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1 | NAME | SCRIPT CALL | COMMENT | |||||||||||||||||||||||
2 | UPDATED (10/20/2020, GMT+8:30) - Added Check Event X/Y - Added Check Event Screen X/Y - Added Mouse / Touch Input X/Y | Discussion Thread: If you have any suggestions, just go here. https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-script-call-list.46456/ | 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 | |||||||||||||||||||||||
3 | Event Page 1 | |||||||||||||||||||||||||
4 | Message | |||||||||||||||||||||||||
5 | Show Text | $gameMessage.setFaceImage('Actor1',0) $gameMessage.setBackground(1) $gameMessage.setPositionType(1) $gameMessage.add("Show Text Script Call") | ||||||||||||||||||||||||
6 | 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() | ||||||||||||||||||||||||
7 | Input Number | $gameMessage.setNumberInput(var, digits); | ||||||||||||||||||||||||
8 | Select Key Item | $gameMessage.setItemChoice(var, n); | n = 1 for regular items, 2 for key items, 3 for Hidden A, 4 for Hidden B | |||||||||||||||||||||||
9 | 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 | |||||||||||||||||||||||
10 | Show Gold Window | SceneManager._scene.addChild(new Window_Gold(x, y)); $gameParty.Gold(); | ||||||||||||||||||||||||
11 | ||||||||||||||||||||||||||
12 | Party | |||||||||||||||||||||||||
13 | Change Gold | $gameParty.gainGold(n); | ||||||||||||||||||||||||
14 | Change Items | $gameParty.gainItem($dataItems[itemId], n); $gameParty.loseItem($dataItems[ID], amount); | ||||||||||||||||||||||||
15 | Change Weapons | $gameParty.gainItem($dataWeapons[weaponId], n, true/false *note); | *note if decreasing, true will mean it will include already equipped weapons. | |||||||||||||||||||||||
16 | Change Armor | $gameParty.gainItem($dataArmors[armorId], n, true/false *note); | *note if decreasing, true will mean it will include already equipped armors. | |||||||||||||||||||||||
17 | Get All Items | $dataItems.forEach(function(item) {$gameParty.gainItem(item,99,false);}); $dataArmors.forEach(function(armor){ $gameParty.gainItem(armor,99,false);}); $dataWeapons.forEach(function(weapon){ $gameParty.gainItem(weapon,99,false);}); | ||||||||||||||||||||||||
18 | Get All Items (unless the name is empty) | $dataItems.forEach(function(item) {if (item && item.name) {$gameParty.gainItem(item,99,false);}}); $dataArmors.forEach(function(armor) {if (armor && armor.name) {$gameParty.gainItem(armor,99,false);}}); $dataWeapons.forEach(function(weapon) {if (weapon && weapon.name) {$gameParty.gainItem(weapon,99,false);}}); | ||||||||||||||||||||||||
19 | Change Party Member | $gameParty.addActor(n); $gameParty.removeActor(n); | To initialize: $gameActors.actor(actorId).setup(actorId); | |||||||||||||||||||||||
20 | Check Party Leader | $gameParty.leader().actorId() == ID | Replace ID with the ID of the actor you want to check. | |||||||||||||||||||||||
21 | Check Party Size | $gameParty.members().length | ||||||||||||||||||||||||
22 | Check Party Index of a Character | $gameParty.members().indexOf($gameActors.actor(ACTORID)) | Replace ACTORID with the ID of the actor you want to check You can also use it like this: $gameParty.members().indexOf($gameActors.actor(1)) == 0 | |||||||||||||||||||||||
23 | ||||||||||||||||||||||||||
24 | Game Progression | |||||||||||||||||||||||||
