WEAPONS

ID# = Index number of weapon out of 64

Type = What type of weapon it is: 1=Sword, 2=Katana, 3=Knife, 4=Nunchaku, 5=Axe, 6=Hammer, 7=Staff

Weapon Name = Self-explanatory

Equip1 = Who can equip the weapon (pre-class change). Order is: BlkM/WhtM/Red/Mon/Thf/War (for Vanilla game) 

Equip2 = Who can equip the weapon (post-class change). Order is: BlkW/WhtW/RedW/Mas/Nin/Kni (for Vanilla game)

Att = Attack power

Acc = Accuracy (every 32 points is an extra hit)

Spl = Spell cast when used as an item

Ev+ = Evade bonus 

STR = Strength bonus

VIT = Vitality bonus

AGL = Agility bonus

INT = Intelligence bonus

Cr% = Critical hit rate (out of 200)

HP% = Percentage of HP boost (cannot be negative)

MP% = Percentage of MP boost (cannot be negative)

Attackb1 = Elemental bonus to attack (Quake/Lit/Ice/Fire/Death/Time/Stone/Stun)

Attackb2 = Elemental bonus to attack (0/0/Mind/Conf/Silence/Sleep/Blind/Pois) (0 means no element assigned)

+vs.Fami = Bonus to attack against monster family (Regen/Magical/Aqua/Were/Undead/Giant/Drag/Evil)

Cost = How much to buy from a store (if possible)

Sell = How much to sell to a store (if possible)

Sort = How sort feature in item menu will show the weapon

??? = Unknown

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ARMOR

ID# = Index number of armor out of 70

Type = What kind of armor it is. This is important as it will tell the game where slot armor is equipped to. (1=Robe, 2=Armor, 3=Armlet, 4=Shield, 5=Hat, 6=Gloves.)

Armor Name = Self-explanatory

Equip1 = Same as weapons

Equip2 = Same as weapons

Def = Defense increase for equipped armor

Ev- = Penalty to evade for equipping armor

Ev+ = Bonus to evade for equipping armor

Spl = Same as weapons

STR, VIT, AGL, INT, HP%, MP% = Same as weapons

Resistv1 = Resists element when hit with it (Quake/Lit/Ice/Fire/Death/Time/Stone/Stun)

Resistv2 = Resists element when hit with it (0/0/Mind/Conf/Silence/Sleep/Blind/Pois) (0 means no element assigned)

Cost, Sell = Same as weapons

??? = unknown

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ITEMS

ID# = Index number of item out of 43 (1-8, 10 and 39-42 have battle effects. See bottom of Spells file.)

Type = Type of item (1 = Potion, 2 = Item, 3 = Tent)

Item Name = Self-explanatory

It# = Item number, used for sorting in Item menu

??? = Unknown

Eff = Effect of item: 

0: Tent 
1: HP max increase (permanent) 
2: MP max increase (permanent) 
3: Strength increase (permanent) 
4: Stamina increase (permanent) 
5: Agility increase (permanent) 
6: Intelligence increase (permanent) 
7: Luck increase (permanent) 
8: HP max increase (temporary) 
9: MP max increase (temporary) 
10: Strength increase (temporary)
11: Stamina increase (temporary) 
12: Agility increase (temporary) 
13: HP recovery 
14: MP recovery 
15: All HP and MP recovery 
16: Revive character 
17: Restore status 
18: Same effect as spell ID# in Pw1 

Tgt = Target of item: 

8: All party members
16: Single party member

WhU = Where used:

1: Out of combat
2: In combat
4: In or out of combat

Gra = Graphics when used in combat

Pw1 = Power of effect or spell to use

Pw2 = Multiplier of effect

Cost/Sell = Same as weapons

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Spells

ID# = Index number out of 115 (Some items point to this for effect)

Type = White vs Black magic. Only party spells have type 

1: White
2: Black

Spell Name = Self-explanatory

Typ = What the spell does:

0 = Exit floor/dungeon/town
1 = Damage
2 = Damage undead (or defined enemy family type)
3 = Attempts to cause status ailment
4 = Inflicts slow status
5 = Reduces enemies Cow stat (increases chance enemy runs away)
6 = Unknown (unused in vanilla)
7 = Healing
8 = Restore from status ailment
9 = Defense boost
10 = Add resistance to element
11 = Saber (increases attack and accuracy until end of combat)
12 = Haste (doubles number of hits until end of combat)
13 = Temper (increases attack until end of combat)
14 = Focus (lowers evade stat until end of combat)
15 = Curaja (heals all HP and restores all status except dead or stone)
16 = Blink/Invis (increases evade stat until end of combat)
17 = Dispel (removes all resistances to elements until end of combat)
18 = Unknown (unused in vanilla)
19 = Potion healing (applies to potions, ethers, elixirs)
20 = HP Max increase (until end of combat)
21 = MP Max increase (until end of combat)
22 = Agility increase (until end of combat)

SpL = Spell level (not character level, the level that the spell resides on)

MP1 = MP cost for spell
MP2 = MP cost multiplier for spell

Pw1 = How effective the spell is, uses INT to determine how much damage/healing/effectiveness a spell has; for Typ3 spells, it define statuses in binary (Cnfs/Slnc/Slep/Stun/Blnd/Pois/Ston/Deth)
Pw2 = How effective the spell is but a multiplier of the above

% = ?

Tgt = Target:

1 = All enemies
2 = Selected single target enemy
4 = Self
8 = All allies
16 = Selected single target ally

WhU = Where used (different from items):

1 = Out of combat
2 = In combat
3 = In or out of combat

at1 = Element of attack/spell

at2 = Element of attack/spell

Learn1 = Who can learn this spell (pre-class change) (same order as weapons)

Learn2 = Who can learn this spell (post-class change) (same order as weapons)

Gra = Animation of the spell used

Cost = How much it costs to learn the spell


INITIAL CLASSES
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Role Names x3 = Name of each class (can't be editted yet)

HP = Starting HP

HP2 = Starting HP (HP2#'s are multiplied by 256 and added to HP)

MP = Starting MP

MP2 = Starting MP (MP2#'s are multiplied by 256 and added to MP)

SpL = Starting spell level that can be learned

STR, AGI, INT, Sta, Luk, Acc, Eva, MgD = Starting values for each respective stat

Wep = Weapon the class will start with, uses ID# from Weapon file

Arm = Armor the class will start with, uses ID# from Armor file (note this will put any armor into body armor slot)

??? = Unknown

Ac+ = Accuracy gained per level

MD+ = Magic defense gained per level


STATS GUARANTEED TO INCREASE PER LEVEL PER CLASS
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Level = Self-explanatory

Each group of numbers are broken down into the following

SpLevelUp/Luck/STA/INT/AGI/STR/MPbig/HPbig

SpLevelUp = Spell level up (able to cast the next level of spells)

Luck = Luck goes up

STA = Stamina goes up

INT = Intelligence goes up

AGI = Agility goes up

STR = Strength goes up

MPbig = Bigger MP gain than usual (usually at least 25)

HPbig = Bigger HP gain than usual (usually at least 25)

Example: 10010110

You're guaranteed to gain a large MP max up, strength up, intelligence up, 
and a spell level increase on this level.


MONSTERS
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ID# = Index number of monster, used in encounter list

Monster Name = Self-explanatory

EXP = Experience gained for killing monster, maximum of 65535. If monster runs away you get nothing. If ALL monsters run away you get 1.

Gil = Gil gained for killing monster, maximum of 65535. If monster runs away you get nothing. If ALL monsters run away you get 1.

HP = How many HP a monster has

Def = How much defense a monster has

Ev = How much evasion a monster has

MD1 = How much magic defense a monster has

MD2 = How much magic defense a monster has (MD2#'s are multiplied by 256 and added to MD1)

ATT = Attack power per hit 

#ht = How many hit attempts a monster gets per turn

hra = How accurate each hit attempt is

AGI, INT, Luc = Agility, Intelligence, Luck stats for monster

Cd1 = Unknown (related to status infliction)

Cd2 = Unknown (related to status infliction)

Inflict = Inflicts elemental damage with hit (for example it can poison on hit) (Confuse/Mute/Sleep/Stun/Blind/Poison/Stone/Kill)

Cow = Cowardice (change of running)

Weaknes1 = If hit by appropriate element will take extra damage or be more likely to have status ailment (Quake/Lit/Ice/Fire/Death/Time/Stone/Stun)

Weaknes2 = If hit by appropriate element will take extra damage or be more likely to have status ailment (0/0/Mind/Conf/Silence/Sleep/Blind/Pois) (0 means no element assigned)

Resists1 = If hit by appropriate element will take less damage or resist it's effects (Quake/Lit/Ice/Fire/Death/Time/Stone/Stun)

Resists2 = If hit by appropriate element will take less damage or resist it's effects (0/0/Mind/Conf/Silence/Sleep/Blind/Pois) (0 means no element assigned)

Family = What family the monster is part of, will take extra damage from appropriate weapons (Regen/Magical/Aqua/Were/Undead/Giant/Drag/Evil)

ItT = Item table for drop (1 = item, 2 = weapon, 3 = armor)

IDr = What ID# from the above page (2, 3 will drop a staff)

Dr% = Chance of item dropping

AI = Script used for this monster (see AI file)


ENCOUNTERS
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ID# = Index number for this encounter (used in region to determine which encounters can happen there)

Config = What layout this encounter will have

00: 9 small enemies (think 9 Goblins)
01: 2 large enemies and 4 small (think 2 Ogres and 6 Goblins)
02: 4 large enemies (think 4 Hill Gigas)
03: Fiend (think Lich)
04: Small centered boss (think Astos)
05: Grouping of multiple types of small enemies (any of the enemies in this group might show up and might not)
06: DoS boss (think Cerebus)

Run = Can this encounter be run from or not? 

0: Yes
1: No

Ambush% = Chance of an ambush

00 = Leave this as 0

{Monster ID, Min, Max, 00}

Monster ID = ID# found in Monster file

Min = Fewest possible in this encounter (0-9) (small enemies can be up to 9, large enemies max out at 4, Fiends/DoS Bosses/Chaos max out at 1)

Max = Most possible in this encounter (0-9) (small enemies can be up to 9, large enemies max out at 4, Fiends/DoS Bosses/Chaos max out at 1)

00 = Leave this as 0


REGIONS
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ID# = Index number for the region

The eight numbers are ID# from Encounters in order of most to least likely to happen


SHOPS
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ID# = Index number of shop

Shop# = Which of the shops in town it is (1-Weap,2-Armor,3-Item,4-Caravan,5-WM,6-BM)

Markers = What the shop carries (254 = Items, 253 = Weapons, 252 = Armor, No marker = magic)

Numbers = Which ID# from that table is in the store

Can have multiple types of stock in each shop by adding a new marker before the next ID# (Example: 1, 254,  1, 253, 3 would be a Weapons Shop that sold Potions and Wooden Staffs)


CHESTS
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Chest# = Order in the game code that the chest is found

Type = What kind of stuff is found in the chest (0=story, 1=item, 2=weapon, 3=armor, 9=gil)

Item# or Gil = ID# from appropriate file, or Gil amount

Location = For reference only, changing this will not impact anything


AI
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AI# = The number of the AI, reference this from the Monster file

Sp% = Chance of monster casting a spell

Ab% = Chance of monster using an ability

Sp1-Sp8 = All possible spells a monster can cast. Will be cast in this order, then starts over again at Sp1 once done. 255 indicated there's no spell there.

255 after Sp8 = Leave alone.

Ab1-Ab4 = All possible ability a monster can use. Will be used in this order, then starts over again at Ab1 once done. 255 indicated there's no ability there.

255 after Ab4 = Leave alone.

DESCRIPTIONS
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ID# = Index number from appropriate table (weapons from weapons, armor from armor, etc)

Description = Can be 50 characters in length

Weapon/armor/item/spell name = Only for reference, if you want to edit this use the appropriate file