0,0)
Alert(3,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
Unknown17(3,13,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkFromOwnStrings(2,39,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 49 (0, 5, 0, 5, 8)
SubGroup(4)
PauseMaybe(0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(13,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(14,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(0)
SubGroup(4)
PingOnMinimap(12,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(14,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(442,1,0,2,11,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]らの撃破に成功!
SubGroup(1)
TalkCharacter(70,4,1,1,1,0,0,0,0,0,0,0,0,0,0) # おおっと、運よく矢が当たったみたいだ。
# Group 50 (26, 2, 4, 1, 0)
SubGroup(0)
# Group 51 (0, 5, 0, 2, 13)
SubGroup(1)
PauseMaybe(0,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(81,3,1,0,1,0,0,0,0,0,0,0,0,0,0) # 中央の街道は賊が固めているようだな。 森の砦を押さえながら進むのが得策だろう。
SubGroup(1)
TalkCharacter(82,4,1,0,1,0,0,0,0,0,0,0,0,0,0) # 相手を見て、得意な奴が前に出たほうが よさそうだな。みんな、頼んだぜ?
SubGroup(1)
Unknown96(21,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown88(1500,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
SubGroup(4)
Unknown43(1,4,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown43(2,4,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown43(3,4,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1114,4,4,1,1,37,37,0,0,3,4,0,0,0,0) # [0:CHARA_G]たちに、[r]砦[/]の制圧を指示せよ!
# Group 52 (0, 5, 0, 7, 0)
SubGroup(4)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(51,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 51: True 0
SubGroup(1)
Alert(0,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [r]敵[/]を撃破せよ!
SubGroup(1)
GroupCheck4(53,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 53: False 1
# Group 53 (0, 5, 0, 3, 12)
SubGroup(2)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(51,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 51: True 0
SubGroup(3)
Unknown91(6,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
ShowTutorial(47,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # 戦闘中に[$BTL_SHIFT_SLG_PART]を押すと、[g]行動指示[/]を行えます。 行動指示では、[$BTN_DECIDE]でユニットを選び、 状況に応じて様々な指示を出せます。 ・[g]選択した地点[/]への移動 ・[r]敵[/]への攻撃や[r]敵砦[/]の制圧 ・[b]味方[/]の護衛や[b]味方砦[/]の防衛 ・傷薬での[g]回復[/] [g]おまかせ方針[/]を活用すれば、 指示を出していない時のユニットの行動も 決められます。
Unknown123(6,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown130(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(7,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown6(15,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(16,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(17,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 54 (0, 5, 0, 4, 12)
SubGroup(3)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(53,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 53: True 1
Unknown60(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown88(1200,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
SubGroup(1)
Unknown91(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
If254(2,52,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1105,0,0,37,37,0,0,0,0,0,0,0,0,0,0) # 操作キャラクター、[0:CHARA_G]に変更!
SubGroup(4)
PingOnMinimap(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1116,1,4,2,1,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]たちへの行動指示に成功!
# Group 55 (0, 5, 0, 2, 6)
SubGroup(1)
PauseMaybe(4,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(5)
Unknown44(3,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown44(4,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown44(5,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown44(6,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(37,4,1,1,37,37,37,0,0,3,4,0,0,0,0) # [r]砦[/]を制圧せよ!
# Group 56 (0, 5, 0, 3, 3)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(15,20,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(1,15,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 57 (0, 5, 0, 3, 3)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(16,20,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(2,16,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 58 (0, 5, 0, 3, 3)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(17,20,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(3,17,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 59 (3, 2, 4, 11, 0)
SubGroup(3)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(15,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
SubGroup(2)
Alert(1,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # [y]敵[/]を撃破せよ!
Unknown13(1,4,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown15(0,15,50,3,1,1,0,0,0,0,0,0,0,0,0)
Unknown15(2,15,50,3,1,1,0,0,0,0,0,0,0,0,0)
Unknown15(3,15,50,3,1,1,0,0,0,0,0,0,0,0,0)
# Group 60 (0, 2, 2, 1, 5)
SubGroup(0)
SubGroup(2)
Unknown0(3,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(61,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 61 (0, 2, 2, 3, 4)
SubGroup(2)
GroupCheck4(60,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 60: True 1
Unknown28(3,1,3,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown76(15,65535,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(60,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 62 (0, 2, 2, 2, 2)
SubGroup(1)
Unknown18(15,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown19(15,1,7,0,1,0,0,0,0,0,0,0,0,0,0)
# Group 63 (3, 2, 4, 11, 0)
SubGroup(3)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(16,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
SubGroup(2)
Alert(2,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破せよ!
