A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | UPDATED: October 3, 2017 (Added a new section, Set Player Location. Sometimes Transfer Player causes FPS Drop if teleported on the same map.) | VXA Version: https://docs.google.com/spreadsheets/d/1SPWPqSZ3I_LgilZse2I2sDPq-QyNQphb4T3i5aWMQic/edit?usp=drive_web&ouid=112741546968112756440 http://forums.rpgmakerweb.com/index.php?/topic/25759-script-call-collection-for-vxace/ http://forums.rpgmakerweb.com/index.php?/topic/46456-rpg-maker-mv-script-call-list/&page=1 | CTRL+ ENTER or ALT+ ENTER for new lines | |||||||||||||||||||||||
2 | Event Page 1 | |||||||||||||||||||||||||
3 | Message | |||||||||||||||||||||||||
4 | Show Text | $gameMessage.setFaceImage('Actor1',0) $gameMessage.setBackground(1) $gameMessage.setPositionType(1) $gameMessage.add("Show Text Script Call") | ||||||||||||||||||||||||
5 | Show Choices | choices = []; params = []; $gameMessage.setChoices(choices, 0) choices.push("I love you1");choices.push("I love you2"); choices.push("I love you3");choices.push("I love you4"); choices.push("I love you5");choices.push("I love you6"); choices.push("I love you7");choices.push("I love you8"); params.push() | ||||||||||||||||||||||||
6 | Input Number | $gameMessage.setNumberInput(var, digits); | ||||||||||||||||||||||||
7 | Select Key Item | $gameMessage.setItemChoice(var, n); | n = 1 for regular items, 2 for key items, 3 for Hidden A, 4 for Hidden B | |||||||||||||||||||||||
8 | Show Scrolling Text | $gameMessage.setScroll(scrolling_speed, no_fast_forward); $gameMessage.add("Text"); | scrolling speed should be a number e.g. 2, fast_forward should be true or false you need this line for each line of text individually | |||||||||||||||||||||||
9 | ||||||||||||||||||||||||||
10 | Party | |||||||||||||||||||||||||
11 | Change Gold | $gameParty.gainGold(n); | ||||||||||||||||||||||||
12 | Change Items | $gameParty.gainItem($dataItems[itemId], n); | ||||||||||||||||||||||||
13 | Change Weapons | $gameParty.gainItem($dataWeapons[weaponId], n, true/false *note); | *note if decreasing, true will mean it will include already equipped weapons. | |||||||||||||||||||||||
14 | Change Armor | $gameParty.gainItem($dataArmorsweaponId], n, true/false *note); | *note if decreasing, true will mean it will include already equipped armors. | |||||||||||||||||||||||
15 | Change Party Member | $gameParty.addActor(n); $gameParty.removeActor(n); | To initialize: $gameActors.actor(actorId).setup(actorId); | |||||||||||||||||||||||
16 | ||||||||||||||||||||||||||
17 | Game Progression | |||||||||||||||||||||||||
18 | Control Switches | $gameSwitches.setValue(num, true/false); | ||||||||||||||||||||||||
19 | Control Variables | $gameVariables.setValue(var, value); | ||||||||||||||||||||||||
20 | Control Self Switch | $gameSelfSwitches.setValue(key, true/false); | key = [mapId, eventId, A-D] var key = [66, 5, 'A']; $gameSelfSwitches.setValue(key, true); | |||||||||||||||||||||||
21 | Control Timer | $gameTimer.start(time); $gameTimer.stop(); | ||||||||||||||||||||||||
22 | ||||||||||||||||||||||||||
23 | Flow Control | |||||||||||||||||||||||||
24 | Conditional Branch | if (code) { stuff } else { stuff } | ||||||||||||||||||||||||
25 | Loop | while (;;) { stuff } | ||||||||||||||||||||||||
26 | Break Loop | break; | ||||||||||||||||||||||||
27 | Exit Event Processing | $gameInterpreter._index = $gameInterpreter._list.length; | ||||||||||||||||||||||||
28 | Common Event | $gameTemp.reserveCommonEvent(n); | ||||||||||||||||||||||||
29 | Label | |||||||||||||||||||||||||
30 | Jump to Label | |||||||||||||||||||||||||
31 | Comment | /* | ||||||||||||||||||||||||
32 | ||||||||||||||||||||||||||
33 | Actor | |||||||||||||||||||||||||
34 | Change HP | $gameActors.actor(actorId).gainHp(n) | Also allow using party member index: $gameParty.members()[index].gainHp(n) | |||||||||||||||||||||||
