id 1
name "Attack"
name_set {
kind 0
type 0
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 0
weapon_ids ]
armor_ids []
skill_set ""
skills ]
ammo {}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text ""
special_learn "false"
hidden false
script ""
parameters }
next_method "start_enemy_select"
id 2
name "Skill"
name_set {}
kind 1
type 0
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 0
weapon_ids []
armor_ids []
skill_set ""
skills []
ammo {}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text ""
special_learn "false"
hidden false
script ""
parameters {}
next_method "start_skill_select"
id 3
name "Defend"
name_set {}
kind 0
type 1
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 0
weapon_ids []
armor_ids []
skill_set ""
skills []
ammo {}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text ""
special_learn "false"
hidden false
script ""
parameters {}
next_method "phase3_next_actor"
id 4
name "Item"
name_set {}
kind 2
type 0
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 0
weapon_ids []
armor_ids []
skill_set ""
skills []
ammo {}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text ""
special_learn "false"
hidden false
script ""
parameters {}
next_method "start_item_select"
id 5
name "Regenerate"
name_set {}
kind 0
type 3
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 16
weapon_ids []
armor_ids []
skill_set ""
skills []
ammo {}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text "Regenerate"
special_learn "false"
hidden false
script "hp = (actor.maxhp - actor.hp) / 15; actor.hp += hp; actor.damage = -hp; actor.damage_pop = true; @status_window.refresh"
parameters {}
next_method "phase3_next_actor"
id 6
name "Will"
name_set {}
kind 0
type 3
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 18
weapon_ids []
armor_ids []
skill_set ""
skills []
ammo {}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text "Will"
special_learn "false"
hidden false
script "sp = rand(actor.maxsp / 15 + 1) + 5; actor.sp += sp; actor.damage = -sp; actor.damage_pop = true; @status_window.refresh"
parameters {}
next_method "phase3_next_actor"
id 7
name "Holy"
name_set {}
kind 1
type 0
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 0
weapon_ids []
armor_ids []
skill_set ""
skills {27=>3, 25=>1, 26=>2}
ammo {"sp"=>3}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text ""
special_learn "false"
hidden false
script ""
parameters {}
next_method "start_skill_select"
id 8
name "Elemental"
name_set {}
kind 1
type 0
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 0
weapon_ids []
armor_ids []
skill_set ""
skills "skill.element_set.includes_any?(1,3,4)"
ammo {"sp"=>6}
ammo_refill {"defend"=>[1, 0]}
class_level {}
actor_level {}
description ""
help_text ""
special_learn "false"
hidden false
script ""
parameters {}
next_method "start_skill_select"
id 9
name "Paralyze"
name_set {}
kind 1
type 0
rating 10
icon_name ""
skill_id 44
common_event_id 0
animation_id 0
weapon_ids []
armor_ids [31]
skill_set ""
skills []
ammo {}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text ""
special_learn "false"
hidden false
script ""
parameters {}
next_method "phase3_next_actor"
id 10
name "Fire Starter"
name_set {}
kind 1
type 0
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 0
weapon_ids []
armor_ids []
skill_set "skill.element_set.include?(1)"
skills []
ammo {}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text ""
special_learn "false"
hidden false
script ""
parameters {}
next_method "start_skill_select"
id 11
name "Full Healing"
name_set {}
kind 0
type 3
rating 10
icon_name ""
skill_id 0
common_event_id 0
animation_id 22
weapon_ids []
armor_ids []
skill_set ""
skills []
ammo {}
ammo_refill {}
class_level {}
actor_level {}
description ""
help_text "Full Healing"
special_learn "actor.id == 7 && rand(100) < 10"
hidden false
script "actor.recover_all"
parameters {}
next_method "phase3_next_actor"