Unknown13(2,5,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown15(0,16,50,3,1,1,0,0,0,0,0,0,0,0,0)
Unknown15(1,16,50,3,1,1,0,0,0,0,0,0,0,0,0)
Unknown15(3,16,50,3,1,1,0,0,0,0,0,0,0,0,0)
# Group 64 (0, 2, 2, 1, 5)
SubGroup(0)
SubGroup(2)
Unknown0(4,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(4,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(65,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 65 (0, 2, 2, 3, 4)
SubGroup(2)
GroupCheck4(64,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 64: True 1
Unknown28(4,1,3,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown76(16,65535,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(64,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 66 (0, 2, 2, 2, 2)
SubGroup(1)
Unknown18(16,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown19(16,2,7,0,1,0,0,0,0,0,0,0,0,0,0)
# Group 67 (3, 2, 4, 11, 0)
SubGroup(3)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(17,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
SubGroup(2)
Alert(3,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
Unknown13(3,6,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown15(0,17,50,3,1,1,0,0,0,0,0,0,0,0,0)
Unknown15(1,17,50,3,1,1,0,0,0,0,0,0,0,0,0)
Unknown15(2,17,50,3,1,1,0,0,0,0,0,0,0,0,0)
# Group 68 (0, 2, 2, 1, 5)
SubGroup(0)
SubGroup(2)
Unknown0(5,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(5,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(69,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 69 (0, 2, 2, 3, 4)
SubGroup(2)
GroupCheck4(68,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 68: True 1
Unknown28(5,1,3,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown76(17,65535,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(68,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 70 (0, 2, 2, 2, 2)
SubGroup(1)
Unknown18(17,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown19(17,3,7,0,1,0,0,0,0,0,0,0,0,0,0)
# Group 71 (0, 2, 4, 6, 0)
SubGroup(3)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(15,3,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Alert(1,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # [y]敵[/]を撃破せよ!
Unknown13(1,4,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 72 (0, 5, 0, 3, 6)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(4,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown31(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(1,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(1,3,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown60(4,0,0,37,37,4,1,0,0,0,0,0,0,0,0)
# Group 73 (0, 5, 0, 3, 8)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(5,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown31(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(2,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(2,3,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown60(4,0,0,37,37,5,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(84,3,1,0,1,0,0,0,0,0,0,0,0,0,0) # 守りが甘いな。 この分なら、次も苦戦はしないだろう。
# Group 74 (0, 5, 0, 3, 6)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(6,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown31(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(3,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(3,3,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown60(4,0,0,37,37,6,1,0,0,0,0,0,0,0,0)
# Group 75 (0, 5, 0, 17, 6)
SubGroup(4)
PauseMaybe(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkDeploySlot(79,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # 調子が出てきたな。 そろそろ、本気でいこうか。
Unknown66(0,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
If254(4,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown10(0,61500,0,60270,0,63500,0,62500,0,0,1,1,0,0,0)
Alert(0,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [r]敵[/]を撃破せよ!
SubGroup(2)
Unknown10(1,61500,0,60270,0,63500,0,62500,0,0,1,1,0,0,0)
Alert(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [y]敵[/]を撃破せよ!
SubGroup(2)
Unknown10(2,61500,0,60270,0,63500,0,62500,0,0,1,1,0,0,0)
Alert(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破せよ!
SubGroup(2)
Unknown10(3,61500,0,60270,0,63500,0,62500,0,0,1,1,0,0,0)
Alert(3,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
SubGroup(5)
Unknown83(6206,672,6073,6187,680,6026,50,0,1,0,0,0,0,0,0) # Focus on coords?
Unknown88(1800,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
ShowTutorial(79,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # 戦場で見かける[g]壺[/]を破壊すると、 壺の色に応じてお金や回復アイテムが 出現します。
Unknown88(500,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown84(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Reset camera?
# Group 76 (0, 5, 0, 6, 8)
SubGroup(5)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(3,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(4,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(5,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(6,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(5)
Unknown53(3,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown53(4,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown53(5,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown53(6,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(468,1,1,2,37,37,37,0,0,0,0,0,0,0,0) # [r]砦[/]の制圧に成功!
SubGroup(1)
TalkCharacter(90,3,1,0,1,0,0,0,0,0,0,0,0,0,0) # これで、ひととおり制圧できたな。
# Group 77 (2, 2, 4, 1, 0)
SubGroup(0)
# Group 78 (0, 5, 0, 2, 44)
SubGroup(1)
PauseMaybe(1,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(91,10,1,2,1,1,0,0,0,0,0,0,0,0,0) # クソ! こうなったら策もクソもねえ! 全員でぶちのめしちまえ!
SubGroup(18)
Unknown14(18,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(19,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(20,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(21,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(25,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(33,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(34,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(35,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown14(36,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown23(18,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(19,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(20,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(21,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(25,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(33,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(34,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(35,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(36,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(10)
PingOnMinimap(18,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(19,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(20,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(21,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(25,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(33,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(34,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(35,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(36,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(220,2,37,37,37,14,0,0,0,0,0,0,0,0,0) # [r][0:PARTY][/]の増援、出現!
