野外活動中の生徒らを襲撃した盗賊団。その残党 を掃討すべく、一行は討伐任務に出るが……。

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 0 101 0 0 100 300 255 65535 1999 38 40 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
1 エーデルガルト 255 0 0 1 20 1 0 0 101 0 0 100 300 255 65535 1999 65 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
2 ヒューベルト 255 0 0 2 35 2 0 0 101 0 0 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
3 フェルディナント 255 0 0 3 40 3 0 0 101 0 0 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
4 ベレト 255 0 0 4 10 4 13 0 101 0 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
5 ベレト 255 0 0 5 10 4 13 0 101 0 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
6 ベレト 255 0 0 6 10 4 13 0 101 0 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
7 ベレト 255 0 0 7 10 4 13 0 101 0 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
8 イエリッツァ 255 0 0 8 176 7 13 0 101 0 0 100 54 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 2 65535 65535 65535
9 モニカ 255 0 0 9 185 7 13 0 101 5 1 100 129 255 65535 1999 29 15 67 0 0 0 0 0 0 0 0 0 2 65535 65535 65535
10 クロニエ 255 0 0 10 326 6 13 3 2 5 1 100 295 255 65535 1999 3 42 0 0 0 0 0 0 0 0 23 0 2 65535 65535 65535
11 255 0 0 11 801 6 12 3 101 11 1 100 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
12 255 0 0 12 705 5 13 3 0 5 0 4 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
13 255 0 0 13 706 5 13 3 101 5 1 8 300 255 65535 1999 45 39 50 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
14 255 0 0 14 707 5 13 3 101 5 0 4 300 255 8 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
15 255 0 0 15 708 5 13 3 101 5 1 2 300 255 9 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
16 255 0 0 16 709 5 13 3 101 5 1 3 300 255 11 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
17 255 0 0 17 705 5 13 3 101 5 1 2 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
18 255 0 0 18 706 5 13 3 101 5 1 3 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
19 255 0 0 19 707 5 13 3 101 5 0 3 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
20 255 0 0 20 708 5 13 3 101 5 0 3 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
21 255 0 0 21 709 5 13 3 101 5 0 2 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
22 連邦国兵 255 0 0 22 710 5 13 3 101 5 0 2 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
23 連邦国将 255 0 0 23 630 5 13 3 101 7 1 4 300 255 65535 1999 39 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
24 連邦国将 255 0 0 24 640 6 13 3 0 5 1 15 300 255 65535 1999 50 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
25 連邦国将 255 0 0 25 645 6 13 3 4 5 1 15 300 255 3 1999 50 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
26 連邦国将 255 0 0 26 645 6 13 3 0 5 1 15 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
27 連邦国将 255 0 0 27 650 6 13 3 0 5 1 15 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
28 連邦国将 255 0 0 28 650 6 13 3 0 5 1 15 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
29 連邦国将 255 0 0 29 640 6 13 3 0 5 1 15 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
30 連邦国将 255 0 0 30 645 6 13 3 0 5 1 15 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
31 連邦国将 255 0 0 31 650 6 13 3 0 5 1 15 300 255 65535 1999 0 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
32 255 0 0 32 705 5 13 3 101 5 1 4 300 255 65535 1999 39 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
33 255 0 0 33 706 5 13 3 101 5 1 4 300 255 65535 1999 39 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
34 255 0 0 34 707 5 13 3 101 5 1 4 300 255 65535 1999 39 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
35 255 0 0 35 708 5 13 3 101 5 1 4 300 255 65535 1999 39 0 0 0 0 0 0 0 0 0 0 0 1 65535 65535 65535
36 連邦国兵 255 0 0 51 710 5 13 3 101 5 0 2 300 255 0 1999 39 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 38 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 0 0 0
1 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 0
2 0 0 0 2 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
3 0 0 0 3 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
4 0 0 0 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 0 0
5 0 0 0 5 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
6 0 0 0 6 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
7 0 0 0 7 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
8 0 0 0 8 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
9 0 0 0 9 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
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 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
12 0 0 0 12 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
13 0 0 0 13 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
14 0 0 0 14 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
15 0 0 0 15 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
16 0 0 0 16 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
17 0 0 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 0
18 0 0 0 18 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
19 0 0 0 19 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
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 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
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 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
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 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
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 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
30 0 0 0 30 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
31 0 0 0 31 1 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
32 0 0 0 32 1 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
33 0 0 0 33 1 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
34 0 0 0 34 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
35 0 0 0 35 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
36 0 0 0 36 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
37 0 0 0 37 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

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 2 0 3 0 3 0 0 51 101 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 17 0 17 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

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 13 0 0 0 0 65535 1 1000 1525 2 710 2 1525 15 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 3 706 2 1525 15 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 4 707 3 1525 15 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 2 708 2 1525 15 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 3 1000 1525 3 709 3 1525 15 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 4 710 3 1525 15 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 3 1000 1525 2 711 2 1525 15 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 3 712 3 1525 15 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 1 1000 1525 4 713 4 1525 15 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 2 705 2 1525 15 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 0 1000 1525 3 706 3 1525 15 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 4 707 3 1525 15 31 31 31 31 31 31 0 0 0 0 0 0 0 0 0 0 0 0
12 0 0 12 0 12 65535 1 1000 1522 2 707 2 1525 15 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 46 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 0 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 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
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 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
8 0 0 0 8 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
9 0 0 0 9 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
10 0 0 0 10 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
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 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
13 0 0 0 13 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
14 0 0 0 14 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
15 0 0 0 15 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
16 0 0 0 16 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
17 0 0 0 17 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
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 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
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 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
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 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
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 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
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 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
31 0 0 0 31 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
32 0 0 0 32 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
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 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
35 0 0 0 35 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
36 0 0 0 36 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
37 0 0 0 37 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
38 0 0 0 38 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
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 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
42 0 0 0 42 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
43 0 0 0 43 0 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
44 0 0 0 44 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
45 0 0 0 45 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 (7, 2, 4, 1, 0)
SubGroup(0)
# Group 1 (0, 2, 1, 1, 54)
SubGroup(0)
SubGroup(2)
Unknown10(0,69,14,37,37,14,0,0,0,0,0,0,0,0,0)
Unknown10(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(23)
SetName(12,252,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 12 to 門番
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(16,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # 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(18,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # 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(21,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 21 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(32,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 32 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(34,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # 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(23,308,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 23 to 盗賊
SetName(24,160,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 24 to 謎の兵
SetName(29,160,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 29 to 謎の兵
SetName(25,160,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 25 to 謎の兵
SetName(26,160,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 26 to 謎の兵
SetName(27,160,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 27 to 謎の兵
SetName(28,160,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 28 to 謎の兵
SetName(9,150,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 9 to ???
SetName(11,366,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 11 to はぐれ魔獣
SubGroup(11)
Unknown23(9,8,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(8,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(11,11,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,11,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,8,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,9,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,50,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,17,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,17,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown61(9,13,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown77(36,3,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(8)
SetDeathText(2,115,4552,3,0,0,0,0,0,0,0,0,0,0,0) # この道は……やはり…… 踏み、込んでは……いけなかった……
SetDeathText(3,115,204,3,0,0,0,0,0,0,0,0,0,0,0) # 死ぬのか、俺は…… これは……想定外、だったな……
SetDeathText(4,115,205,3,0,0,0,0,0,0,0,0,0,0,0) # 藪を突いて……蛇を…… 出しちまったか……
SetDeathText(2,96,4552,3,0,0,0,0,0,0,0,0,0,0,0) # この道は……やはり…… 踏み、込んでは……いけなかった……
SetDeathText(3,96,204,3,0,0,0,0,0,0,0,0,0,0,0) # 死ぬのか、俺は…… これは……想定外、だったな……
SetDeathText(4,96,205,3,0,0,0,0,0,0,0,0,0,0,0) # 藪を突いて……蛇を…… 出しちまったか……
SetDeathText(53,27,195,3,0,0,0,0,0,0,0,0,0,0,0) # はあ、はあ……。 ずっと閉じ込められてたから、足が……。
SetDeathText(53,28,196,3,0,0,0,0,0,0,0,0,0,0,0) # 厳しいかも……。 結局助からないんでしょうか……。
SubGroup(2)
Unknown91(11,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown2(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown2(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 2 (0, 2, 2, 1, 3)
SubGroup(0)
SubGroup(2)
Unknown66(1280,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown66(1213,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 3 (0, 2, 4, 1, 0)
SubGroup(0)
# Group 4 (0, 5, 2, 2, 0)
SubGroup(1)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 5 (0, 5, 2, 2, 0)
SubGroup(1)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 6 (0, 5, 2, 2, 0)
SubGroup(1)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 7 (0, 2, 2, 2, 0)
SubGroup(1)
Unknown48(14,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 8 (0, 2, 4, 1, 0)
SubGroup(0)
# Group 9 (24, 2, 4, 1, 0)
SubGroup(0)
# Group 10 (0, 5, 0, 1, 5)
SubGroup(0)
SubGroup(1)
TalkCharacter(111,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # 賊を始末する……。 ついてこい……。
SubGroup(2)
Unknown23(8,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(8,64000,0,2164,1,0,300,0,0,0,0,0,0,0,0)
# Group 11 (5, 2, 4, 1, 0)
SubGroup(0)
# Group 12 (0, 5, 0, 2, 4)
SubGroup(1)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 10: 1 0 0
SubGroup(3)
Unknown91(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
ShowTutorial(71,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [$ACT_EXTRA_ROLE2]でパレット2が表示されます。 味方ユニットに接近して[$ACT_EXTRA_ROLE2]+[$ACT_EXTRA_ATK1]で、 相手を自身の[g]副官[/](後衛)に配備します。 もう一度[$ACT_EXTRA_ROLE2]+[$ACT_EXTRA_ATK1]で副官を解除します。 [g]副官を配備すると……[/] ・前衛の能力値が副官の兵種に応じて上昇 ・[g]支援レベルC以上[/]の場合、  副官の[g]補助系と戦術系の個人スキル[/]を共有 ・[g]副官追撃、副官ガード、連携奥義[/]が発動 パレット2の表示に割り当てるボタンは、 環境設定から変更できます。 ポーズメニュー>システム>環境設定> ボタン設定 副官の配備は行動指示画面で 副官にしたいユニットを選択し、 副官をつけたいユニットに対して [$PAD_R2]その他で[g]副官にする[/]を選んでも 行えます。
ShowTutorial(72,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [$ACT_EXTRA_ROLE2]+[$ACT_EXTRA_ATK3]で、操作キャラクター(前衛)と 副官(後衛)を入れ替えられます。 ただし、操作可能なキャラクター以外は 前衛にできません。
# Group 13 (0, 5, 2, 2, 2)
SubGroup(1)
GroupCheck4(12,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 12: True 0
SubGroup(1)
Unknown140(18,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 14 (0, 5, 2, 4, 2)
SubGroup(1)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck3(42,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 42: 1 0 0
TalkFromOwnStrings2(18,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown140(18,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 15 (0, 5, 2, 2, 4)
SubGroup(1)
GroupCheck4(14,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 14: True 1
SubGroup(3)
Unknown140(19,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown140(20,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown140(21,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 16 (0, 5, 2, 2, 4)
SubGroup(1)
GroupCheck3(42,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 42: 1 0 0
SubGroup(3)
Unknown140(19,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown140(20,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown140(21,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 17 (4, 2, 4, 3, 0)
SubGroup(2)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 10: 1 0 0
Unknown15(37,14,30,1,1,0,0,0,0,0,0,0,0,0,0)
# Group 18 (0, 5, 0, 1, 2)
SubGroup(0)
SubGroup(1)
TalkDeploySlot(113,14,1,4,1,0,0,0,0,0,0,0,0,0,0) # し、侵入者だと!? 何が目的だ……!
# Group 19 (0, 5, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(8,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(8,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(114,8,1,2,1,0,0,0,0,0,0,0,0,0,0) # 剣を向けるってことは、悪い奴なんだよな。 だったら容赦はしねえ!
# Group 20 (0, 5, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(17,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(17,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(115,17,1,2,1,0,0,0,0,0,0,0,0,0,0) # で、出たっ! よくわからないけど、 とにかく戦うしかないよね……!
# Group 21 (0, 5, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(25,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(25,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(116,25,1,2,1,0,0,0,0,0,0,0,0,0,0) # 大丈夫、賊相手だって戦える! 覚悟しろよ!
# Group 22 (3, 2, 4, 3, 0)
SubGroup(2)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 10: 1 0 0
Unknown19(14,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 23 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(117,6,1,1,1,0,0,0,0,0,0,0,0,0,0) # 盗賊など敵ではないな! 名乗る暇さえないとは……ふっ。
# Group 24 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(118,13,1,1,1,0,0,0,0,0,0,0,0,0,0) # フン……この程度か。 さっさと次に行くぞ。
# Group 25 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(119,19,1,1,1,0,0,0,0,0,0,0,0,0,0) # これも貴族の責務…… 恨まないでくれたまえよ。
# Group 26 (3, 2, 4, 3, 0)
SubGroup(2)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 10: 1 0 0
Unknown26(8,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 27 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(11,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(11,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(120,11,1,0,1,0,0,0,0,0,0,0,0,0,0) # 多くの敵、同時、攻撃、受けない、 大切です。警戒、願います。
# Group 28 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(14,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(14,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(121,14,1,1,1,0,0,0,0,0,0,0,0,0,0) # 良かった、無事に切り抜けられた……。 これが、戦いなんですね……。
# Group 29 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(20,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(20,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(122,20,1,1,1,0,0,0,0,0,0,0,0,0,0) # おっしゃあ! オデたちの敵じゃあねえぞ!
# Group 30 (3, 2, 4, 3, 0)
SubGroup(2)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 10: 1 0 0
GroupCheck3(42,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 42: 1 0 0
# Group 31 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(7,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(7,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(123,7,1,3,1,0,0,0,0,0,0,0,0,0,0) # はあ……何だか死体だらけで、 感覚が麻痺してきたよ……。
# Group 32 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(16,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(16,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(124,16,1,3,1,0,0,0,0,0,0,0,0,0,0) # せめてこの人たちが、 安らかに眠れますように……。
# Group 33 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(21,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(21,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(125,21,1,3,1,0,0,0,0,0,0,0,0,0,0) # うわっ、次から次へと賊が……。 こうするしか……。
# Group 34 (4, 2, 4, 2, 0)
SubGroup(1)
GroupCheck4(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 10: True 0
# Group 35 (0, 5, 2, 1, 10)
SubGroup(0)
SubGroup(2)
Unknown14(32,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
Unknown14(33,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(6)
Unknown23(32,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(33,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(32,64000,0,63000,0,0,300,0,0,0,0,0,0,0,0)
Unknown26(33,64000,0,63000,0,0,300,0,0,0,0,0,0,0,0)
Unknown26(34,64000,0,63000,0,0,300,0,0,0,0,0,0,0,0)
Unknown26(35,64000,0,63000,0,0,300,0,0,0,0,0,0,0,0)
# Group 36 (0, 5, 0, 1, 7)
SubGroup(0)
SubGroup(3)
Unknown51(63900,0,60500,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown56(63900,0,60500,0,0,1,0,0,0,0,0,0,0,0,0)
Alert(1203,4,37,37,37,0,0,0,0,0,0,0,0,0,0) # [g]盗賊の根城[/]内部へ進軍せよ!
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 37 (0, 2, 0, 4, 5)
SubGroup(3)
GroupCheck4(36,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 36: True 0
GroupCheck3(40,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 40: 0 1 0
Unknown28(1,30,3,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown51(63900,0,60500,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1203,4,37,37,37,0,0,0,0,0,0,0,0,0,0) # [g]盗賊の根城[/]内部へ進軍せよ!
SubGroup(1)
Unknown48(38,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 38 (0, 2, 2, 3, 5)
SubGroup(2)
GroupCheck4(36,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 36: True 1
GroupCheck4(37,1,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 37: True 1
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)
SubGroup(1)
Unknown48(37,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 39 (3, 2, 4, 1, 0)
SubGroup(0)
# Group 40 (0, 5, 0, 4, 14)
SubGroup(1)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(37,12,50,1,1,0,1,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(2,36,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown56(63900,0,60500,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
TalkDeploySlot(127,12,1,2,1,1,0,0,0,0,0,0,0,0,0) # ここは通さねえ! 通したら俺が殺られちまうぜ!
TalkCharacter(128,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # 奴を倒せば、門が開きそうだ……。
SubGroup(2)
Unknown43(12,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(2,4,1,1,12,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破せよ!
SubGroup(2)
Unknown23(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,12,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
ShowTutorial(77,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # マップに[$ICON_GATE]で表示される門は、 門を守る[g]門番[/]を撃破するか、 隣接する砦を制圧することで開きます。 [$ICON_GATE_NO_INTRUSION]で表示される門は、 戦闘を進めていくことでのみ開きます。
# Group 41 (0, 2, 2, 3, 4)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown96(31,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown96(32,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown96(33,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 42 (0, 5, 0, 3, 12)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(12,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(438,1,1,2,12,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]の撃破に成功!
SubGroup(1)
TalkDeploySlot(129,12,1,0,1,1,0,0,0,0,0,0,0,0,0) # みんな、すまねえ…… 守り切れなかったぜ……
SubGroup(4)
Unknown100(31,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown100(32,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown100(33,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(553,1,12,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]の撃破により開門!
SubGroup(1)
Unknown0(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 43 (18, 2, 4, 1, 0)
SubGroup(0)
# Group 44 (0, 5, 0, 2, 11)
SubGroup(1)
PauseMaybe(1,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(130,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # 中を制圧するぞ……。
SubGroup(3)
Unknown44(1,1,2,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown44(3,1,2,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1213,4,2,1,14,37,37,0,0,3,4,0,0,0,0) # [0:CHARA_G]の[g]根城[/]を制圧せよ!
SubGroup(1)
TalkCharacter(112,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # 予想より、広いか……。 手分けして当たれ……。
SubGroup(2)
Unknown23(8,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown27(8,19664,1,42600,0,0,0,0,0,0,0,0,0,0,0)
# Group 45 (2, 2, 4, 2, 0)
SubGroup(1)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 46 (0, 2, 2, 2, 1)
SubGroup(1)
Unknown26(1,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown2(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 47 (0, 2, 2, 2, 1)
SubGroup(1)
Unknown26(3,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown2(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 48 (3, 2, 4, 3, 0)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown29(1,1,3,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 49 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(131,5,1,0,1,0,0,0,0,0,0,0,0,0,0) # 根城の中も外と大して変わりませんな。
# Group 50 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(132,12,1,0,1,0,0,0,0,0,0,0,0,0,0) # ……ただの課題のはずが、 こんなことになるとはな。
# Group 51 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(133,24,1,0,1,0,0,0,0,0,0,0,0,0,0) # 敵の巣窟に攻め込むなんて、 なーんでこんなことになってるのかしら。
# Group 52 (3, 2, 4, 3, 0)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown29(1,1,3,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 53 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(9,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(9,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(134,9,1,3,1,0,0,0,0,0,0,0,0,0,0) # もう十分です! 帰りましょう! 帰ろうよおおお!
