Alter Data

Go back to the Action Class index

The Alter Action can alter the action class and action selector on any square on a map. It can also change multiple squares at once. The table below just shows the bytes of a script which just alters a single square. A script for altering multiple squares would contain multiple copies of the bytes 1-5. Bit 7 of byte 1 is responsible for marking the last alter block in the script.

By using the 0a nibble, and carefully designed maps you can effectively alter multiple maps in a fairly invisible manner.


 * **Byte** || **Description** ||
 * 0 || The id of the string to print when player enters the square. ||
 * 1 || Flags (see below) ||
 * 2 || X-Coordinate of the square to change. Value is signed. So FFh means -1, FEh means -2 and so on. ||
 * 3 || Y-Coordinate of the square to change. Value is signed. So FFh means -1, FEh means -2 and so on. ||
 * 4 || New Action Class for the target square. ||
 * 5 || New Action Selector for the target sqare. ||
 * 6 || New Action Class for the current square. FFh means no change. Meaning of special value FDh is currently unknown. ||
 * 7 || New Action Selector for the current square. Only present when byte 6 is not FFh and not FDh. ||

Flags

 * **Bit** || **Description** ||
 * 7 || If this bit is set then this is the last alter sequence in the script. If it's clear then after byte 5 another 5-byte alter block follows. ||
 * 6 || Unknown ||
 * 1-5 || Unknown (Looks like these bits are not used in any map) ||
 * 0 || If this bit is set then the X and Y coordinate is relative. If it's cleared then the coordinates are absolute. ||