SubGroup(1)
TalkCharacter(92,4,1,4,1,0,0,0,0,0,0,0,0,0,0) # おいおい、どれだけ人数がいるんだよ。 こりゃもう盗賊団じゃなくて軍だな……。
SubGroup(6)
PingOnMinimap(18,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(19,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(20,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown55(1,37,3,0,0,1,37,2,0,0,0,0,0,0,0)
Alert(1111,0,10,37,37,0,0,0,0,0,0,0,0,0,0) # [r]敵[/]増援に対応しつつ、[0:CHARA_G]の元へ進軍せよ!
SubGroup(2)
Unknown0(1,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 79 (0, 5, 0, 2, 26)
SubGroup(1)
Unknown28(1,3,3,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown80(40,0,0,0,0,0,37,0,0,0,0,0,0,0,0)
SubGroup(2)
SetDeathText(31,73,93,2,0,0,0,0,0,0,0,0,0,0,0) # セイロス騎士団、ただ今参った! 生徒を脅かす盗賊ども、覚悟せええい!
CloseUp(8,10,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown14(9,0,0,10,0,0,0,0,0,0,0,0,0,0,0)
Unknown14(8,0,0,10,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(9,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(8,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(10)
Unknown19(22,8,1,0,1,0,0,0,0,0,0,0,0,0,0)
Unknown19(23,8,1,0,1,0,0,0,0,0,0,0,0,0,0)
Unknown19(24,8,1,0,1,0,0,0,0,0,0,0,0,0,0)
Unknown19(33,9,1,0,1,0,0,0,0,0,0,0,0,0,0)
Unknown19(34,9,1,0,1,0,0,0,0,0,0,0,0,0,0)
Unknown19(35,9,1,0,1,0,0,0,0,0,0,0,0,0,0)
Unknown35(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1118,1,37,37,37,10,0,0,1,0,0,0,0,0,0) # [b][0:PARTY][/]、出現! [0:AREA]を制圧!
SubGroup(2)
Unknown23(9,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(8,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(94,3,1,0,1,0,0,0,0,0,0,0,0,0,0) # ここで騎士団が来てくれるとはな……! この戦い、勝ちが見えてきたようだ。
# Group 80 (16, 2, 4, 1, 0)
SubGroup(0)
# Group 81 (0, 5, 0, 2, 22)
SubGroup(1)
GroupCheck3(79,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 79: 1 0 0
SubGroup(1)
TalkDeploySlot(97,10,1,4,1,1,0,0,0,0,0,0,0,0,0) # セイロス騎士団だと!? チッ! せめて一人は殺っておかねえとまずい!
SubGroup(3)
Unknown96(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown96(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown96(5,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(5)
Unknown100(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown100(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown100(5,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(574,0,10,37,37,0,0,0,4,0,0,0,0,0,0) # [0:CHARA_G]、迎撃のため開門!
SubGroup(1)
TalkCharacter(98,4,1,0,1,0,0,0,0,0,0,0,0,0,0) # 敵が破れかぶれで突撃してきたぞ。 みんな、気をつけろ!
SubGroup(2)
Unknown43(10,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(2,4,2,1,10,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破せよ!
SubGroup(2)
Unknown10(0,1,10,37,37,0,0,0,0,0,0,0,0,0,0)
Unknown11(0,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown80(44,0,0,0,0,0,37,0,0,0,0,0,0,0,0)
# Group 82 (0, 5, 0, 2, 7)
SubGroup(1)
PauseMaybe(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1115,0,1,10,37,0,0,0,4,0,0,0,0,0,0) # [0:CHARA_G]たちに、[1:CHARA_G]一斉攻撃を指示せよ!
SubGroup(3)
Unknown91(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
ShowTutorial(289,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [g]行動指示画面[/]で[g]一斉攻撃[/]の指示を出すと、 指示可能なすべてのユニットで 指定した対象を攻撃します。 総力を挙げて敵を撃破したい時に 活用しましょう。
Unknown123(7,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 83 (0, 2, 0, 4, 2)
SubGroup(3)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(82,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 82: True 0
Unknown15(37,10,30,1,1,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(100,10,1,2,0,1,0,0,0,0,0,0,0,0,0) # 畜生! てめえらさえ、ここで殺しちまえば……!
# Group 84 (0, 2, 0, 3, 3)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(10,60,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
TalkDeploySlot(101,10,1,2,0,1,0,0,0,0,0,0,0,0,0) # まだまだ! 盗賊をなめるんじゃねえっ!
TalkCharacter(102,3,1,0,1,0,0,0,0,0,0,0,0,0,0) # 俺たちにも死ねない理由がある。 悪いが……情けはかけてやれない。
# Group 85 (0, 2, 0, 3, 3)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(10,30,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
TalkDeploySlot(103,10,1,2,0,1,0,0,0,0,0,0,0,0,0) # ちょこまかと避けやがって! くそったれええ!
TalkCharacter(104,4,1,4,1,0,0,0,0,0,0,0,0,0,0) # ……当たったら死ぬんだから、 避けるに決まってるだろ?
# Group 86 (0, 2, 0, 3, 2)
SubGroup(2)
PauseMaybe(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(82,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 82: True 0
SubGroup(1)
TalkCharacter(95,31,1,2,1,3,0,0,0,0,0,0,0,0,0) # さあ、隊列を組んで盗賊を捕らえよ! 皆、行くのだ!
# Group 87 (0, 5, 0, 3, 6)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(83,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 83: True 0
SubGroup(1)
Unknown88(4000,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
SubGroup(3)
Unknown91(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown123(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
ShowTutorial(59,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [g]覚醒ゲージ[/]が溜まると、 [$ACT_EXTRA_ROLE1]+[$ACT_EXTRA_ATK3]で[g]覚醒[/]できます。 覚醒状態はゲージがなくなるまで続きます。 覚醒中に[$ACT_EXTRA_ROLE1]+[$ACT_EXTRA_ATK3]を押すと、 [g]覚醒を解除[/]できます。 [g]覚醒ゲージを溜めるには……[/] ・青色の薬を取得する ・敵にダメージを与える ・必殺の連撃で敵を攻撃 [g]覚醒状態では……[/] ・すべての攻撃でスタンゲージが表示される ・相性によらずスタンゲージを減らしやすい ・一定撃破数ごとにボーナス発生 ・ダメージを受けてもHPが0にならない 覚醒中に[$ACT_SPECIAL_ATTACK]を押すか、 覚醒ゲージがなくなると、 [g]無双奥義[/]を発動して覚醒状態が終了します。 ※覚醒中は操作キャラクターの切替が  できません。
# Group 88 (4, 2, 4, 3, 0)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck3(87,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 87: 1 1 0
# Group 89 (0, 5, 0, 2, 2)
SubGroup(1)
Alert(0,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [r]敵[/]を撃破せよ!
SubGroup(1)
TalkCharacter(77,140,1,1,1,0,0,0,0,0,0,0,0,0,0) # 力がみなぎっているね。 あの時のように、強くなれるんじゃないか?
# Group 90 (0, 5, 0, 2, 2)
SubGroup(1)
Alert(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [y]敵[/]を撃破せよ!
SubGroup(1)
TalkCharacter(78,2,1,1,1,0,0,0,0,0,0,0,0,0,0) # 力がみなぎってきたわね……。 思い切り、いこうかしら。
# Group 91 (0, 5, 0, 2, 2)
SubGroup(1)
Alert(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破せよ!
SubGroup(1)
TalkCharacter(79,3,1,1,1,0,0,0,0,0,0,0,0,0,0) # 調子が出てきたな。 そろそろ、本気でいこうか。
# Group 92 (0, 5, 0, 2, 2)
SubGroup(1)
Alert(3,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
SubGroup(1)
TalkCharacter(80,4,1,1,1,0,0,0,0,0,0,0,0,0,0) # 気合が入っちまったな。 ひと暴れ、見せてやるか?
# Group 93 (0, 5, 2, 2, 5)
SubGroup(1)
GroupCheck4(87,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 87: True 0
SubGroup(1)
Unknown140(16,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown0(7,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(7,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 94 (0, 5, 2, 5, 2)
SubGroup(2)
GroupCheck4(93,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 93: True 0
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(10,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkFromOwnStrings2(16,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown140(16,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 95 (0, 5, 2, 4, 2)
SubGroup(3)
GroupCheck4(87,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 87: True 0
GroupCheck4(94,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 94: True 0
Unknown28(7,10,3,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown140(12,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 96 (0, 5, 2, 3, 2)
SubGroup(2)
GroupCheck4(95,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 95: True 0
Unknown21(37,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown140(12,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 97 (4, 2, 4, 2, 0)
SubGroup(1)
Unknown29(0,0,2,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 98 (0, 5, 0, 3, 2)
SubGroup(2)
GroupCheck4(19,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 19: True 1
Unknown18(1,90,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(72,2,1,3,1,0,0,0,0,0,0,0,0,0,0) # エーデルガルト、無事か? 一度傷を癒やしたほうがいい。
# Group 99 (0, 5, 0, 3, 2)
SubGroup(2)
GroupCheck4(31,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 31: True 1
Unknown18(2,90,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(73,3,1,3,1,0,0,0,0,0,0,0,0,0,0) # ディミトリ、大丈夫か? 遠慮せず傷を癒やせよ。
# Group 100 (0, 5, 0, 3, 2)
SubGroup(2)