25 | Control Switches | $gameSwitches.setValue(num, true/false); | If you want to use in a condition's script condition with multiple switches to check: ($gameSwitches.value(1) == true) && ($gameSwitches.value(2) == true) && ($gameSwitches.value(3) == true) | |||||||||||||||||||||||
26 | Control Variables | $gameVariables.setValue(var, value); | Example Randomized Variable Value: $gameVariables.setValue(13, Math.randomInt(3) + 1); It means it will randomize from 1-3. If you want to start with 0, just remove the +1. Math.random() It's from 0.0 to 1.0 | |||||||||||||||||||||||
27 | Control Variables (Array) | $gameVariables.setValue(ID, ["a", "b", "c"]); | // set variable 1 to an array of numbers $gameVariables.setValue(1, [1, 2, 3]); // Access variable 1, and index into the second element and set it to 10 $gameVariables.value(1)[1] = 10; // print out variable 1, which is the array, which should now be [1, 10, 3] console.log($gameVariables.value(1)) // Example Eventing Use: ◆Script:$gameVariables.setValue(20, ["あ", "い", "う", "え", "お"]); : :$gameVariables.setValue(19, $gameVariables.value(20)[1]); ◆Text:None, Window, Bottom : :\v[19] // Another Example by Caethyrill ◆Control Variables:#0001 Array = ["あ", "い", "う", "え", "お"] ◆Control Variables:#0002 First = $gameVariables.value(1)[0] ◆Control Variables:#0003 Random = $gameVariables.value(1)[Math.randomInt(5)] ◆Text:None, Window, Bottom : :Array: \v[1] : :First: \v[2] : :Random: \v[3] | |||||||||||||||||||||||
28 | Control Self Switch | var key = [mapId, eventId, A-D] $gameSelfSwitches.setValue(key, true); | Example: var key = [28, 67, 'A']; $gameSelfSwitches.setValue(key, true); You can also use $gameMap._mapId to check the current map id instead of manually inputting numbers. Example: var mapid = $gameMap._mapId; var key = [mapid, 2, 'A']; $gameSelfSwitches.setValue(key, true); | |||||||||||||||||||||||
29 | Clear All Self Switches per Event | var eventIds = [1, 2, 3, 4, 5]; var letters = ['A','B','C','D'] for (var i = 0; i < eventIds.length; i++) { for (var j = 0; j < letters.length; j++) { var key = [this._mapId, eventIds[i], letters[j]]; $gameSelfSwitches.setValue(key, false); } } | Change the eventIds array to just the one event you want to flush self switches from. | |||||||||||||||||||||||
30 | Clear All Self Switches | $gameSelfSwitches.clear(); | ||||||||||||||||||||||||
31 | Control Timer | $gameTimer.start(time); $gameTimer.stop(); | ||||||||||||||||||||||||
32 | ||||||||||||||||||||||||||
33 | Flow Control | |||||||||||||||||||||||||
34 | Conditional Branch | if (code) { stuff } else { stuff } | ||||||||||||||||||||||||
35 | Loop | while (;;) { stuff } | ||||||||||||||||||||||||
36 | Break Loop | break; | ||||||||||||||||||||||||
37 | Exit Event Processing | $gameInterpreter._index = $gameInterpreter._list.length; | ||||||||||||||||||||||||
38 | Exit Game | SceneManager.exit(); | ||||||||||||||||||||||||
39 | Common Event | $gameTemp.reserveCommonEvent(n); $gameTemp.clearCommonEvent(n); | ||||||||||||||||||||||||
40 | Label | |||||||||||||||||||||||||
41 | Jump to Label | |||||||||||||||||||||||||
42 | Comment | // For Single Lines /* For Multiple lines like this. */ | // Is good for only a small chunk of code. /* item */ is good if you want to batch comment. Not super useful for script calls though due to 210 line limit. | |||||||||||||||||||||||
43 | ||||||||||||||||||||||||||
44 | Actor | |||||||||||||||||||||||||