35 | Change MP | $gameActors.actor(actorId).gainMp(n) | Also allow using party member index: $gameParty.members()[index].gainMp(n) | |||||||||||||||||||||||
36 | Change TP | $gameActors.actor(actorId).gainTp(n) | Also allow using party member index: $gameParty.members()[index].gainTp(n) | |||||||||||||||||||||||
37 | Change State | $gameActors.actor(actorId).addState(n); $gameActors.actor(actorId).removeState(n); | Also allow using party member index: $gameParty.members()[index].addState(n); | |||||||||||||||||||||||
38 | Recover All | for (var j = 0; j < $gameActors.length; j++) { $gameActors.actor(j).recoverAll(); }; | ||||||||||||||||||||||||
39 | Change EXP | $gameActors.actor(actorId).gainExp(n); | Negative n if you want the actor to lose Exp. | |||||||||||||||||||||||
40 | Change Level | $gameActors.actor(actorId).changeLevel(n, true/false); | n = level the actor will become. true/false to show level up. | |||||||||||||||||||||||
41 | Change Parameters | $gameActors.actor(actorId).addParam(paramId, n); | Negative n if you wish the actor to lose stats. Params: 0-MaxHP, 1-MaxMP, 2-ATK, 3-DEF, 4-MAT, 5-MDEF, 6-AGI, 7-LUK | |||||||||||||||||||||||
42 | Change Skill | $gameActors.actor(actorId).learnSkill(n); $gameActors.actor(actorId).forgetSkill(n); | ||||||||||||||||||||||||
43 | Change Equipment | $gameActors.actor(actorId).changeEquip(slotId, item); | item = $dataWeapons[n] or $dataArmors[n] | |||||||||||||||||||||||
44 | Change Name | $gameActors.actor(actorId).setName(n) | ||||||||||||||||||||||||
45 | Change Class | $gameActors.actor(actorId).changeClass(n, keepExp) | keepExp is either true or false | |||||||||||||||||||||||
46 | Change Nickname | $gameActors.actor(actorId).setNickname(n) | ||||||||||||||||||||||||
47 | Change Profile | $gameActors.actor(actorId).setProfile(n) | ||||||||||||||||||||||||
48 | ||||||||||||||||||||||||||
49 | Event Page 2 | |||||||||||||||||||||||||
50 | Movement | |||||||||||||||||||||||||
51 | Transfer Player | $gamePlayer.reserveTransfer(mapId, x, y, direction, fade type); | direction = look at NumPad fade type = 0-Black, 1-White, 2-None | |||||||||||||||||||||||
52 | Set Vehicle Location | $gameMap.vehicle(vehicleId).setLocation(mapId, x, y); | ||||||||||||||||||||||||
53 | Set Event Location | $gameMap.event(eventID).setPosition(x, y) | ||||||||||||||||||||||||
54 | Set Player Location | $gamePlayer.locate(x, y); | ||||||||||||||||||||||||
55 | Scroll Map | $gameMap.startScroll(direction, distance, speed); | direction = look at NumPad | |||||||||||||||||||||||
56 | Set Movement Route | |||||||||||||||||||||||||
57 | Get ON/OFF Vehicle | $gamePlayer.getOnOffVehicle(); | ||||||||||||||||||||||||
58 | ||||||||||||||||||||||||||
59 | Timing | |||||||||||||||||||||||||
60 | Wait | $gameInterpreter.wait(frames); | ||||||||||||||||||||||||
61 | ||||||||||||||||||||||||||
62 | Character | |||||||||||||||||||||||||
63 | Change Transparency | $gamePlayer.setTransparent(flag) | ||||||||||||||||||||||||
64 | Change Player Followers | $gamePlayer.showFollowers(); $gamePlayer.hideFollowers(); | Might need $gamePlayer.refresh(); | |||||||||||||||||||||||
65 | Gather Followers | $gamePlayer.gatherFollowers(); this.setWaitMode('gather'); | ||||||||||||||||||||||||
66 | Show Animation | character.requestAnimation(id); this.setWaitMode('animation'); | Replace character with one of these: $gamePlayer; $gameMap.event(ID); | |||||||||||||||||||||||
67 | Show Balloon Icon | character.requestBalloon(id); this.setWaitMode('balloon'); | Replace character with one of these: $gamePlayer; $gameMap.event(ID); For example: $gameMap.event(6).requestBalloon(3); this.setWaitMode('balloon'); | |||||||||||||||||||||||