# Group 54 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(15,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(15,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(135,15,1,0,1,0,0,0,0,0,0,0,0,0,0) # 今んとこ罠ってわけじゃなさそうだが、 いつ、どこから何が出てくることやら……。
# Group 55 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(22,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(22,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(136,22,1,0,1,0,0,0,0,0,0,0,0,0,0) # 盗賊の拠点って、こんなにたいそうな 造りなんですかね?
# Group 56 (3, 2, 4, 3, 0)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown10(37,59800,0,40500,0,63000,0,43500,0,0,1,0,0,0,0)
# Group 57 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(10,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(10,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(137,10,1,3,1,0,0,0,0,0,0,0,0,0,0) # はあ……いきなりこんな課題だなんて、 聞いてた話と違うわねえ。
# Group 58 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(18,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(18,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(138,18,1,0,1,0,0,0,0,0,0,0,0,0,0) # 古い砦とはいえ、造りは堅牢ですし 賊にとっては格好の根城なのでしょうね。
# Group 59 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(23,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(23,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(139,23,1,3,1,0,0,0,0,0,0,0,0,0,0) # 主よ……赦したまえ……。 この者たちの魂を、救いたまえ……。
# Group 60 (0, 2, 2, 5, 2)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown26(1,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(3,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown96(15,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 61 (0, 5, 0, 5, 13)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown26(1,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(3,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown96(15,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown53(1,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown53(5,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1201,1,2,2,14,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]の[g]根城[/]の制圧に成功!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(148,2,1,0,1,0,0,0,0,0,0,0,0,0,0) # 賊の根城の制圧はだいたい済んだかしら? イエリッツァ先生、何か気になることは……
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(149,3,1,0,1,0,0,0,0,0,0,0,0,0,0) # よし……制圧は済んだな。 あとは砦の中を……
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(150,4,1,0,1,0,0,0,0,0,0,0,0,0,0) # よーし、これで賊の根城を制圧できたな。 後は……
# Group 62 (9, 2, 4, 2, 0)
SubGroup(1)
PauseMaybe(1,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 63 (0, 2, 2, 10, 0)
SubGroup(1)
If254(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(0,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(1,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(2,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(3,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(4,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(5,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(6,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(7,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 64 (0, 5, 0, 5, 42)
SubGroup(2)
GroupCheck4(63,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 63: False 1
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(37,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(8,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(8)
Unknown52(21654,1,42310,0,0,1,0,0,0,0,0,0,0,0,0)
Unknown83(8630,375,4180,8719,365,4231,0,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(500,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(8664,365,4290,8719,360,4231,240,0,0,0,0,0,0,0,0) # Focus on coords?
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(140,5,1,0,1,0,0,0,0,0,0,0,0,0,0) # あれは……宝箱ですか。 開けるには鍵が必要でしょう。
If254(2,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(141,12,1,0,1,0,0,0,0,0,0,0,0,0,0) # む……宝箱か。 鍵が必要そうだな。
If254(1,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(142,14,1,1,1,0,0,0,0,0,0,0,0,0,0) # 僕なら、鍵がなくても開けられますよ。 褒められたことじゃありませんけど……。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(143,24,1,1,1,0,0,0,0,0,0,0,0,0,0) # あっ、宝箱発見! 鍵があったら開けられるんだけどなー。
Unknown88(1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown84(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Reset camera?
Unknown52(21654,1,42310,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(144,13,1,4,1,1,0,0,0,0,0,0,0,0,0) # げっ、お宝のところに敵が……。 回収しようと思ったんだが、どうするか……。
SubGroup(2)
Unknown31(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(8,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown14(13,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(297,2,13,37,37,0,0,0,0,0,0,0,0,0,0) # [g]宝の鍵[/]を持つ[0:CHARA_G]、出現!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(145,5,1,0,1,0,0,0,0,0,0,0,0,0,0) # 鍵を持った賊が現れたようですよ。
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(146,12,1,0,1,0,0,0,0,0,0,0,0,0,0) # ……どうやら、奴が鍵を持っているようだ。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(147,24,1,1,1,0,0,0,0,0,0,0,0,0,0) # ん? 鍵を持ってる人が現れたんじゃない?
SubGroup(2)
PingOnMinimap(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(708,2,13,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破し、[g]宝の鍵[/]を入手せよ!
SubGroup(0)
If254(3,66,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(13,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown138(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown32(13,3,37,0,0,0,0,0,0,1,0,0,0,0,0)
# Group 65 (0, 5, 0, 2, 2)
SubGroup(1)
GroupCheck3(64,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 64: 1 0 0
SubGroup(1)
ShowTutorial(78,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # 戦場で[g]宝箱[/]を見つけることがあります。 宝箱を開けるには[g]宝の鍵[/]が必要です。 宝の鍵を所持している敵将を見つけ、 撃破すると入手できます。 また、宝の鍵を持つ敵が宝箱に接近すると、 宝箱から[g]宝を奪う[/]ことがあります。 宝を奪われた場合、逃げられる前に 撃破すると宝を取り返せます。 一部の兵種とキャラクターは、 宝の鍵がなくても宝箱を開けられるスキルを 持っています。
# Group 66 (0, 5, 2, 3, 3)
SubGroup(2)
GroupCheck3(64,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 64: 1 0 0
GroupCheck3(63,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 63: 1 0 0
SubGroup(2)
Unknown23(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown32(13,3,37,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 67 (0, 5, 0, 4, 7)
SubGroup(3)
GroupCheck3(64,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 64: 1 0 0
GroupCheck3(68,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 68: 0 1 0
Unknown19(13,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(549,1,13,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]の撃破により、[g]宝の鍵[/]を入手!
SubGroup(0)
If254(2,66,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown51(21659,1,42310,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1212,4,37,37,37,0,0,0,0,0,0,0,0,0,0) # 入手した[g]宝の鍵[/]を使い、[g]宝箱[/]を解錠せよ!
# Group 68 (0, 5, 0, 4, 16)
SubGroup(3)
GroupCheck4(64,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 64: True 0
GroupCheck3(67,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 67: 0 1 0
Unknown54(13,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown32(13,2,37,0,21729,1,42375,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(900,2,13,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、[g]宝の鍵[/]を使用して[g]宝箱[/]の中身を奪取!
SubGroup(4)
Unknown32(13,2,37,0,41100,0,12924,1,0,1,0,0,0,0,0)
Unknown56(41100,0,12924,1,0,1,0,0,0,0,0,0,0,0,0)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(182,2,13,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、[g]撤退地点[/]へ進軍開始!
SubGroup(2)
Unknown23(13,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(13,41100,0,12924,1,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(707,0,13,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破し、[g]宝[/]を奪還せよ!
# Group 69 (0, 5, 0, 3, 5)
SubGroup(2)
GroupCheck4(68,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 68: True 0
Unknown19(13,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown32(13,2,37,0,41100,0,12924,1,0,0,0,0,0,0,0)
Unknown56(41100,0,12924,1,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(548,1,13,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]の撃破により、[g]宝[/]を獲得!
# Group 70 (0, 5, 2, 3, 2)
SubGroup(2)
GroupCheck4(68,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 68: True 0
Unknown11(13,41100,0,12924,1,0,800,1,0,0,0,0,0,0,0)
SubGroup(1)
Unknown18(13,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 71 (0, 5, 0, 2, 7)
SubGroup(1)
GroupCheck4(70,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 70: True 0
SubGroup(4)
Unknown32(13,2,37,0,41100,0,12924,1,0,0,0,0,0,0,0)
Unknown56(41100,0,12924,1,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(296,2,13,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、[g]撤退地点[/]に到達! [g]宝[/]を持って撤退!
SubGroup(1)
TalkCharacter(171,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # 逃がしたか……。
# Group 72 (3, 2, 4, 1, 0)
SubGroup(0)
# Group 73 (0, 5, 0, 2, 9)
SubGroup(1)
PauseMaybe(2,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(151,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # 地下が臭うな……。 調べろ……。
SubGroup(2)
Unknown44(0,4,3,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1202,4,3,1,37,37,37,0,0,0,0,0,0,0,0) # [g]地下[/]を調査せよ!
SubGroup(1)
Unknown31(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown67(9,1,41111,0,840,0,38620,0,180,180,180,1,0,0,0)
# Group 74 (0, 5, 0, 3, 12)
SubGroup(2)
PauseMaybe(3,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(37,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(7)
Unknown6(9,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown83(4130,130,4100,4108,90,3877,0,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(500,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(4105,100,3930,4108,96,3877,200,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
SubGroup(1)
GenderedMcTalk(0,152,153,1,4,1,0,0,0,0,0,0,0,0,0) # ん? 誰か捕まってるぞ! 士官学校の生徒じゃないか?
Unknown84(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Reset camera?
SubGroup(2)
Unknown44(0,1,7,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown42(1206,4,3,7,37,37,37,0,0,0,0,0,0,0,0)
# Group 75 (0, 5, 0, 4, 46)
SubGroup(3)
PauseMaybe(3,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(74,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 74: True 0
Unknown26(0,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown66(1212,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown88(1500,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
SubGroup(4)
Unknown83(4105,102,3920,4111,90,3862,0,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(100,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(4111,96,3890,4111,90,3862,120,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
SubGroup(1)
Unknown123(4,1400,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown88(380,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown66(1281,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown68(9,2,1,0,8,0,0,0,0,0,0,0,0,0,0)
Unknown67(9,1,41111,0,840,0,38620,0,180,180,180,0,0,0,0)
SubGroup(6)
Unknown6(9,7,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown83(4111,96,3890,4111,90,3862,0,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(1500,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(4111,96,3890,4111,94,3862,0,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown6(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown53(0,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1208,1,7,2,9,37,37,0,0,0,0,0,0,0,0) # [b]士官学校の生徒[/]の救出に成功!
SubGroup(2)
Unknown123(4,600,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown88(600,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
SubGroup(1)
Unknown84(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Reset camera?
SubGroup(2)
Unknown139(9,41147,0,40274,0,0,6,0,0,0,1,1,1,0,0)
Unknown23(9,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
TalkCharacter(154,53,1,1,1,3,0,0,0,0,0,0,0,0,0) # まさか、助けが来るなんて……。
If254(3,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(155,53,1,4,1,3,0,0,0,0,0,0,0,0,0) # って、エーデルガルト殿下!?
TalkCharacter(156,2,1,4,1,0,0,0,0,0,0,0,0,0,0) # 貴方は……モニカ! どうして…… いえ、そんな話をしている場合じゃないわ。
SetName(9,59,0,0,0,0,0,0,0,0,0,0,0,0,0) # Set 9 to モニカ
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(157,3,1,4,1,0,0,0,0,0,0,0,0,0,0) # 大丈夫か! どうしてこんな場所に…… ……いや、そんな話をしている暇はないか。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(158,4,1,4,1,0,0,0,0,0,0,0,0,0,0) # 大丈夫か? あんたはいったい…… いや、今は外に出るのが先決か。
SubGroup(1)
TalkCharacter(159,53,1,1,1,3,0,0,0,0,0,0,0,0,0) # とにかく助けていただいて、 ありがとうございます!
# Group 76 (2, 2, 4, 2, 0)
SubGroup(1)
PauseMaybe(7,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 77 (0, 2, 0, 2, 1)
SubGroup(1)
Unknown18(9,60,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(0)
# Group 78 (0, 2, 0, 2, 12)
SubGroup(1)
Unknown18(9,30,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(9,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(333,2,9,9,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、敗走の危機! 急ぎ救援せよ!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(197,6,1,2,1,0,0,0,0,0,0,0,0,0,0) # まずい、彼女が危ない! 皆で守るんだ!
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(198,13,1,2,1,0,0,0,0,0,0,0,0,0,0) # おい、これ以上敵を近づけさせるな!
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(199,19,1,2,1,0,0,0,0,0,0,0,0,0,0) # くっ、敵を近づけないようにするのだ!
SubGroup(1)
Unknown61(9,13,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 79 (12, 2, 4, 1, 0)
SubGroup(0)
# Group 80 (0, 5, 0, 2, 40)
SubGroup(1)
PauseMaybe(7,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown31(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(9,6,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(9,37,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(160,24,1,2,1,1,0,0,0,0,0,0,0,0,0) # そいつを逃がすな! クロニエ様に八つ裂きにされるぞ!
SubGroup(5)
Unknown35(2,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown35(3,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown35(4,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown35(5,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown96(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown14(24,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
Unknown14(30,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
Unknown14(31,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown23(24,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(25,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(30,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(31,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(5)
PingOnMinimap(24,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(25,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(30,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(31,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(203,2,24,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]ら、出現!
SubGroup(1)
TalkCharacter(164,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # ここは危ういな……。 彼女を連れ、逃げるぞ……。
SubGroup(4)
Unknown56(64000,0,57000,0,0,1,0,0,0,0,0,0,0,0,0)
Unknown43(9,4,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1204,4,4,1,9,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]を[g]安全な場所[/]まで護衛せよ!
Unknown32(9,2,37,0,64000,0,57000,0,0,1,0,0,0,0,0)
SubGroup(2)
Unknown10(1,23,9,37,37,0,0,0,0,0,0,0,0,0,0)
Unknown11(1,9,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(322,0,9,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]の敗走に注意せよ!
# Group 81 (0, 2, 2, 2, 10)
SubGroup(1)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(6)
Unknown6(9,9,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,50,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(8,6,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(9,64000,0,57000,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,9,0,0,0,0,0,0,0,0,0,0,0,0,0)
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 82 (0, 5, 0, 2, 9)
SubGroup(1)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
ShowTutorial(94,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [g]行動指示画面[/]から[g]護衛[/]の指示を出すと、 指示を受けたユニットが護衛対象を 守りながら近くで戦ってくれます。 [b]味方[/]を守る必要があるミッションで 活用しましょう。
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(165,6,1,0,1,0,0,0,0,0,0,0,0,0,0) # あの者たち、彼女を狙っているようだ。 我々でしっかりと守らねばな。
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(166,13,1,0,1,0,0,0,0,0,0,0,0,0,0) # 連中の狙いはその女のようだな。 助けたからには守り通さねばなるまい。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(167,19,1,0,1,0,0,0,0,0,0,0,0,0,0) # 彼女が狙われているようだぞ。 僕らでしっかりと守るのだ。
# Group 83 (0, 5, 2, 4, 4)
SubGroup(3)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(24,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(9,24,30,1,1,1,1,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown23(24,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(24,9,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(9,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 84 (0, 5, 0, 2, 24)
SubGroup(1)
GroupCheck4(83,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 83: True 0
SubGroup(1)
Unknown43(24,4,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(24,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1214,2,9,24,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、[1:CHARA_G]の襲撃により進軍停止!
SubGroup(7)
TalkCharacter(172,53,1,2,1,3,0,0,0,0,0,0,0,0,0) # また……! なぜあたしをしつこく狙うんですか。
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(161,2,1,2,1,0,0,0,0,0,0,0,0,0,0) # ……来たわね。 皆、モニカを守るのよ!
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(162,3,1,4,1,0,0,0,0,0,0,0,0,0,0) # 賊の残党……いや、違うか? この者たちはいったい……。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(163,4,1,4,1,0,0,0,0,0,0,0,0,0,0) # うおっ、何だこいつら……? ただの賊じゃないな。
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(173,6,1,0,1,0,0,0,0,0,0,0,0,0,0) # これでは進めないか。 怪しい者どもを打ち倒すぞ。
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(174,13,1,2,1,0,0,0,0,0,0,0,0,0,0) # チッ……邪魔だ。 さっさと片付けるぞ!
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(175,19,1,0,1,0,0,0,0,0,0,0,0,0,0) # 彼女が危ない! さっさと怪しい連中を打ち倒そう。
SubGroup(3)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(24,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1215,2,24,9,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破し、[1:CHARA_G]の進軍を援護せよ!
# Group 85 (0, 5, 0, 4, 15)
SubGroup(3)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck3(84,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 84: 1 0 0
Unknown19(24,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(180,2,1,1,1,0,0,0,0,0,0,0,0,0,0) # もう大丈夫ね、先を急ぐわよ。
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(181,12,1,0,1,0,0,0,0,0,0,0,0,0,0) # ……これでいい。 先を急ぐぞ。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(182,24,1,1,1,0,0,0,0,0,0,0,0,0,0) # これで大丈夫かな? みんな、急いでー!
SubGroup(1)
TalkCharacter(176,53,1,3,1,3,0,0,0,0,0,0,0,0,0) # ごめんなさい、 まだ体が思うように動かなくて……。
SubGroup(2)
Unknown23(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(9,64000,0,57000,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(9,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(139,1,9,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、進軍再開!
# Group 86 (0, 5, 2, 6, 4)
SubGroup(5)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(24,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(25,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(9,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(9,25,30,1,1,1,1,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown23(25,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(25,9,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(9,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 87 (0, 5, 0, 2, 17)
SubGroup(1)
GroupCheck4(86,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 86: True 0
SubGroup(1)
Unknown43(25,4,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(25,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1214,2,9,28,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、[1:CHARA_G]の襲撃により進軍停止!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(177,5,1,1,1,0,0,0,0,0,0,0,0,0,0) # くく……実に目障りな連中ですな。
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(178,3,1,3,1,0,0,0,0,0,0,0,0,0,0) # まだ来るか……その風体を見るに、 やはり賊の仲間ではないようだが……。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(179,4,1,3,1,0,0,0,0,0,0,0,0,0,0) # やれやれ……女性にしつこくすると 嫌われると教わらなかったのか?
SubGroup(3)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(25,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1215,2,25,9,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破し、[1:CHARA_G]の進軍を援護せよ!
# Group 88 (0, 5, 0, 4, 13)
SubGroup(3)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck3(87,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 87: 1 0 0
Unknown19(25,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(180,2,1,1,1,0,0,0,0,0,0,0,0,0,0) # もう大丈夫ね、先を急ぐわよ。
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(181,12,1,0,1,0,0,0,0,0,0,0,0,0,0) # ……これでいい。 先を急ぐぞ。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(182,24,1,1,1,0,0,0,0,0,0,0,0,0,0) # これで大丈夫かな? みんな、急いでー!
SubGroup(2)
Unknown23(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(9,64000,0,57000,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(9,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(139,1,9,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、進軍再開!
# Group 89 (0, 2, 0, 5, 2)
SubGroup(2)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown10(9,1664,1,39500,0,7364,1,42400,0,0,1,0,0,0,0)
GroupCheck4(84,0,1,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 84: False 1
SubGroup(1)
TalkFromOwnStrings2(9,142,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 90 (0, 5, 0, 3, 3)
SubGroup(2)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(6,300,4,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown27(9,64000,0,57000,0,0,0,0,0,0,0,0,0,0,0)
# Group 91 (0, 5, 0, 3, 8)
SubGroup(2)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown11(9,64000,0,57000,0,0,2000,1,0,0,0,0,0,0,0)
SubGroup(5)
Unknown32(9,2,37,0,64000,0,57000,0,0,0,0,0,0,0,0)
Unknown56(64000,0,57000,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown53(7,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(805,1,4,2,9,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]の護衛に成功!
SubGroup(1)
TalkCharacter(183,53,1,1,1,3,0,0,0,0,0,0,0,0,0) # ふう……ここまで来れば、 安全でしょうか?
# Group 92 (3, 2, 4, 1, 0)
SubGroup(0)
# Group 93 (0, 5, 0, 4, 22)
SubGroup(1)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(84,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 84: True 0
GroupCheck4(89,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 89: True 0
SubGroup(1)
TalkDeploySlot(168,23,1,0,1,0,0,0,0,0,0,0,0,0,0) # 今なら逃げ出せるか……?
SubGroup(1)
Unknown14(23,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(23,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(23,20864,1,21964,1,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
PingOnMinimap(23,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown32(23,2,37,0,20864,1,21964,1,0,1,0,0,0,0,0)
Unknown56(20864,1,21964,1,0,1,0,0,0,0,0,0,0,0,0)
Alert(1207,2,23,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]の残党、出現! [g]目標地点[/]へ撤退開始!
SubGroup(1)
TalkCharacter(169,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # まだ隠れていたか……。 残らず討て……。
SubGroup(5)
Unknown51(20864,1,21964,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown43(23,16,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown32(23,2,37,0,20864,1,21964,1,0,1,0,0,0,0,0)
Unknown56(20864,1,21964,1,0,1,0,0,0,0,0,0,0,0,0)
MainMissionStart(181,4,16,1,23,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破し、撤退を阻止せよ!
SubGroup(1)
ShowTutorial(75,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [g]サイドミッション[/]は、 勝敗には直接関係しないミッションです。 サイドミッションを達成すると 戦況が有利になったり、 報酬を獲得したりすることがあります。
# Group 94 (0, 5, 0, 3, 7)
SubGroup(2)
PauseMaybe(16,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(23,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
PingOnMinimap(23,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown56(20864,1,21964,1,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(438,1,16,2,23,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]の撃破に成功!
Unknown55(0,23,0,0,0,2,37,0,20164,15164,0,0,0,0,0)
SubGroup(1)
TalkCharacter(170,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # よくやった。 もう賊の気配はないな……。
# Group 95 (0, 5, 0, 3, 11)
SubGroup(2)
PauseMaybe(16,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown11(23,20864,1,21964,1,0,3000,1,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(23,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(180,2,23,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、[g]撤退地点[/]に到達!
SubGroup(3)
PingOnMinimap(23,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown56(20864,1,21964,1,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(812,2,16,3,23,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]の撤退阻止に失敗!
SubGroup(1)
Unknown18(23,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(171,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # 逃がしたか……。
# Group 96 (6, 2, 4, 1, 0)
SubGroup(0)
# Group 97 (0, 5, 0, 2, 31)
SubGroup(1)
PauseMaybe(4,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown80(36,0,0,0,0,0,37,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(184,10,1,2,1,1,0,0,0,0,0,0,0,0,0) # 何よこれ、信じらんない! あたしの根城をメチャクチャにして!
SubGroup(1)
Unknown14(10,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(200,2,10,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、出現!
SubGroup(2)
SetDeathText(38,73,186,1,0,0,0,0,0,0,0,0,0,0,0) # あたしの名はクロニエ。 あんたの命を奪う者よ? なんちゃって。
CloseUp(10,29,1,0,0,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown23(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(185,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # ……現れたか。 では……奴を斬るぞ。
SubGroup(2)
Unknown23(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown10(0,1,10,37,37,14,0,0,0,0,0,0,0,0,0)
Unknown11(0,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown43(10,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(2,4,5,1,10,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]を撃破せよ!
SubGroup(2)
Unknown23(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(9,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 98 (0, 2, 0, 15, 2)
SubGroup(2)
PauseMaybe(5,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(4,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(0,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(0,2,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(1,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(1,2,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(2,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(2,2,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(3,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(3,2,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(187,2,1,2,1,0,0,0,0,0,0,0,0,0,0) # そう……貴方がクロニエなのね。 死んでもらうわ。
# Group 99 (0, 2, 0, 15, 2)
SubGroup(2)
PauseMaybe(5,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(4,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(0,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(0,5,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(1,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(1,5,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(2,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(2,5,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(3,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(3,5,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(188,5,1,0,1,0,0,0,0,0,0,0,0,0,0) # なるほど……。 では予定どおりいきましょう。
# Group 100 (0, 2, 0, 3, 2)
SubGroup(2)
GroupCheck3(97,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check3 97: 1 0 0
Unknown18(10,60,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(189,10,1,1,0,1,0,0,0,0,0,0,0,0,0) # 遺言があるなら今のうちに言っとけば? あたしは聞かないけどさ! キャハハハ!
# Group 101 (0, 2, 0, 3, 2)
SubGroup(2)
PauseMaybe(5,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(10,30,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(190,10,1,2,0,1,0,0,0,0,0,0,0,0,0) # モニカ……あんただけは逃がさないよ! あたしが使ってやるんだからね……!
# Group 102 (0, 5, 0, 3, 3)
SubGroup(2)
PauseMaybe(5,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(10,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(438,1,5,2,10,37,37,0,0,0,0,0,0,0,0) # [0:CHARA_G]の撃破に成功!
# Group 103 (5, 2, 4, 1, 0)
SubGroup(0)
# Group 104 (0, 5, 0, 2, 52)
SubGroup(1)
PauseMaybe(5,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(4556,10,1,2,1,1,0,0,0,0,0,0,0,0,0) # チッ、こうなったら……! この前、捕まえたアレを出しなさい!
SubGroup(1)
Unknown80(44,0,0,0,0,0,37,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown6(11,7,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(11,8,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown14(11,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
SubGroup(20)
Unknown83(6499,350,6347,6399,333,6266,0,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(6426,307,6347,6385,319,6297,200,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(6426,307,6347,6385,319,6297,200,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(6426,307,6347,6385,319,6297,200,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(6426,307,6347,6385,319,6297,200,0,0,0,0,0,0,0,0) # Focus on coords?
SubGroup(2)
PingOnMinimap(11,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1216,2,11,37,37,0,0,0,0,0,0,0,0,0,0) # [y]はぐれ魔獣[/]、出現!
Unknown88(1500,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown68(11,20,1,0,6,0,0,0,0,0,0,0,0,0,0)
Unknown88(200,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(6365,420,6340,6365,360,6270,0,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(200,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown83(6365,460,6380,6365,360,6270,100,0,0,0,0,0,0,0,0) # Focus on coords?
Unknown88(2600,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Something with pot focus
Unknown6(11,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(11,8,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown84(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # Reset camera?
SubGroup(1)
Unknown6(11,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4557,2,1,4,1,0,0,0,0,0,0,0,0,0,0) # あれは……! 厄介なものが出てきたわね。 皆、気をつけて。
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4558,3,1,4,1,0,0,0,0,0,0,0,0,0,0) # あの獣……魔物ではない、のか……? ……気をつけろ、倒すしかなさそうだ。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4559,4,1,4,1,0,0,0,0,0,0,0,0,0,0) # おいおい、何だよあれは。 魔物じゃないな……巨大な、獣、か?
SubGroup(2)
Unknown10(0,1,11,37,37,14,0,0,0,0,0,0,0,0,0)
Unknown11(0,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown43(11,6,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1217,4,6,1,11,37,37,0,0,0,0,0,0,0,0) # [y]はぐれ魔獣[/]を撃破せよ!
SubGroup(2)
Unknown23(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(9,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 105 (0, 5, 0, 2, 5)
SubGroup(1)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
ShowTutorial(54,0,0,0,0,0,0,0,0,0,0,0,0,0,0) # [g]魔物[/]は通常の兵士とは異なる巨大な敵です。 [g]魔物[/]に近づくと、 画面上部にHPと弱点属性が表示されます。 魔物は4つの[g]障壁[/]によって守られています。 [g]障壁[/]は弱点に対応した攻撃か、 覚醒中の攻撃で削れます。 障壁を1つ削り切るごとに、 敵は[g]アーマーブレイク[/]状態になります。 [g]アーマーブレイク中[/]は行動不能になります。 近づいて[$ACT_CHARGE_ATTACK]で必殺の連撃を発動すると、 魔物のHPゲージを1本減らせます。 また、[g]アーマーブレイク[/]のたびに 特殊な素材を獲得できます。 魔物のHPゲージの右にあるアイコンは、 HPゲージの[g]残り本数[/]を表します。 アイコンの数だけHPゲージが 全回復します。 すべてのHPゲージを0にすると、 魔物は行動不能になります。 魔物に近づいて[$ACT_CHARGE_ATTACK]を押すと、 必殺の連撃を発動して倒せます。
SubGroup(2)
TalkCharacter(4560,60,1,0,1,3,0,0,0,0,0,0,0,0,0) # 人数をかけて当たれ……。 単独では勝てん……。
TalkDeploySlot(4561,10,1,0,1,1,0,0,0,0,0,0,0,0,0) # あんたたちなんて、何人いようと これでオシマイよ!