45 | Change HP | var m = $gameActors.actor(id) var d = damage var KO = true/false Game_Interpreter.prototype.changeHp.call(this, m, d, KO); | Also allow using party member index: $gameParty.members()[index].gainHp(n) Example Uses: -- Decrease Actor ID #1 by 70% var m = $gameActors.actor(1) var d = Math.round(-0.7*m.mhp) var KO = true Game_Interpreter.prototype.changeHp.call(this, m, d, KO); | |||||||||||||||||||||||
46 | Change MP | $gameActors.actor(actorId).gainMp(n) | Also allow using party member index: $gameParty.members()[index].gainMp(n) | |||||||||||||||||||||||
47 | Change TP | $gameActors.actor(actorId).gainTp(n) | Also allow using party member index: $gameParty.members()[index].gainTp(n) | |||||||||||||||||||||||
48 | Change State | $gameActors.actor(actorId).addState(n); $gameActors.actor(actorId).removeState(n); | Also allow using party member index: $gameParty.members()[index].addState(n); | |||||||||||||||||||||||
49 | Recover All | $gameParty.members().forEach(function(m){ m.recoverAll(); }); | You can also use: $gameParty.members().forEach(function(m){ m.gainHp(Math.round(1*(m.mhp))); m.gainMp(Math.round(1*(m.mmp))); }); You can also use something like this for battle to include reserved members. $gameParty.battleMembers().forEach(function(member){member.gainHp(your_formula_here)}) | |||||||||||||||||||||||
50 | Change EXP | $gameActors.actor(actorId).gainExp(n); | Negative n if you want the actor to lose Exp. | |||||||||||||||||||||||
51 | Change Level | $gameActors.actor(actorId).changeLevel(n, true/false); | n = level the actor will become. true/false to show level up. | |||||||||||||||||||||||
52 | 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 | |||||||||||||||||||||||
53 | Change Skill | $gameActors.actor(actorId).learnSkill(n); $gameActors.actor(actorId).forgetSkill(n); | ||||||||||||||||||||||||
54 | Add All Skills | $dataSkills.forEach(function(skill){ if(skill) $gameParty.leader().learnSkill(skill.id);}); | replace $gameParty.leader() with any other actor | |||||||||||||||||||||||
55 | Change Equipment | $gameActors.actor(actorId).changeEquip(slotId, item); | item = $dataWeapons[n] or $dataArmors[n] | |||||||||||||||||||||||
56 | Change Name | $gameActors.actor(actorId).setName(n) | If you want to change an Actor's name based on another Actor's name: $gameActors.actor(actorId).setName($gameActors.actor(actorId).name()) | |||||||||||||||||||||||
57 | Change Class | $gameActors.actor(actorId).changeClass(n, keepExp) | keepExp is either true or false | |||||||||||||||||||||||
58 | Change Nickname | $gameActors.actor(actorId).setNickname(n) | ||||||||||||||||||||||||
59 | Change Profile | $gameActors.actor(actorId).setProfile(n) | ||||||||||||||||||||||||
60 | ||||||||||||||||||||||||||
61 | Event Page 2 | |||||||||||||||||||||||||
62 | Movement | |||||||||||||||||||||||||
63 | Transfer Player | $gamePlayer.reserveTransfer(mapId, x, y, direction, fade type); | direction = Down(2), Left(4), Right(6), Up(8) fade type = 0-Black, 1-White, 2-None | |||||||||||||||||||||||
64 | Set Vehicle Location | $gameMap.vehicle(vehicleId).setLocation(mapId, x, y); | t | |||||||||||||||||||||||
65 | Set Event Location | $gameMap.event(eventID).setPosition(x, y); | ||||||||||||||||||||||||
66 | Set Event Direction | $gameMap.event(eventID).setDirection(direction); | direction = Down(2), Left(4), Right(6), Up(8) Example: $gameMap.event(this._eventId).setDirection(2) | |||||||||||||||||||||||
67 | Check Event X / Y | $gameMap.event(eventId).x $gameMap.event(eventId).y | ||||||||||||||||||||||||
68 | Check Event Screen X / Y | $gameMap.event(eventId).screenX() $gameMap.event(eventId).screenY() | ||||||||||||||||||||||||
69 | Check Event Direction | $gameMap.event(eventID).direction(); | ||||||||||||||||||||||||
70 | Set Player Location | $gamePlayer.locate(x, y); | ||||||||||||||||||||||||
71 | Set Player Direction | $gamePlayer.setDirection(dir); | direction = Down(2), Left(4), Right(6), Up(8) | |||||||||||||||||||||||
72 | Check Player Location | $gamePlayer.pos(x, y) | ||||||||||||||||||||||||
73 | Check Player Direction | $gamePlayer.direction(); | direction = Down(2), Left(4), Right(6), Up(8) | |||||||||||||||||||||||
74 | Check Player Coordinates | $gamePlayer.x; $gamePlayer.y; | ||||||||||||||||||||||||
75 | Set Follower Location | $gamePlayer.followers().follower(index).setPosition(X, Y); | Index starts at 0 | |||||||||||||||||||||||
76 | Set Follower Direction | $gamePlayer.followers().follower(index).setDirection(dir); | direction = Down(2), Left(4), Right(6), Up(8) | |||||||||||||||||||||||
77 | Check Follower Coordinates | $gamePlayer.followers().follower(index).x $gamePlayer.followers().follower(index).y | Index starts at 0 | |||||||||||||||||||||||
78 | Check Follower Direction | $gamePlayer._followers.follower(index).direction(); | ||||||||||||||||||||||||
79 | Mouse / Touch Input X / Y | TouchInput._x TouchInput._y | ||||||||||||||||||||||||
80 | Check Map ID | $gameMap._mapId; | ||||||||||||||||||||||||
81 | Scroll Map | $gameMap.startScroll(direction, distance, speed); | direction = Down(2), Left(4), Right(6), Up(8) | |||||||||||||||||||||||
82 | Zoom | $gameScreen.startZoom(x,y,zoom,wait); | Example: $gameScreen.startZoom($gamePlayer.screenX(), $gamePlayer.screenY(), 2.5, 60); Instant Zoom: $gameScreen.setZoom(x,y,zoom); Clear Zoom $gameScreen.clearZoom(); | |||||||||||||||||||||||
83 | ||||||||||||||||||||||||||
84 | Change Player Camera Position | $gamePlayer.center(x, y) | replace x/y with map coordinates. | |||||||||||||||||||||||
85 | Change Map Camera | $gameMap.setDisplayPos(x, y) | ||||||||||||||||||||||||
86 | Set Movement Route | For Events: $gameMap.event(id).command(x); | In rpg_objects.js look for the following: Game_Character.prototype.processMoveCommand = function(command) { and look at the cases like moveStraight, etc. Example: $gameMap.event(5).moveStraight(4); $gameMap.event(id)._moveType = x; 0 = Fixed, 1 = Random, 2 = Approach $gameMap.event(id)._trigger = x; 0 = Action, 1 = Player Touch, 2 = Event Touch, 3 = Autorun, 4 = Parallel | |||||||||||||||||||||||
87 | Set Movement Route (Default Pathfinding) | //for this example "charEvent" is the event you want to move, but you can use $gameMap._events var charEvent = $gameMap._events[id]; // THIS IS THE IMPORTANT LINE, of course you have to put real coordinates instead of x & y charEvent.moveStraight( charEvent.findDirectionTo(x, y) ); | Remember that default pathfinding has a limit | |||||||||||||||||||||||
88 | Set Destination | $gameTemp.setDestination(mapX, mapY) | ||||||||||||||||||||||||
89 | Get ON/OFF Vehicle | $gamePlayer.getOnOffVehicle(); | ||||||||||||||||||||||||
90 | ||||||||||||||||||||||||||
91 | Timing | |||||||||||||||||||||||||
92 | Wait | this.wait(frames) | Only one wait will work in a script call. It's because a script call runs everything at once within that block. The only way to work around with it is having a custom method or set a timeout. | |||||||||||||||||||||||
93 | ||||||||||||||||||||||||||
94 | Character | |||||||||||||||||||||||||
95 | