Event Instructions

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Mini-Guides

Instructions

EIU icon.png These instructions require the Event Instruction Upgrade hack.

EIU Instruction Name Example History
EIU icon.png {00} Not Not() Introduced
EIU icon.png {01} If If() Introduced
EIU icon.png {02} ElseIf ElseIf(xVR) Introduced
EIU icon.png {03} Else Else() Introduced
EIU icon.png {04} EndIf EndIf() Introduced
EIU icon.png {05} Switch Switch(xVR) Introduced
EIU icon.png {06} Case Case(xVALU) Introduced
EIU icon.png {07} Default Default() Introduced
EIU icon.png {08} Break Break() Introduced
EIU icon.png {09} EndSwitch EndSwitch() Introduced
EIU icon.png {0A} DefineSub DefineSub(xID) Introduced
EIU icon.png {0B} EndSub EndSub() Introduced
EIU icon.png {0C} CallSub CallSub(xID) Introduced
EIU icon.png {0D} GoTo GoTo(xTG) Introduced
EIU icon.png {0E} GoToTarget GoToTarget(xTG) Introduced
{10} DisplayMessage DisplayMessage(x10,xDT,xMSG#,xID,x00,xPR,+XXXXX,+YYYYY,+ARPOS,xOT)
{11} UnitAnim UnitAnim(xAU,xMT,xANIM,x00)
{13} ChangeMapBeta ChangeMapBeta(MAP,x00)
EIU icon.png {14} PlayTrack PlayTrack(xSG) Renamed
EIU icon.png {15} ResetUnitCalculations ResetUnitCalculations()
{16} Pause Pause()
EIU icon.png {17} GraphicTimeout GraphicTimeout(xTO) 1.37+
{18} Effect Effect(xEFID,xID,XXX,YYY,x00)
{19} Camera Camera(+XXXXX,+ZZZZZ,+YYYYY,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER)
{1A} MapDarkness MapDarkness(xBM,+RED,+GRN,+BLU,TIM)
{1B} MapLight MapLight(+00000,+00000,+?????,+RRRED,+GREEN,+BBLUE,+TIMER)
{1C} EventSpeed EventSpeed(xSP)
{1D} CameraFusionStart CameraFusionStart()
{1E} CameraFusionEnd CameraFusionEnd()
{1F} Focus Focus(xID,x00,xID,x00,x00)
{21} SoundEffect SoundEffect(xSDID) Renamed from 'Sound'
{22} SwitchTrack SwitchTrack(x01,+VOL,TIM) Renamed from 'Music'
{27} ReloadMapState ReloadMapState()
{28} WalkTo WalkTo(xID,x00,XXX,YYY,xEL,x00,+SPD,x01)
{29} WaitWalk WaitWalk(xID,x00)
{2A} BlockStart BlockStart()
{2B} BlockEnd BlockEnd()
{2C} FaceUnit2 FaceUnit2(xFU,x00,xAU,xMT,xCL,xRS,xDL)
{2D} RotateUnit RotateUnit(xAU,xMT,xDR,xCL,xRS,xDL)
{2E} Background Background(RDT,GRT,BLT,RDB,GRB,BLB,TIM,xBS)
EIU icon.png {2F} BlockLoop BlockLoop(LPA,xVR,xDEST)
{31} ColorBGBeta ColorBGBeta(xPR,+RED,+GRN,+BLU,TIM)
{32} ColorUnit ColorUnit(xAU,xMT,xPR,+RED,+GRN,+BLU,TIM)
{33} ColorField ColorField(xPR,+RED,+GRN,+BLU,TIM)
{38} FocusSpeed FocusSpeed(+SPEED)
{3B} SpriteMove SpriteMove(xID,x00,+XXXXX,+ZZZZZ,+YYYYY,xMV,x??,+TIMER)
{3C} Weather Weather(xWP,x01)
{3D} RemoveUnit RemoveUnit(xID,x00)
{3E} ColorScreen ColorScreen(xBM,IRD,IGR,IBL,TRD,TGR,TBL,+TIMER)
{41} EarthquakeStart EarthquakeStart(MAG,MER,SMG,SSD)
{42} EarthquakeEnd EarthquakeEnd()
{43} CallFunction CallFunction(xFC)
{44} Draw Draw(xID,x00)
{45} AddUnit AddUnit(xID,x00,xDR)
{46} Erase Erase(xID,x00)
{47} AddGhostUnit AddGhostUnit(xSP,x00,xID,XXX,YYY,xEL,xFD,xDR)
{48} WaitAddUnit WaitAddUnit()
{49} AddUnitStart AddUnitStart()
{4A} AddUnitEnd AddUnitEnd()
{4B} WaitAddUnitEnd WaitAddUnitEnd()
{4C} ChangeMap ChangeMap(MAP,x00)
{4D} Reveal Reveal(TIM)
{4E} UnitShadow UnitShadow(xID,x00,xSH)
{4F} SetDaytime SetDaytime(xDT)
{50} PortraitCol PortraitCol(xPC)
{51} ChangeDialog ChangeDialog(xDB,xMSG#,xPR,xPP)
{53} FaceUnit FaceUnit(xFU,x00,xAU,xMT,xCL,xRS,xDL)
{54} Use3DObject Use3DObject(xID,xST)
{55} UseFieldObject UseFieldObject(xID,x00)
{56} Wait3DObject Wait3DObject()
{57} WaitFieldObject WaitFieldObject()
{58} LoadEVTCHR LoadEVTCHR(xBL,xEV,x00)
{59} SaveEVTCHR SaveEVTCHR(xBL)
{5A} SaveEVTCHRClear SaveEVTCHRClear(xBL,x00)
{5B} LoadEVTCHRClear LoadEVTCHRClear(xBL,x00)
{5E} EndTrack EndTrack(x??) Renamed from 'EndSong'
{5F} WarpUnit WarpUnit(xID,x00,XXX,YYY,xEL,xFD)
{60} FadeSound FadeSound(x00,TIM)
{63} CameraSpeedCurve CameraSpeedCurve(xPA) Named
{64} WaitRotateUnit WaitRotateUnit(xID,x00)
{65} WaitRotateAll WaitRotateAll()
{68} MirrorSprite MirrorSprite(xID,x00,xMI)
{69} FaceTile FaceTile(xAU,xMT,XXX,YYY,x00,xCL,xRS,xDL)
{6A} EditBGSound EditBGSound(xSD,+ECH,+VOL,x00,xWT)
{6B} BGSound BGSound(xSD,+ECH,+VOL,xST,TIM)
{6E} SpriteMoveBeta SpriteMoveBeta(xID,x00,+XXXXX,+ZZZZZ,+YYYYY,xMV,x??,+SPEED)
{6F} WaitSpriteMove WaitSpriteMove(xID,x00)
{70} Jump Jump(xID,x00,DST,xDR)
{76} DarkScreen DarkScreen(x00,xSH,ESP,RTS,x00,SES)
{77} RemoveDarkScreen RemoveDarkScreen()
{78} DisplayConditions DisplayConditions(xMG,DST)
{79} WalkToAnim WalkToAnim(xID,x00,xANIM)
{7A} DismissUnit DismissUnit(xJB,x00)
{7D} ShowGraphic ShowGraphic(xGR)
{7E} WaitValue WaitValue(xADDR,xVALU)
{7F} EVTCHRPalette EVTCHRPalette(xID,x00,xBL,xPL)
{80} March March(xAU,xMT,TIM)
{83} ChangeStats ChangeStats(xAU,xMT,xST,+VALUE)
{84} PlayTune PlayTune(xSG) Renamed from 'PlaySong'
{85} UnlockDate UnlockDate(xTL)
{86} TempWeapon TempWeapon(xID,x00,xIT)
{87} Arrow Arrow(xTG,x00,xSH,x00)
{88} MapUnfreeze MapUnfreeze()
{89} MapFreeze MapFreeze()
{8A} EffectStart EffectStart()
{8B} EffectEnd EffectEnd()
{8C} UnitAnimRotate UnitAnimRotate(xID,x00,xDR,xANIM,x00)
EIU icon.png {8D} Inventory Inventory(xPA,xID,xVA) Introduced
{8E} WaitGraphicPrint WaitGraphicPrint()
{91} ShowMapTitle ShowMapTitle(+XXX,+YYY,+SPD)
{92} InflictStatus InflictStatus(xID,x00,xSS,x0C,x00)
{94} TeleportOut TeleportOut(xID,x00)
{96} AppendMapState AppendMapState()
{97} ResetPalette ResetPalette(xID,x00)
{98} TeleportIn TeleportIn(xID,x00)
{99} BlueRemoveUnit BlueRemoveUnit(xID,x00)
EIU icon.png {9A} ResetTextIncrement ResetTextIncrement()
EIU icon.png {9B} PushTextVal PushTextVal(xVALU)
EIU icon.png {9C} PushTextVar PushTextVar(xVR)
EIU icon.png {9D} SetTextVal SetTextVal(xTV,xVALU)
EIU icon.png {9E} SetTextVar SetTextVar(xTV,xVR)
EIU icon.png {9F} ButtonPressGoTo ButtonPressGoTo(xBUTT,xGT) Introduced
{A0} LTE LTE()
{A1} GTE GTE()
{A2} EQ EQ()
{A3} NEQ NEQ()
{A4} LT LT()
{A5} GT GT()
EIU icon.png {AC} LUI LUI(xVARI,xVALU)
EIU icon.png {AE} SET SET(xVARI,xVALU)
EIU icon.png {AF} SETVar SETVar(xVAR1,xVAR2)
{B0} ADD ADD(xVARI,xVALU)
{B1} ADDVar ADDVar(xVAR1,xVAR2)
{B2} SUB SUB(xVARI,xVALU)
{B3} SUBVar SUBVar(xVAR1,xVAR2)
{B4} MULT MULT(xVARI,xVALU)
{B5} MULTVar MULTVar(xVAR1,xVAR2)
{B6} DIV DIV(xVARI,xVALU)
{B7} DIVVar DIVVar(xVAR1,xVAR2)
{B8} MOD MOD(xVARI,xVALU) Renamed from 'DIVHI'
{B9} MODVar MODVar(xVAR1,xVAR2) Renamed from 'DIVHIVar'
{BA} AND AND(xVARI,xVALU)
{BB} ANDVar ANDVar(xVAR1,xVAR2)
{BC} OR OR(xVARI,xVALU)
{BD} ORVar ORVar(xVAR1,xVAR2)
{BE} ZERO ZERO(xVARI)
EIU icon.png {BF} Random Random(xVR,MODUL) Added MODUL param
EIU icon.png {C1} LoadAddress LoadAddress(xVR,xVALU,xVA,LEN)
EIU icon.png {C2} UnitAddress UnitAddress(xID,xVR)
EIU icon.png {C3} WorldUnitAddress WorldUnitAddress(xID,xVR)
EIU icon.png {C4} SaveAddress SaveAddress(xVR,xVALU,xVA,LEN)
EIU icon.png {C5} UpdateUnit UpdateUnit(xID,xPR)
EIU icon.png {C6} TransformUnit TransformUnit(xAV,xPA,xJB) 1.34+ (was MinMax)
EIU icon.png {C7} RosterHasUnit RosterHasUnit(xPR,xIDEN) 1.34+
EIU icon.png {CC} ResetTurnCounter ResetTurnCounter(xID) Introduced
EIU icon.png {CD} PostEvent PostEvent(xAC,xSCEN) Introduced
EIU icon.png {CE} LoadConditionals LoadConditionals(xCOND) Introduced
EIU icon.png {CF} Routine Routine(rROUTINEA)
{D0} JumpForwardIfZero JumpForwardIfZero(xJF) Renamed from 'JumpForwardIfNot'
{D1} JumpForward JumpForward(xJF)
{D2} ForwardTarget ForwardTarget(xJF)
{D3} JumpBack JumpBack(xJB)
{D5} BackTarget BackTarget(xJB)
{DB} EventEnd EventEnd()
{E3} EventEnd2 EventEnd2()
{E5} WaitForInstruction WaitForInstruction(xIN,x00)
EIU icon.png {E6} AlterParameter AlterParameter(xPR,xVR) Moved
EIU icon.png {E7} GetTileUnit GetTileUnit(+XXX,+YYY,xEL) Introduced
EIU icon.png {E8} LoadTileData LoadTileData(xVR,xBO,+XXX,+YYY,xEL) Introduced
EIU icon.png {E9} SaveTileData SaveTileData(xVR,xBO,+XXX,+YYY,xEL) Introduced
EIU icon.png {EA} LoadENTD LoadENTD(xENTD,xUNIT) Moved
EIU icon.png {EB} LoadENTDUnit LoadENTDUnit(xID,xES,xBS,xFL) Moved
EIU icon.png {EC} ConditionalDefeat ConditionalDefeat(xCD) Moved
EIU icon.png {ED} LoadDatabase LoadDatabase(OFF,LEN) Introduced
EIU icon.png {EE} GetTableSize GetTableSize(xVR,xTB) Introduced
EIU icon.png {EF} FetchTableRow FetchTableRow(xTB,xVR) Introduced
{F1} Wait Wait(TIMER)
{F2} Pad Pad()

Unused and Unknown Instructions

Instruction ID
{12}
{17} Never used
{23} Never used
{24} Never used
{25} Never used
{26} Never used
{37} Never used
{39}
{3A}
{3F} Never used
{40}
{5C} Never used
{5D} Never used
{61} Never used
{62} Never used
{66}
{6C} Never used
{6D}
{71}
{72} Never used
{73}
{74} Never used
{75}
{7B}
{7C}
{81} Never used
{82}
{8F}
{90}
{93}
{95} Never used
{C0} Never used
{D4}
{D8} Never used
{D9} Never used
{DA} Never used
{DC} Never used
{E0} Never used
{F0}