# Group 106 (0, 5, 0, 3, 6)
SubGroup(2)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(11,60,1,0,0,0,0,0,0,0,0,0,0,0,0)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4562,6,1,2,1,0,0,0,0,0,0,0,0,0,0) # ただの獣とはまるで違うぞ。 力を合わせねば苦戦は必至か……!
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4563,13,1,2,1,0,0,0,0,0,0,0,0,0,0) # チッ……厄介な相手だ。 これは時間がかかりそうだな……!
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4564,24,1,2,1,0,0,0,0,0,0,0,0,0,0) # いったい何なのよ、この大きいのは! 効いてるのか全然わからないじゃない。
# Group 107 (0, 5, 0, 3, 6)
SubGroup(2)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(11,30,1,0,0,0,0,0,0,0,0,0,0,0,0)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4565,5,1,0,1,0,0,0,0,0,0,0,0,0,0) # どうやら動きに陰りが見えますな。 このまま攻め続ければ倒せそうです。
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4566,12,1,0,1,0,0,0,0,0,0,0,0,0,0) # む……弱ってきたようだ。 このまま押し切るぞ……!
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4567,19,1,0,1,0,0,0,0,0,0,0,0,0,0) # 相手が怯んでいるぞ! 今こそ攻め立て、とどめを刺すのだ!
# Group 108 (0, 5, 0, 3, 2)
SubGroup(2)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(11,80,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkFromOwnStrings2(9,121,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 109 (4, 2, 4, 1, 0)
SubGroup(0)
# Group 110 (1, 2, 4, 1, 0)
SubGroup(0)
# Group 111 (0, 7, 0, 3, 19)
SubGroup(2)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(11,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(11,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1218,1,6,2,11,37,37,0,0,0,0,0,0,0,0) # [y]はぐれ魔獣[/]の撃破に成功!
SubGroup(1)
TalkDeploySlot(4568,10,1,4,1,1,0,0,0,0,0,0,0,0,0) # うそ、魔獣が…… こんな連中にやられちゃうわけ……?
SubGroup(1)
TalkDeploySlot(191,10,1,2,1,1,0,0,0,0,0,0,0,0,0) # タレス様に何て言えば……。 ……あんたたち! 絶対に許さないわよ!
SubGroup(1)
Unknown18(10,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(237,1,10,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、撤退!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(192,2,1,1,1,0,0,0,0,0,0,0,0,0,0) # 逃げ足の速い……! まあいいわ、 今はモニカの無事を喜びましょう。
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(193,3,1,1,1,0,0,0,0,0,0,0,0,0,0) # タレス……クロニエ……? ……事情はわからないが、勝ちは勝ちか。
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(194,4,1,1,1,0,0,0,0,0,0,0,0,0,0) # 何だかよくわからない手合いだったが、 勝てたみたいだな。
# Group 112 (1, 2, 4, 1, 0)
SubGroup(0)
# Group 113 (0, 8, 0, 3, 9)
SubGroup(2)
GroupCheck4(80,1,0,0,0,0,0,0,0,0,0,0,0,0,0) # Check4 80: True 0
Unknown19(9,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
SetDeathText(53,96,200,3,0,0,0,0,0,0,0,0,0,0,0) # 助かったと思ったのに…… 夢だった、みたい……ですね……
SubGroup(2)
Unknown112(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown149(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
GenderedMcTalk(0,201,202,1,3,1,0,0,0,0,0,0,0,0,0) # あっ、嘘だろ!? ……くそっ、やられちまったか。
SubGroup(1)
Alert(338,3,37,37,37,0,0,0,0,0,0,0,0,0,0) # 戦闘に敗北!
# Group 114 (1, 2, 4, 1, 0)
SubGroup(0)
# Group 115 (0, 5, 0, 2, 5)
SubGroup(1)
Unknown19(8,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(8,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(313,2,8,37,37,0,0,0,0,0,0,0,0,0,0) # [0:CHARA_G]、敗走!
SubGroup(1)
TalkCharacter(206,60,1,3,1,3,0,0,0,0,0,0,0,0,0) # ……最低限の任は、果たした。
SetDeathText(2,115,4552,3,0,0,0,0,0,0,0,0,0,0,0)
エーデルガルト volume_up
この道は……やはり…… 踏み、込んでは……いけなかった……
SetDeathText(3,115,204,3,0,0,0,0,0,0,0,0,0,0,0)
ディミトリ volume_up
死ぬのか、俺は…… これは……想定外、だったな……
SetDeathText(4,115,205,3,0,0,0,0,0,0,0,0,0,0,0)
クロード volume_up
藪を突いて……蛇を…… 出しちまったか……
SetDeathText(2,96,4552,3,0,0,0,0,0,0,0,0,0,0,0)
エーデルガルト volume_up
この道は……やはり…… 踏み、込んでは……いけなかった……
SetDeathText(3,96,204,3,0,0,0,0,0,0,0,0,0,0,0)
ディミトリ volume_up
死ぬのか、俺は…… これは……想定外、だったな……
SetDeathText(4,96,205,3,0,0,0,0,0,0,0,0,0,0,0)
クロード volume_up
藪を突いて……蛇を…… 出しちまったか……
SetDeathText(53,27,195,3,0,0,0,0,0,0,0,0,0,0,0)
モニカ volume_up
はあ、はあ……。 ずっと閉じ込められてたから、足が……。
SetDeathText(53,28,196,3,0,0,0,0,0,0,0,0,0,0,0)
モニカ volume_up
厳しいかも……。 結局助からないんでしょうか……。
TalkCharacter(111,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
賊を始末する……。 ついてこい……。
ShowTutorial(71,0,0,0,0,0,0,0,0,0,0,0,0,0,0) [$ACT_EXTRA_ROLE2]でパレット2が表示されます。 味方ユニットに接近して[$ACT_EXTRA_ROLE2]+[$ACT_EXTRA_ATK1]で、 相手を自身の副官(後衛)に配備します。 もう一度[$ACT_EXTRA_ROLE2]+[$ACT_EXTRA_ATK1]で副官を解除します。副官を配備すると…… ・前衛の能力値が副官の兵種に応じて上昇 ・支援レベルC以上の場合、  副官の補助系と戦術系の個人スキルを共有 ・副官追撃、副官ガード、連携奥義が発動パレット2の表示に割り当てるボタンは、 環境設定から変更できます。 ポーズメニュー>システム>環境設定> ボタン設定副官の配備は行動指示画面で 副官にしたいユニットを選択し、 副官をつけたいユニットに対して [$PAD_R2]その他で副官にするを選んでも 行えます。
ShowTutorial(72,0,0,0,0,0,0,0,0,0,0,0,0,0,0) [$ACT_EXTRA_ROLE2]+[$ACT_EXTRA_ATK3]で、操作キャラクター(前衛)と 副官(後衛)を入れ替えられます。 ただし、操作可能なキャラクター以外は 前衛にできません。
TalkDeploySlot(113,14,1,4,1,0,0,0,0,0,0,0,0,0,0)
??? volume_up
し、侵入者だと!? 何が目的だ……!
TalkCharacter(114,8,1,2,1,0,0,0,0,0,0,0,0,0,0)
link カスパル volume_up
剣を向けるってことは、悪い奴なんだよな。 だったら容赦はしねえ!
TalkCharacter(115,17,1,2,1,0,0,0,0,0,0,0,0,0,0)
link アネット volume_up
で、出たっ! よくわからないけど、 とにかく戦うしかないよね……!
TalkCharacter(116,25,1,2,1,0,0,0,0,0,0,0,0,0,0)
link レオニー volume_up
大丈夫、賊相手だって戦える! 覚悟しろよ!
TalkCharacter(117,6,1,1,1,0,0,0,0,0,0,0,0,0,0)
link フェルディナント volume_up
盗賊など敵ではないな! 名乗る暇さえないとは……ふっ。
TalkCharacter(118,13,1,1,1,0,0,0,0,0,0,0,0,0,0)
link フェリクス volume_up
フン……この程度か。 さっさと次に行くぞ。
TalkCharacter(119,19,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ローレンツ volume_up
これも貴族の責務…… 恨まないでくれたまえよ。
TalkCharacter(120,11,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ペトラ volume_up
多くの敵、同時、攻撃、受けない、 大切です。警戒、願います。
TalkCharacter(121,14,1,1,1,0,0,0,0,0,0,0,0,0,0)
link アッシュ volume_up
良かった、無事に切り抜けられた……。 これが、戦いなんですね……。
TalkCharacter(122,20,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ラファエル volume_up
おっしゃあ! オデたちの敵じゃあねえぞ!
TalkCharacter(123,7,1,3,1,0,0,0,0,0,0,0,0,0,0)
link リンハルト volume_up
はあ……何だか死体だらけで、 感覚が麻痺してきたよ……。
TalkCharacter(124,16,1,3,1,0,0,0,0,0,0,0,0,0,0)
link メルセデス volume_up
せめてこの人たちが、 安らかに眠れますように……。
TalkCharacter(125,21,1,3,1,0,0,0,0,0,0,0,0,0,0)
link イグナーツ volume_up
うわっ、次から次へと賊が……。 こうするしか……。
Alert(1203,4,37,37,37,0,0,0,0,0,0,0,0,0,0) 盗賊の根城内部へ進軍せよ!
Alert(1203,4,37,37,37,0,0,0,0,0,0,0,0,0,0) 盗賊の根城内部へ進軍せよ!
TalkDeploySlot(127,12,1,2,1,1,0,0,0,0,0,0,0,0,0)
??? volume_up
ここは通さねえ! 通したら俺が殺られちまうぜ!
TalkCharacter(128,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
奴を倒せば、門が開きそうだ……。
MainMissionStart(2,4,1,1,12,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]を撃破せよ!
ShowTutorial(77,0,0,0,0,0,0,0,0,0,0,0,0,0,0) マップに[$ICON_GATE]で表示される門は、 門を守る門番を撃破するか、 隣接する砦を制圧することで開きます。 [$ICON_GATE_NO_INTRUSION]で表示される門は、 戦闘を進めていくことでのみ開きます。
MainMissionStart(438,1,1,2,12,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]の撃破に成功!
TalkDeploySlot(129,12,1,0,1,1,0,0,0,0,0,0,0,0,0)
??? volume_up
みんな、すまねえ…… 守り切れなかったぜ……
Alert(553,1,12,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]の撃破により開門!
TalkCharacter(130,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
中を制圧するぞ……。
MainMissionStart(1213,4,2,1,14,37,37,0,0,3,4,0,0,0,0) MAIN MISSION START: [0:CHARA_G]の根城を制圧せよ!
TalkCharacter(112,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
予想より、広いか……。 手分けして当たれ……。
TalkCharacter(131,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ヒューベルト volume_up
根城の中も外と大して変わりませんな。
TalkCharacter(132,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ドゥドゥー volume_up
……ただの課題のはずが、 こんなことになるとはな。
TalkCharacter(133,24,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ヒルダ volume_up
敵の巣窟に攻め込むなんて、 なーんでこんなことになってるのかしら。
TalkCharacter(134,9,1,3,1,0,0,0,0,0,0,0,0,0,0)
link ベルナデッタ volume_up
もう十分です! 帰りましょう! 帰ろうよおおお!
TalkCharacter(135,15,1,0,1,0,0,0,0,0,0,0,0,0,0)
link シルヴァン volume_up
今んとこ罠ってわけじゃなさそうだが、 いつ、どこから何が出てくることやら……。
TalkCharacter(136,22,1,0,1,0,0,0,0,0,0,0,0,0,0)
link リシテア volume_up
盗賊の拠点って、こんなにたいそうな 造りなんですかね?
TalkCharacter(137,10,1,3,1,0,0,0,0,0,0,0,0,0,0)
link ドロテア volume_up
はあ……いきなりこんな課題だなんて、 聞いてた話と違うわねえ。
TalkCharacter(138,18,1,0,1,0,0,0,0,0,0,0,0,0,0)
link イングリット volume_up
古い砦とはいえ、造りは堅牢ですし 賊にとっては格好の根城なのでしょうね。
TalkCharacter(139,23,1,3,1,0,0,0,0,0,0,0,0,0,0)
link マリアンヌ volume_up
主よ……赦したまえ……。 この者たちの魂を、救いたまえ……。
MainMissionStart(1201,1,2,2,14,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]の根城の制圧に成功!
TalkCharacter(148,2,1,0,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
賊の根城の制圧はだいたい済んだかしら? イエリッツァ先生、何か気になることは……
TalkCharacter(149,3,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
よし……制圧は済んだな。 あとは砦の中を……
TalkCharacter(150,4,1,0,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
よーし、これで賊の根城を制圧できたな。 後は……
TalkCharacter(140,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ヒューベルト volume_up
あれは……宝箱ですか。 開けるには鍵が必要でしょう。
TalkCharacter(141,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ドゥドゥー volume_up
む……宝箱か。 鍵が必要そうだな。
TalkCharacter(142,14,1,1,1,0,0,0,0,0,0,0,0,0,0)
link アッシュ volume_up
僕なら、鍵がなくても開けられますよ。 褒められたことじゃありませんけど……。
TalkCharacter(143,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ヒルダ volume_up
あっ、宝箱発見! 鍵があったら開けられるんだけどなー。
TalkDeploySlot(144,13,1,4,1,1,0,0,0,0,0,0,0,0,0)
??? volume_up
げっ、お宝のところに敵が……。 回収しようと思ったんだが、どうするか……。
Alert(297,2,13,37,37,0,0,0,0,0,0,0,0,0,0) 宝の鍵を持つ[0:CHARA_G]、出現!
TalkCharacter(145,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ヒューベルト volume_up
鍵を持った賊が現れたようですよ。
TalkCharacter(146,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ドゥドゥー volume_up
……どうやら、奴が鍵を持っているようだ。
TalkCharacter(147,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ヒルダ volume_up
ん? 鍵を持ってる人が現れたんじゃない?
Alert(708,2,13,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破し、宝の鍵を入手せよ!
ShowTutorial(78,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 戦場で宝箱を見つけることがあります。 宝箱を開けるには宝の鍵が必要です。 宝の鍵を所持している敵将を見つけ、 撃破すると入手できます。また、宝の鍵を持つ敵が宝箱に接近すると、 宝箱から宝を奪うことがあります。 宝を奪われた場合、逃げられる前に 撃破すると宝を取り返せます。一部の兵種とキャラクターは、 宝の鍵がなくても宝箱を開けられるスキルを 持っています。
Alert(549,1,13,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]の撃破により、宝の鍵を入手!
Alert(1212,4,37,37,37,0,0,0,0,0,0,0,0,0,0) 入手した宝の鍵を使い、宝箱を解錠せよ!
Alert(900,2,13,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、宝の鍵を使用して宝箱の中身を奪取!
Alert(182,2,13,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、撤退地点へ進軍開始!
Alert(707,0,13,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破し、を奪還せよ!
Alert(548,1,13,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]の撃破により、を獲得!
Alert(296,2,13,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、撤退地点に到達! を持って撤退!
TalkCharacter(171,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
逃がしたか……。
TalkCharacter(151,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
地下が臭うな……。 調べろ……。
MainMissionStart(1202,4,3,1,37,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: 地下を調査せよ!
GenderedMcTalk(0,152,153,1,4,1,0,0,0,0,0,0,0,0,0)
シェズ volume_up
ん? 誰か捕まってるぞ! 士官学校の生徒じゃないか?
シェズ volume_up
ん? 誰か捕まってるわね! 士官学校の生徒じゃない?
MainMissionStart(1208,1,7,2,9,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [b]士官学校の生徒[/]の救出に成功!
TalkCharacter(154,53,1,1,1,3,0,0,0,0,0,0,0,0,0)
link モニカ volume_up
まさか、助けが来るなんて……。
TalkCharacter(155,53,1,4,1,3,0,0,0,0,0,0,0,0,0)
link モニカ volume_up
って、エーデルガルト殿下!?
TalkCharacter(156,2,1,4,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
貴方は……モニカ! どうして…… いえ、そんな話をしている場合じゃないわ。
TalkCharacter(157,3,1,4,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
大丈夫か! どうしてこんな場所に…… ……いや、そんな話をしている暇はないか。
TalkCharacter(158,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
大丈夫か? あんたはいったい…… いや、今は外に出るのが先決か。
TalkCharacter(159,53,1,1,1,3,0,0,0,0,0,0,0,0,0)
link モニカ volume_up
とにかく助けていただいて、 ありがとうございます!
Alert(333,2,9,9,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、敗走の危機! 急ぎ救援せよ!
TalkCharacter(197,6,1,2,1,0,0,0,0,0,0,0,0,0,0)
link フェルディナント volume_up
まずい、彼女が危ない! 皆で守るんだ!
TalkCharacter(198,13,1,2,1,0,0,0,0,0,0,0,0,0,0)
link フェリクス volume_up
おい、これ以上敵を近づけさせるな!
TalkCharacter(199,19,1,2,1,0,0,0,0,0,0,0,0,0,0)
link ローレンツ volume_up
くっ、敵を近づけないようにするのだ!
TalkDeploySlot(160,24,1,2,1,1,0,0,0,0,0,0,0,0,0)
??? volume_up
そいつを逃がすな! クロニエ様に八つ裂きにされるぞ!
Alert(203,2,24,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]ら、出現!
TalkCharacter(164,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
ここは危ういな……。 彼女を連れ、逃げるぞ……。
MainMissionStart(1204,4,4,1,9,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]を安全な場所まで護衛せよ!
Alert(322,0,9,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]の敗走に注意せよ!
ShowTutorial(94,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 行動指示画面から護衛の指示を出すと、 指示を受けたユニットが護衛対象を 守りながら近くで戦ってくれます。 [b]味方[/]を守る必要があるミッションで 活用しましょう。
TalkCharacter(165,6,1,0,1,0,0,0,0,0,0,0,0,0,0)
link フェルディナント volume_up
あの者たち、彼女を狙っているようだ。 我々でしっかりと守らねばな。
TalkCharacter(166,13,1,0,1,0,0,0,0,0,0,0,0,0,0)
link フェリクス volume_up
連中の狙いはその女のようだな。 助けたからには守り通さねばなるまい。
TalkCharacter(167,19,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ローレンツ volume_up
彼女が狙われているようだぞ。 僕らでしっかりと守るのだ。
Alert(1214,2,9,24,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、[1:CHARA_G]の襲撃により進軍停止!
TalkCharacter(172,53,1,2,1,3,0,0,0,0,0,0,0,0,0)
link モニカ volume_up
また……! なぜあたしをしつこく狙うんですか。
TalkCharacter(161,2,1,2,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
……来たわね。 皆、モニカを守るのよ!
TalkCharacter(162,3,1,4,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
賊の残党……いや、違うか? この者たちはいったい……。
TalkCharacter(163,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
うおっ、何だこいつら……? ただの賊じゃないな。
TalkCharacter(173,6,1,0,1,0,0,0,0,0,0,0,0,0,0)
link フェルディナント volume_up
これでは進めないか。 怪しい者どもを打ち倒すぞ。
TalkCharacter(174,13,1,2,1,0,0,0,0,0,0,0,0,0,0)
link フェリクス volume_up
チッ……邪魔だ。 さっさと片付けるぞ!
TalkCharacter(175,19,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ローレンツ volume_up
彼女が危ない! さっさと怪しい連中を打ち倒そう。
Alert(1215,2,24,9,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破し、[1:CHARA_G]の進軍を援護せよ!
TalkCharacter(180,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
もう大丈夫ね、先を急ぐわよ。
TalkCharacter(181,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ドゥドゥー volume_up
……これでいい。 先を急ぐぞ。
TalkCharacter(182,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ヒルダ volume_up
これで大丈夫かな? みんな、急いでー!
TalkCharacter(176,53,1,3,1,3,0,0,0,0,0,0,0,0,0)
link モニカ volume_up
ごめんなさい、 まだ体が思うように動かなくて……。
Alert(139,1,9,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、進軍再開!
Alert(1214,2,9,28,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、[1:CHARA_G]の襲撃により進軍停止!
TalkCharacter(177,5,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ヒューベルト volume_up
くく……実に目障りな連中ですな。
TalkCharacter(178,3,1,3,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
まだ来るか……その風体を見るに、 やはり賊の仲間ではないようだが……。
TalkCharacter(179,4,1,3,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
やれやれ……女性にしつこくすると 嫌われると教わらなかったのか?
Alert(1215,2,25,9,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]を撃破し、[1:CHARA_G]の進軍を援護せよ!
TalkCharacter(180,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
もう大丈夫ね、先を急ぐわよ。
TalkCharacter(181,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ドゥドゥー volume_up
……これでいい。 先を急ぐぞ。
TalkCharacter(182,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ヒルダ volume_up
これで大丈夫かな? みんな、急いでー!
Alert(139,1,9,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、進軍再開!
MainMissionStart(805,1,4,2,9,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]の護衛に成功!
TalkCharacter(183,53,1,1,1,3,0,0,0,0,0,0,0,0,0)
link モニカ volume_up
ふう……ここまで来れば、 安全でしょうか?
TalkDeploySlot(168,23,1,0,1,0,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
今なら逃げ出せるか……?
Alert(1207,2,23,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]の残党、出現! 目標地点へ撤退開始!
TalkCharacter(169,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
まだ隠れていたか……。 残らず討て……。
MainMissionStart(181,4,16,1,23,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]を撃破し、撤退を阻止せよ!
ShowTutorial(75,0,0,0,0,0,0,0,0,0,0,0,0,0,0) サイドミッションは、 勝敗には直接関係しないミッションです。 サイドミッションを達成すると 戦況が有利になったり、 報酬を獲得したりすることがあります。
MainMissionStart(438,1,16,2,23,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]の撃破に成功!
TalkCharacter(170,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
よくやった。 もう賊の気配はないな……。
Alert(180,2,23,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、撤退地点に到達!
MainMissionStart(812,2,16,3,23,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]の撤退阻止に失敗!
TalkCharacter(171,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
逃がしたか……。
TalkDeploySlot(184,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
何よこれ、信じらんない! あたしの根城をメチャクチャにして!
Alert(200,2,10,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、出現!
SetDeathText(38,73,186,1,0,0,0,0,0,0,0,0,0,0,0)
クロニエ volume_up
あたしの名はクロニエ。 あんたの命を奪う者よ? なんちゃって。
TalkCharacter(185,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
……現れたか。 では……奴を斬るぞ。
MainMissionStart(2,4,5,1,10,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]を撃破せよ!
TalkCharacter(187,2,1,2,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
そう……貴方がクロニエなのね。 死んでもらうわ。
TalkCharacter(188,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ヒューベルト volume_up
なるほど……。 では予定どおりいきましょう。
TalkDeploySlot(189,10,1,1,0,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
遺言があるなら今のうちに言っとけば? あたしは聞かないけどさ! キャハハハ!
TalkDeploySlot(190,10,1,2,0,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
モニカ……あんただけは逃がさないよ! あたしが使ってやるんだからね……!
MainMissionStart(438,1,5,2,10,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [0:CHARA_G]の撃破に成功!
TalkDeploySlot(4556,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
チッ、こうなったら……! この前、捕まえたアレを出しなさい!
Alert(1216,2,11,37,37,0,0,0,0,0,0,0,0,0,0) [y]はぐれ魔獣[/]、出現!
TalkCharacter(4557,2,1,4,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
あれは……! 厄介なものが出てきたわね。 皆、気をつけて。
TalkCharacter(4558,3,1,4,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
あの獣……魔物ではない、のか……? ……気をつけろ、倒すしかなさそうだ。
TalkCharacter(4559,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
おいおい、何だよあれは。 魔物じゃないな……巨大な、獣、か?
MainMissionStart(1217,4,6,1,11,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [y]はぐれ魔獣[/]を撃破せよ!
ShowTutorial(54,0,0,0,0,0,0,0,0,0,0,0,0,0,0) 魔物は通常の兵士とは異なる巨大な敵です。 魔物に近づくと、 画面上部にHPと弱点属性が表示されます。魔物は4つの障壁によって守られています。 障壁は弱点に対応した攻撃か、 覚醒中の攻撃で削れます。 障壁を1つ削り切るごとに、 敵はアーマーブレイク状態になります。アーマーブレイク中は行動不能になります。 近づいて[$ACT_CHARGE_ATTACK]で必殺の連撃を発動すると、 魔物のHPゲージを1本減らせます。 また、アーマーブレイクのたびに 特殊な素材を獲得できます。魔物のHPゲージの右にあるアイコンは、 HPゲージの残り本数を表します。 アイコンの数だけHPゲージが 全回復します。すべてのHPゲージを0にすると、 魔物は行動不能になります。 魔物に近づいて[$ACT_CHARGE_ATTACK]を押すと、 必殺の連撃を発動して倒せます。
TalkCharacter(4560,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
人数をかけて当たれ……。 単独では勝てん……。
TalkDeploySlot(4561,10,1,0,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
あんたたちなんて、何人いようと これでオシマイよ!
TalkCharacter(4562,6,1,2,1,0,0,0,0,0,0,0,0,0,0)
link フェルディナント volume_up
ただの獣とはまるで違うぞ。 力を合わせねば苦戦は必至か……!
TalkCharacter(4563,13,1,2,1,0,0,0,0,0,0,0,0,0,0)
link フェリクス volume_up
チッ……厄介な相手だ。 これは時間がかかりそうだな……!
TalkCharacter(4564,24,1,2,1,0,0,0,0,0,0,0,0,0,0)
link ヒルダ volume_up
いったい何なのよ、この大きいのは! 効いてるのか全然わからないじゃない。
TalkCharacter(4565,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ヒューベルト volume_up
どうやら動きに陰りが見えますな。 このまま攻め続ければ倒せそうです。
TalkCharacter(4566,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ドゥドゥー volume_up
む……弱ってきたようだ。 このまま押し切るぞ……!
TalkCharacter(4567,19,1,0,1,0,0,0,0,0,0,0,0,0,0)
link ローレンツ volume_up
相手が怯んでいるぞ! 今こそ攻め立て、とどめを刺すのだ!
MainMissionStart(1218,1,6,2,11,37,37,0,0,0,0,0,0,0,0) MAIN MISSION START: [y]はぐれ魔獣[/]の撃破に成功!
TalkDeploySlot(4568,10,1,4,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
うそ、魔獣が…… こんな連中にやられちゃうわけ……?
TalkDeploySlot(191,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>> volume_up
タレス様に何て言えば……。 ……あんたたち! 絶対に許さないわよ!
Alert(237,1,10,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、撤退!
TalkCharacter(192,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
link エーデルガルト volume_up
逃げ足の速い……! まあいいわ、 今はモニカの無事を喜びましょう。
TalkCharacter(193,3,1,1,1,0,0,0,0,0,0,0,0,0,0)
link ディミトリ volume_up
タレス……クロニエ……? ……事情はわからないが、勝ちは勝ちか。
TalkCharacter(194,4,1,1,1,0,0,0,0,0,0,0,0,0,0)
link クロード volume_up
何だかよくわからない手合いだったが、 勝てたみたいだな。
SetDeathText(53,96,200,3,0,0,0,0,0,0,0,0,0,0,0)
モニカ volume_up
助かったと思ったのに…… 夢だった、みたい……ですね……
GenderedMcTalk(0,201,202,1,3,1,0,0,0,0,0,0,0,0,0)
シェズ volume_up
あっ、嘘だろ!? ……くそっ、やられちまったか。
シェズ volume_up
あっ、嘘でしょ!? ……くっ、やられちゃったわね。
Alert(338,3,37,37,37,0,0,0,0,0,0,0,0,0,0) 戦闘に敗北!
Alert(313,2,8,37,37,0,0,0,0,0,0,0,0,0,0) [0:CHARA_G]、敗走!
TalkCharacter(206,60,1,3,1,3,0,0,0,0,0,0,0,0,0)
link イエリッツァ volume_up
……最低限の任は、果たした。