68 | Erase Event | $gameMap.eraseEvent(this._eventId); | ||||||||||||||||||||||||
69 | ||||||||||||||||||||||||||
70 | Screen | |||||||||||||||||||||||||
71 | Fadeout Screen | $gameScreen.startFadeOut(fade_speed); | Default is 24 | |||||||||||||||||||||||
72 | FadeIn Screen | $gameScreen.startFadeIn(fade_speed); | might want to call wait to go with it, by default the event command does | |||||||||||||||||||||||
73 | Tint Screen | $gameScreen.startTint([red,green,blue,grey], duration); | red,green,blue between -255 to 255, grey between 0 and 255, if you want wait for completion call the following $gameInterpreter.wait(duration); | |||||||||||||||||||||||
74 | Flash Screen | $gameScreen.startFlash([red, green, blue, intensity], duration); | All between 0 and 255, if you want wait for completion call the following $gameInterpreter.wait(duration); | |||||||||||||||||||||||
75 | Shake Screen | $gameScreen.startShake(power, speed, duration); | If you want wait for completion call the following $gameInterpreter.wait(duration); | |||||||||||||||||||||||
76 | Set Weather Effect | $gameScreen.changeWeather("weather", power, duration); | Weather = "none","rain","storm","snow". If you want wait for completion call the following $gameInterpreter.wait(duration); | |||||||||||||||||||||||
77 | ||||||||||||||||||||||||||
78 | Picture | |||||||||||||||||||||||||
79 | Show Picture | $gameScreen.showPicture(pictureId, name, origin, x, y, scaleX, scaleY, opacity, blendMode) | ||||||||||||||||||||||||
80 | Move Picture | $gameScreen.movePicture(pictureId, origin, x, y, scaleX, scaleY, opacity, blendMode, duration) | ||||||||||||||||||||||||
81 | Picture Blend Mode | $gameScreen._pictures[id]._blendMode = # | ||||||||||||||||||||||||
82 | Rotate Picture | $gameScreen.rotatePicture(pictureId, speed); | ||||||||||||||||||||||||
83 | Tint Picture | $gameScreen.tintPicture(pictureId, tone, duration); | ||||||||||||||||||||||||
84 | Erase Picture | $gameScreen.erasePicture(pictureId); | ||||||||||||||||||||||||
85 | Audio & Video | |||||||||||||||||||||||||
86 | Sound Object: { name: filename, volume: n, pitch: n, pan: n } | |||||||||||||||||||||||||
87 | Play BGM | AudioManager.playBgm( refer to sound object above ); | ||||||||||||||||||||||||
88 | Fadeout BGM | AudioManager.fadeOutBgm(n); | ||||||||||||||||||||||||
89 | Save BGM | $gameSystem.saveBgm(); | ||||||||||||||||||||||||
90 | Replay BGM | $gameSystem.replayBgm(); | ||||||||||||||||||||||||
91 | Play BGS | AudioManager.playBgs( refer to sound object above ); | ||||||||||||||||||||||||
92 | Fadeout BGS | AudioManager.fadeOutBgs(n); | ||||||||||||||||||||||||
93 | Play ME | AudioManager.playMe( refer to sound object above ); | ||||||||||||||||||||||||
94 | Play SE | AudioManager.playSe( refer to sound object above ); | ||||||||||||||||||||||||
95 | Stop SE | AudioManager.stopSe(); | ||||||||||||||||||||||||
96 | Play Movie | Graphics.playVideo(path/name.ext); | ||||||||||||||||||||||||
97 | ||||||||||||||||||||||||||
98 | Event Page 3 | |||||||||||||||||||||||||
99 | Scene Control | |||||||||||||||||||||||||
100 | Battle Processing | BattleManager.setup(troopId, true/false, true/false); $gamePlayer.makeEncounterCount(); SceneManager.push(Scene_Battle); | First true/false is for allowing to Escape, 2nd true/false is for allowing the player to lose | |||||||||||||||||||||||
101 | Shop Processing | SceneManager.push(Scene_Shop); | ||||||||||||||||||||||||
102 | Name Input Processing | SceneManager.push(Scene_Name); SceneManager.prepareNextScene(actorId, name length); | ||||||||||||||||||||||||
103 | Open Menu Screen | SceneManager.push(Scene_Menu); | ||||||||||||||||||||||||
104 | Open Save Screen | SceneManager.push(Scene_Save); | If you want to check if your game has any savefiles at all: DataManager.isAnySavefileExists() Useful for custom title screens that are evented. | |||||||||||||||||||||||
105 | Open Load Screen | SceneManager.push(Scene_Load); | ||||||||||||||||||||||||
106 | Game Over | SceneManager.goto(Scene_Gameover); | ||||||||||||||||||||||||
107 | Return to Title Screen | SceneManager.goto(Scene_Title); | ||||||||||||||||||||||||
108 | Call Event | $gameMap.event(EventID, EventPage).start(); | You can either use it as the following: $gameMap.event(8).start(); For a specific page: $gameMap.event(8,3).start(); | |||||||||||||||||||||||
109 | Map | |||||||||||||||||||||||||
110 | Change Map Name Display | $gameMap.enableNameDisplay(); $gameMap.disableNameDisplay(); | ||||||||||||||||||||||||
111 | Change Tileset | $gameMap.changeTileset(n); | ||||||||||||||||||||||||
112 | Change Battleback | $gameMap.changeBattleback(filename, filename); | ||||||||||||||||||||||||
113 | Change Parallax | $gameMap.changeParallax(name, loopX, loopY, speed x, speed y); | ||||||||||||||||||||||||
114 | Get Location Info | $gameMap.terrainTag(x, y); $gameMap.eventIdXy(x, y); $gameMap.tileId(x, y, layer); | ||||||||||||||||||||||||
115 | Get Region for Player and Events | $gamePlayer.regionId() $gameMap.regionId(x, y); | Set x and y to the x, y of the player/event | |||||||||||||||||||||||
116 | ||||||||||||||||||||||||||
117 | System Settings | |||||||||||||||||||||||||
118 | Change Battle BGM | $gameSystem.setBattleBgm(name); | ||||||||||||||||||||||||
119 | Change Victory ME | $gameSystem.setVictoryMe(name); | ||||||||||||||||||||||||
120 | Change Defeat ME | $gameSystem.setDefeatMe(name); | ||||||||||||||||||||||||
121 | Change Vehicle BGM | $gameMap.vehicle(vehicleId).setBgm(name); | ||||||||||||||||||||||||
122 | Change Save Access | $gameSystem.disableSave(); $gameSystem.enableSave(); | ||||||||||||||||||||||||
123 | Change Menu Access | $gameSystem.disableMenu(); $gameSystem.enableMenu(); | ||||||||||||||||||||||||
124 | Change Encounter | $gameSystem.disableEncounter(); $gameSystem.enableEncounter(); | ||||||||||||||||||||||||
125 | Change Formation Access | $gameSystem.disableFormation(); $gameSystem.enableFormation(); | ||||||||||||||||||||||||
126 | Change Window Color | $gameSystem.setWindowTone(tone); (red, green, blue, gray); | ||||||||||||||||||||||||
127 | Change Actor Images | $gameActors.actor(actorId).setCharacterImage(name, index); $gameActors.actor(actorId).setFaceImage(name, index): $gameActors.actor(actorId).setBattlerImage(name); | Might need $gamePlayer.refresh(); | |||||||||||||||||||||||
128 | Change Vehicle Image | $gameMap.vehicle(vehicleId).setImage(name, index); | ||||||||||||||||||||||||
129 | ||||||||||||||||||||||||||
130 | Battle | |||||||||||||||||||||||||
131 | Change Enemy HP | $gameTroop.members()[enemyIndex].gainHp(n); | Use negative n if you want the enemy to lose HP. | |||||||||||||||||||||||
132 | Change Enemy MP | $gameTroop.members()[enemyIndex].gainMp(n); | Use negative n if you want the enemy to lose MP. | |||||||||||||||||||||||
133 | Change Enemy TP | $gameTroop.members()[enemyIndex].gainTp(n); | Use negative n if you want the enemy to lose TP. | |||||||||||||||||||||||
134 | Change Enemy State | $gameTroop.members()[enemyIndex].addState(n); $gameTroop.members()[enemyIndex].removeState(n); | ||||||||||||||||||||||||
135 | Enemy Recover All | $gameTroop.members()[enemyIndex].recoverAll(); | ||||||||||||||||||||||||
136 | Enemy Appear | $gameTroop.members()[enemyIndex].appear(); | ||||||||||||||||||||||||
137 | Enemy Transform | $gameTroop.members()[enemyIndex].transform(n); | n is the enemy ID you want the enemy to transform into. | |||||||||||||||||||||||
138 | Show Battle Animation | $gameTroop.members()[enemyIndex].startAnimation(animationId, true/false, delayN); | true/false is for mirror. delayN is for the frames to delay the animation. | |||||||||||||||||||||||
139 | Force Action | $gameParty.members()[index].forceAction(skillId, targetIndex); BattleManager.forceAction($gameParty.members()[index]); $gameTroop.members()[index].forceAction(skillId, targetIndex); BattleManager.forceAction($gameTroop.members()[index]); | ||||||||||||||||||||||||
140 | Abort Battle | BattleManager.abort(); | ||||||||||||||||||||||||
141 | ||||||||||||||||||||||||||
142 | Advanced | |||||||||||||||||||||||||
143 | Plugin Command It would be cool if we could teach people about params/notetags here. | var aliasPluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { aliasPluginCommand.call(this, command, args); if (command === 'plugincommandtextname') { dostuff(args); } }; | ||||||||||||||||||||||||
144 | ||||||||||||||||||||||||||
145 | Actor Stats | |||||||||||||||||||||||||
146 | HP | $gameActors.actor(actorId).hp | ||||||||||||||||||||||||
147 | MaxHP | $gameActors.actor(actorId).mhp | ||||||||||||||||||||||||
148 | MP | $gameActors.actor(actorId).mp | ||||||||||||||||||||||||
149 | MaxMP | $gameActors.actor(actorId).mmp | ||||||||||||||||||||||||
150 | ATK | $gameActors.actor(actorId).param[2] | ||||||||||||||||||||||||
151 | DEF | $gameActors.actor(actorId).param[3] | ||||||||||||||||||||||||
152 | MAT | $gameActors.actor(actorId).param[4] | ||||||||||||||||||||||||
153 | MDF | $gameActors.actor(actorId).param[5] | ||||||||||||||||||||||||
154 | AGI | $gameActors.actor(actorId).param[6] | ||||||||||||||||||||||||
155 | LUK | $gameActors.actor(actorId).param[7] | ||||||||||||||||||||||||
156 | ||||||||||||||||||||||||||
157 | # Check for Name/ID of Player Equipment # ---------------------------------------------- $game_actors[X].equips[Y].id unless $game_actors[X].equips[Y] == nil # Returns the ID of the equipment on actor X, equipped in slot Y $game_actors[X].equips[Y].name unless $game_actors[X].equips[Y] == nil # Returns the name of the equipment on actor X equipped in slot Y # NOTE: If using any scripts that give or take equipment slots, the #Y is the number of the character's slot # not the slot's number in the script. I.E. using Yanfly Equip Menu script - if your character has equipment # slots 6,7,8,15,15,32,75 available then $game_actors[1].equips[0].id would return the ID of the # item equipped in the slot defined as slot 6 in Yanfly script because it's the 1st equipment slot for the # specific character. | if ($gameActors.actor(actorId).equips()[n]) { return $gameActors.actor(actorId).equips()[n].id; }; if ($gameActors.actor(actorId).equips()[n]) { return $gameActors.actor(actorId).equips()[n].name; }; | ||||||||||||||||||||||||
158 | ||||||||||||||||||||||||||
159 | # Checking Actors # ---------------------------------------------- $game_actors[X].name # Returns the name of the actor X $game_actors[X].nickname # Returns the nickname of the actor X $game_actors[X].class.id # Returns the ID of the actor X class $game_actors[X].class.name # Returns the name of the actor X class | $gameActors.actor(actorId).name() $gameActors.actor(actorId).nickname() $gameActors.actor(actorId).currentClass().id $gameActors.actor(actorId).currentClass().name | ||||||||||||||||||||||||
160 | ||||||||||||||||||||||||||
161 | # Screen Clean Up # ---------------------------------------------- # Clear Fade # Clear Tone # Clear Flash # Clear Shake # Clear Weather # Clear Pictures $game_map.screen.clear # Clear Tone (Immediate) $game_map.screen.clear_tone # Clear Shake (Immediate) $game_map.screen.clear_shake # Clear Weather (Immediate) $game_map.screen.clear_weather # Clear Pictures (Immediate) $game_map.screen.clear_pictures | $gameScreen.clear(); $gameScreen.clearTone(); $gameScreen.clearFlash(); $gameScreen.clearShake(); $gameScreen.clearWeather(); $gameScreen.clearPictures(); | ||||||||||||||||||||||||
162 | ||||||||||||||||||||||||||
163 | Input.trigger?(:A) Input.repeat?(:A) Input.press?(:A) # Change A to your desired key, refer to F1 when you testplay and see the keys. Please Include Touch Input and such. | (Input.isTriggered('ok')) (Input.isRepeated(ok')) (Input.isPressed('ok')) (Input.isLongPressed('ok')) (TouchInput.isTriggered()) (TouchInput.isRepeated()) (TouchInput.isPressed()) (TouchInput.isLongPressed()) (TouchInput.isCancelled()) (TouchInput.isMoved()) (TouchInput.isReleased()) | ||||||||||||||||||||||||
164 | ||||||||||||||||||||||||||
165 | Movement Commands $game_player.moving? $game_player.dash? $game_player.jumping? $game_map.events[event_id].moving? $game_map.events[event_id].jumping? $game_map.passable?(X, Y, D) $game_player.passable?(x, y, d) $game_map.events[event_id].passable?(x, y, d) # $game_map.passable? only tells you whether you can leave one tile in the direction of the other. # The player and event versions take it further and tell you if you can leave that tile in the # direction of the other AND if you can enter the other tile from the tile you're on now (for example, # if you are facing right and the tile in front of you is the edge of a cliff that is higher than you - # $game_map.passable? would tell you that you CAN step right from the current tile. # But $game_player.passable? would tell you that you could not move onto the next tile from the left). # It also looks to see if there is an event on your target tile which would stop you going there, # but $game_map.passable? would not tell you that. # Q: I want to check the position of Player and compare with the position at side of Events. # ---------------------------------------------- # Variable [6] = Position X Player # Variable [7] = Position Y Player # Variable [8] = Position X Event # Variable [9] = Position Y Event # If you only want them to be beside the event (positions 1 or 3), use this: $game_variables[7] == $game_variables[9] and ($game_variables[6] - $game_variables[8]).abs == 1 # which says if the y value is the same and there is a difference of 1 between the x values. # Note: abs = absolute value # If you want them to be on any of the 4 numbered tiles, use this: ($game_variables[6] - $game_variables[8]).abs + ($game_variables[7] - $game_variables[9]).abs == 1 # which says there is a difference of 1 between the x values OR a difference of 1 between the y values # It is comparing the difference between the x position of the player and the tile of interest. # Using abs lets me take one away from the other in any order and still end up with a positive number - # it doesn't matter which has the # higher or lower x value. Then it does the same with the y position of # the player and the tile of interest. Then it adds them together (+ means plus, not and). # So if the sum of the x distance and the y distance between the two tiles is 1, it means the player is on # a tile that is directly touching the tile of interest (and not corner-ways, as then the sum of the numbers would be 2) # ---------------------------------------------- # Follower Move Route Option # ---------------------------------------------- $game_player.followers[n].force_move_route(move_route) # For Followers (0 for first after actor, 1 for second after actor, etc.) | $gamePlayer.isMoving() $gamePlayer.isDashing() $gamePlayer.isJumping() $gameMap.events()[eventId].isMoving() $gameMap.events()[eventId].isJumping() $gameMap.isPassable(x, y, direction) $gameVariables.setVariable(6, $gamePlayer.x) $gameVariables.setVariable(7, $gamePlayer.y) $gameVariables.setVariable(8, $gameMap.events()[n].x) $gameVariables.setVariable(9, $gameMap.events()[n].y) | ||||||||||||||||||||||||
166 | ||||||||||||||||||||||||||
167 | # Change an actor's equipment. # ---------------------------------------------- $game_actors[1].change_equip(n,$data_weapons[1]) # Change n with one of the following: # 0 = weapon, 1 = shield, 2 = headgear, 3 = body-gear (armor), 4 = accessory | |||||||||||||||||||||||||
168 | ||||||||||||||||||||||||||
169 | # Check Conditional Branch: if [Actor] has [Weapon] Equipped # ---------------------------------------------- $game_actors[actor id].weapons.include?($data_weapons[weapon id]) right_hand = $game_actors[actor_id].equips[0] left_hand = $game_actors[actor_id].equips[1] # To get the items. Replace the index in equips for the item you're looking for: # 0 = right hand, 1 = left hand, 2 = head, 3 = body, 4 = accessory # provided you're not using any scripts that change that. You can check their types with: if right_hand.is_a?(RPG::Weapon) # do something elsif right_hand.is_a?(RPG::Armor) # do something else end # Or get their properties with with: right_hand.id right_hand.name right_hand.icon_index right_hand.description # etc.. # Example: if you want to check if you have a Prinny Gun equipped on your first weapon slot: right_hand = $game_actors[actor_id].equips[0] if !right_hand.nil? && right_hand.name.eql?("Prinny Gun") # Do something end # You don't even need to keep track of the IDs, really (unless you want to, for some reason). # If there's no way to not have a weapon equipped in your game, you can also take out the ".nil?" check. | $gameActors.actor(actor_id).equips()[slot_id] == null; *change null to id | ||||||||||||||||||||||||
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171 | # Currency unit set from the system tab: # ---------------------------------------------- $data_system.currency_unit | |||||||||||||||||||||||||
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173 | # Move Events and players by fractional squares # ---------------------------------------------- $game_map.events[ID].moveto(x, y) $game_player.moveto(x, y) # Example of fractional squares $game_map.events[1].moveto(0, 5.5) $game_player.moveto(7.5, 3) end # The Collission box is still seen as 32x32 | |||||||||||||||||||||||||
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175 | # Script Call Battle Logs! # ---------------------------------------------- # First add this scriptlet: class Scene_Battle < Scene_Base attr_accessor:log_window end # To load your own battle logs SceneManager.scene.log_window.add_text("Insert custom text here") # It doesn't clear out and just stays there until something else replaces it. SceneManager.scene.log_window.wait # If you want it to clear make sure to use this. SceneManager.scene.log_window.wait_and_clear # You can also do something like this! x = "Hi." x += " Hello." x += " This is getting long eh?" x += " Surely so long. wahahahahahaha" SceneManager.scene.log_window.add_text(x) # or: y = SceneManager.scene.log_window y.add_text(text) | |||||||||||||||||||||||||
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177 | # ---------------------------------------------- # Follower Move Route Option # ---------------------------------------------- $game_player.followers[n].force_move_route(move_route) # For Followers (0 for first after actor, 1 for second after actor, etc.) | |||||||||||||||||||||||||
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179 | $game_player.center($game_player.x, $game_player.y) You can set an event or the player to be in the center of the screen. It snaps but it's pretty good :D! | $gamePlayer.center($gamePlayer.x, $gamePlayer.y) | ||||||||||||||||||||||||
180 | DataManager.save_game(0)SceneManager.goto(Scene_Map) | $gameSystem.onBeforeSave(); DataManager.saveGame(id); SceneManager.goto(Scene_Map); | ||||||||||||||||||||||||
181 | @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 0 | SceneManager._scene.addChild(new Window_Gold(x, y)); |