GroupCheck4(46,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 46: True 1
Unknown18(3,90,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(74,1,1,3,1,0,0,0,0,0,0,0,0,0,0) # クロード、貴方、怪我してるじゃない。 傷を癒やしたらどうかしら。
# Group 101 (0, 5, 0, 5, 6)
SubGroup(1)
If254(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck3(98,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 98: 1 1 0
GroupCheck3(99,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 99: 1 1 0
GroupCheck3(100,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 100: 1 1 0
SubGroup(1)
Unknown91(4,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
ShowTutorial(62,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [$ACT_EXTRA_ROLE1]+[$ACT_EXTRA_ATK4]で[g]傷薬[/]を使用し、 自身のHPを回復できます。 傷薬の使用回数は、 戦闘終了後に元に戻ります。
SubGroup(1)
Unknown2(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 102 (2, 2, 4, 2, 0)
SubGroup(1)
Unknown29(0,0,2,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 103 (0, 5, 0, 2, 6)
SubGroup(1)
Unknown10(37,64900,0,37400,0,24864,1,54700,0,0,1,0,0,0,0)
SubGroup(1)
TalkCharacter(85,140,1,3,1,0,0,0,0,0,0,0,0,0,0) # 君には無用な心配かもしれないけれど、 傷を負ったら無理せず薬を使うんだよ。
SubGroup(1)
Unknown91(4,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
ShowTutorial(62,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [$ACT_EXTRA_ROLE1]+[$ACT_EXTRA_ATK4]で[g]傷薬[/]を使用し、 自身のHPを回復できます。 傷薬の使用回数は、 戦闘終了後に元に戻ります。
# Group 104 (0, 5, 0, 2, 2)
SubGroup(1)
GroupCheck3(103,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 103: 1 1 0
SubGroup(1)
Unknown2(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 105 (2, 2, 4, 1, 0)
SubGroup(0)
# Group 106 (0, 5, 2, 4, 5)
SubGroup(1)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(101,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 101: True 0
GroupCheck4(103,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 103: True 0
SubGroup(1)
Unknown140(14,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown0(6,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(6,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 107 (0, 5, 2, 3, 2)
SubGroup(2)
GroupCheck4(106,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 106: True 0
Unknown28(6,40,3,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown140(14,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 108 (2, 2, 4, 1, 0)
SubGroup(0)
# Group 109 (1, 2, 4, 1, 0)
SubGroup(0)
# Group 110 (0, 7, 0, 3, 9)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(10,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown112(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown149(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(438,1,2,2,10,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]の撃破に成功!
SubGroup(1)
GenderedMcTalk(0,106,107,1,0,1,0,0,0,0,0,0,0,0,0) # とりあえず、任務成功か?
SetDeathText(2,115,108,3,0,0,0,0,0,0,0,0,0,0,0)
エーデルガルト volume_up
まさか…… こんなところで、躓く……なんて……
SetDeathText(3,115,109,3,0,0,0,0,0,0,0,0,0,0,0)
ディミトリ volume_up
俺には、まだ…… 果たさねばならない、義務が……
SetDeathText(4,115,110,3,0,0,0,0,0,0,0,0,0,0,0)
クロード volume_up
俺の夢…… 随分……儚いもの、だった……な……
SetDeathText(2,96,108,3,0,0,0,0,0,0,0,0,0,0,0)
エーデルガルト volume_up
まさか…… こんなところで、躓く……なんて……
SetDeathText(3,96,109,3,0,0,0,0,0,0,0,0,0,0,0)
ディミトリ volume_up
俺には、まだ…… 果たさねばならない、義務が……
SetDeathText(4,96,110,3,0,0,0,0,0,0,0,0,0,0,0)
クロード volume_up
俺の夢…… 随分……儚いもの、だった……な……
SetDeathText(43,96,105,3,0,0,0,0,0,0,0,0,0,0,0)
コスタス volume_up
ぎえっ…… あんな仕事……受けなきゃ、良かっ……
TalkCharacter(53,4,1,0,1,3,0,0,0,0,0,0,0,0,0)
link クロード volume_up
それなら、悪いが手を貸してくれないか? 怖ーい盗賊団に追いかけられていてな。
TalkCharacter(54,2,1,0,1,3,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
報酬については、心配しないで。 ここを切り抜けられたら、だけど。
MainMissionStart(1112,4,3,1,1,11,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]たちの進路を阻む[1:CHARA_G]を撃破せよ!
ShowTutorial(283,0,0,0,0,0,0,0,0,0,0,0,0,0,0) [HERO_MF]の兵種が フリューゲルになりました。[HERO_MF]が個人スキルを習得しました。 個人スキルにはアクション系、補助系、 戦術系の3種類があります。戦闘中に[$ACT_EXTRA_ROLE2]+[$ACT_EXTRA_ATK2]を押すと、 現在操作しているキャラクターの 兵種と個人スキルの詳細を確認できます。
MainMissionStart(438,1,3,2,11,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]の撃破に成功!
Alert(1102,2,1,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]たちを追う[r]盗賊団[/]、出現!
SetDeathText(43,73,55,2,0,0,0,0,0,0,0,0,0,0,0)
コスタス volume_up
いたぞ! あいつらだ! 絶対に逃がすんじゃねえ!
MainMissionStart(1113,4,0,1,12,0,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]らを撃破し、退路を確保せよ!
TalkDeploySlot(58,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
何だ? あいつらに加勢か? まとめてやっちまえ!
TalkDeploySlot(67,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
ガキ相手に何やってやがる! 慎重かつ大胆に待ち構えろ!
Alert(1119,2,0,0,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、不利な相手と交戦中!
ShowTutorial(284,0,0,0,0,0,0,0,0,0,0,0,0,0,0) マップや敵将の頭上には、 互いが相手に対してどれだけ有利な効果を 持っているかを示す相性アイコンが 表示されます。自分が相手に対して有利な効果を持つほど、 上向きの矢印の数が増え、 相手のスタンゲージを削りやすくなります。 また、攻撃した相手が怯みやすくなります。相性は兵種によって決まります。 どの兵種がどの敵に対して相性が良いかは、 ステータス画面で兵種スキルの 詳細情報から確認できます。兵種が戦士エーデルガルトは、 槍装備の敵に対して相性が良いです。
TalkCharacter(60,2,1,0,1,3,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
ここは私に任せて。
Alert(1105,1,1,37,37,0,0,0,0,0,0,0,0,0,0) 操作キャラクター、[0:CHARA_G]に変更!
TalkCharacter(61,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
守りの堅い敵相手には、 それなりの戦い方があるのよ。
TalkCharacter(63,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
まあ、こんなものよね。
TalkFromOwnStrings(3,38,1,1,3,0,0,0,0,0,0,0,0,0,0) warning 腕の立つ雇い主が一番だよ。
Alert(362,0,11,37,37,0,0,0,0,0,2,0,0,0,0) [0:CHARA_G]、残り[0:NUMBER]人!
Alert(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破せよ!
Alert(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [y]敵[/]を撃破せよ!
Alert(1119,2,1,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、不利な相手と交戦中!
TalkCharacter(64,3,1,0,1,3,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
さて、俺の出番のようだな。
Alert(940,1,2,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、操作可能!
ShowTutorial(56,0,0,0,0,0,0,0,0,0,0,0,0,0,0) [$ACT_OPERATION_ORDER][$ACT_OPERATION_REVERSE]で操作するキャラクターを 変更できます。 行動指示画面でユニットを選び、 コマンドから変更もできます。
ShowTutorial(285,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 剣装備の敵と戦う時は、 相性の良い兵士ディミトリに 操作キャラクターを切り替えましょう。
Alert(1120,0,2,37,37,0,0,0,0,0,0,0,0,0,0) キャラクターを[0:CHARA_G]に変更せよ!
TalkCharacter(65,3,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
単純な力比べならば、 誰にも負ける気がしないな。
TalkCharacter(66,3,1,3,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
……心は痛むが、俺も死ねないのでな。
TalkCharacter(62,140,1,4,1,0,0,0,0,0,0,0,0,0,0)
link ラルヴァ volume_up
何者だろう? どうやら彼らは皆、 紋章を持っているみたいだね。
ShowTutorial(64,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 紋章を持っているキャラクターは、 特定の条件で紋章効果が発動します。 紋章効果の詳細は、ステータス画面で 詳細情報切替ボタンを押し、 カーソルを紋章に合わせると確認できます。
Alert(362,0,11,37,37,0,0,0,0,0,1,0,0,0,0) [0:CHARA_G]、残り[0:NUMBER]人!
Alert(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破せよ!
TalkFromOwnStrings(2,38,1,1,0,0,0,0,0,0,0,0,0,0,0) warning 腕の立つ雇い主が一番だ。
Alert(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
Alert(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破せよ!
Alert(1119,2,2,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、不利な相手と交戦中!
TalkCharacter(68,4,1,0,1,3,0,0,0,0,0,0,0,0,0)
link クロード volume_up
なら、次は俺の番ってとこかね。
Alert(940,1,3,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、操作可能!
ShowTutorial(57,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 武器や戦技/魔法に特効の効果があると、 特定の敵に対して大幅に有利になります。特効の場合…… ・相性が3段階有利になる ・与えるダメージが大きくなる ・すべての攻撃でスタンゲージが表示される特効の種類と対象例……重装特効 アーマーナイトなどの重装兵種 ・騎馬特効 ソシアルナイトなどの騎馬兵種 ・飛行特効 ペガサスナイトなどの飛行兵種 ・魔物特効 巨狼や魔獣などの魔物
ShowTutorial(286,0,0,0,0,0,0,0,0,0,0,0,0,0,0) ペガサスナイトやドラゴンナイトなどの 飛行兵種は、飛行特効を持つ攻撃が 弱点になります。 を装備しているクロードに 操作キャラクターを切り替えましょう。
Alert(1120,0,3,37,37,0,0,0,0,0,0,0,0,0,0) キャラクターを[0:CHARA_G]に変更せよ!
TalkCharacter(69,4,1,1,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
俺は戦術はともかく、 戦闘は得意じゃないんだがなあ。
Alert(3,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
TalkFromOwnStrings(2,39,1,1,0,0,0,0,0,0,0,0,0,0,0) warning やったな、アロイス。
MainMissionStart(442,1,0,2,11,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]らの撃破に成功!
TalkCharacter(70,4,1,1,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
おおっと、運よく矢が当たったみたいだ。
TalkCharacter(81,3,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
中央の街道は賊が固めているようだな。 森の砦を押さえながら進むのが得策だろう。
TalkCharacter(82,4,1,0,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
相手を見て、得意な奴が前に出たほうが よさそうだな。みんな、頼んだぜ?
MainMissionStart(1114,4,4,1,1,37,37,0,0,3,4,0,0,0,0) MAIN MISSION START: [0:CHARA_G]たちに、[r]砦[/]の制圧を指示せよ!
Alert(0,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [r]敵[/]を撃破せよ!
ShowTutorial(47,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 戦闘中に[$BTL_SHIFT_SLG_PART]を押すと、行動指示を行えます。 行動指示では、[$BTN_DECIDE]でユニットを選び、 状況に応じて様々な指示を出せます。・選択した地点への移動 ・[r]敵[/]への攻撃や[r]敵砦[/]の制圧 ・[b]味方[/]の護衛や[b]味方砦[/]の防衛 ・傷薬での回復おまかせ方針を活用すれば、 指示を出していない時のユニットの行動も 決められます。
Alert(1105,0,0,37,37,0,0,0,0,0,0,0,0,0,0) 操作キャラクター、[0:CHARA_G]に変更!
MainMissionStart(1116,1,4,2,1,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]たちへの行動指示に成功!
MainMissionStart(37,4,1,1,37,37,37,0,0,3,4,0,0,0,0) MAIN MISSION START: [r]砦[/]を制圧せよ!
Alert(1,0,1,0,0,0,0,0,0,0,0,0,0,0,0) [y]敵[/]を撃破せよ!
Alert(2,0,1,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破せよ!
Alert(3,0,1,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
Alert(1,0,1,0,0,0,0,0,0,0,0,0,0,0,0) [y]敵[/]を撃破せよ!
TalkCharacter(84,3,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
守りが甘いな。 この分なら、次も苦戦はしないだろう。
TalkDeploySlot(79,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
ベレト volume_up
調子が出てきたな。 そろそろ、本気でいこうか。
Alert(0,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [r]敵[/]を撃破せよ!
Alert(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [y]敵[/]を撃破せよ!
Alert(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破せよ!
Alert(3,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
ShowTutorial(79,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 戦場で見かけるを破壊すると、 壺の色に応じてお金や回復アイテムが 出現します。
MainMissionStart(468,1,1,2,37,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [r]砦[/]の制圧に成功!
TalkCharacter(90,3,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
これで、ひととおり制圧できたな。
TalkDeploySlot(91,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
クソ! こうなったら策もクソもねえ! 全員でぶちのめしちまえ!
Alert(220,2,37,37,37,14,0,0,0,0,0,0,0,0,0) [r][0:PARTY][/]の増援、出現!
TalkCharacter(92,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
おいおい、どれだけ人数がいるんだよ。 こりゃもう盗賊団じゃなくて軍だな……。
Alert(1111,0,10,37,37,0,0,0,0,0,0,0,0,0,0) [r]敵[/]増援に対応しつつ、[0:CHARA_G]の元へ進軍せよ!
SetDeathText(31,73,93,2,0,0,0,0,0,0,0,0,0,0,0)
アロイス volume_up
セイロス騎士団、ただ今参った! 生徒を脅かす盗賊ども、覚悟せええい!
Alert(1118,1,37,37,37,10,0,0,1,0,0,0,0,0,0) [b][0:PARTY][/]、出現! [0:AREA]を制圧!
TalkCharacter(94,3,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
ここで騎士団が来てくれるとはな……! この戦い、勝ちが見えてきたようだ。
TalkDeploySlot(97,10,1,4,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
セイロス騎士団だと!? チッ! せめて一人は殺っておかねえとまずい!
Alert(574,0,10,37,37,0,0,0,4,0,0,0,0,0,0) [0:CHARA_G]、迎撃のため開門!
TalkCharacter(98,4,1,0,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
敵が破れかぶれで突撃してきたぞ。 みんな、気をつけろ!
MainMissionStart(2,4,2,1,10,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]を撃破せよ!
Alert(1115,0,1,10,37,0,0,0,4,0,0,0,0,0,0) [0:CHARA_G]たちに、[1:CHARA_G]一斉攻撃を指示せよ!
ShowTutorial(289,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 行動指示画面一斉攻撃の指示を出すと、 指示可能なすべてのユニットで 指定した対象を攻撃します。 総力を挙げて敵を撃破したい時に 活用しましょう。
TalkDeploySlot(100,10,1,2,0,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
畜生! てめえらさえ、ここで殺しちまえば……!
TalkDeploySlot(101,10,1,2,0,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
まだまだ! 盗賊をなめるんじゃねえっ!
TalkCharacter(102,3,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
俺たちにも死ねない理由がある。 悪いが……情けはかけてやれない。
TalkDeploySlot(103,10,1,2,0,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
ちょこまかと避けやがって! くそったれええ!
TalkCharacter(104,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
……当たったら死ぬんだから、 避けるに決まってるだろ?
TalkCharacter(95,31,1,2,1,3,0,0,0,0,0,0,0,0,0)
link アロイス volume_up
さあ、隊列を組んで盗賊を捕らえよ! 皆、行くのだ!
ShowTutorial(59,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 覚醒ゲージが溜まると、 [$ACT_EXTRA_ROLE1]+[$ACT_EXTRA_ATK3]で覚醒できます。 覚醒状態はゲージがなくなるまで続きます。 覚醒中に[$ACT_EXTRA_ROLE1]+[$ACT_EXTRA_ATK3]を押すと、 覚醒を解除できます。覚醒ゲージを溜めるには…… ・青色の薬を取得する ・敵にダメージを与える ・必殺の連撃で敵を攻撃覚醒状態では…… ・すべての攻撃でスタンゲージが表示される ・相性によらずスタンゲージを減らしやすい ・一定撃破数ごとにボーナス発生 ・ダメージを受けてもHPが0にならない覚醒中に[$ACT_SPECIAL_ATTACK]を押すか、 覚醒ゲージがなくなると、 無双奥義を発動して覚醒状態が終了します。 ※覚醒中は操作キャラクターの切替が  できません。
Alert(0,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [r]敵[/]を撃破せよ!
TalkCharacter(77,140,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ラルヴァ volume_up
力がみなぎっているね。 あの時のように、強くなれるんじゃないか?
Alert(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [y]敵[/]を撃破せよ!
TalkCharacter(78,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
力がみなぎってきたわね……。 思い切り、いこうかしら。
Alert(2,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破せよ!
TalkCharacter(79,3,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
調子が出てきたな。 そろそろ、本気でいこうか。
Alert(3,1,1,0,0,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]と[1:CHARA_G]を撃破せよ!
TalkCharacter(80,4,1,1,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
気合が入っちまったな。 ひと暴れ、見せてやるか?
TalkDeploySlot(72,2,1,3,1,0,0,0,0,0,0,0,0,0,0)
レオニー volume_up
エーデルガルト、無事か? 一度傷を癒やしたほうがいい。
TalkDeploySlot(73,3,1,3,1,0,0,0,0,0,0,0,0,0,0)
ギュスタヴ volume_up
ディミトリ、大丈夫か? 遠慮せず傷を癒やせよ。
TalkDeploySlot(74,1,1,3,1,0,0,0,0,0,0,0,0,0,0)
ラファエル volume_up
クロード、貴方、怪我してるじゃない。 傷を癒やしたらどうかしら。
ShowTutorial(62,0,0,0,0,0,0,0,0,0,0,0,0,0,0) [$ACT_EXTRA_ROLE1]+[$ACT_EXTRA_ATK4]で傷薬を使用し、 自身のHPを回復できます。 傷薬の使用回数は、 戦闘終了後に元に戻ります。
TalkCharacter(85,140,1,3,1,0,0,0,0,0,0,0,0,0,0)
link ラルヴァ volume_up
君には無用な心配かもしれないけれど、 傷を負ったら無理せず薬を使うんだよ。
ShowTutorial(62,0,0,0,0,0,0,0,0,0,0,0,0,0,0) [$ACT_EXTRA_ROLE1]+[$ACT_EXTRA_ATK4]で傷薬を使用し、 自身のHPを回復できます。 傷薬の使用回数は、 戦闘終了後に元に戻ります。
MainMissionStart(438,1,2,2,10,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]の撃破に成功!
GenderedMcTalk(0,106,107,1,0,1,0,0,0,0,0,0,0,0,0)
シェズ volume_up
とりあえず、任務成功か?
シェズ volume_up
とりあえず、任務成功かしら?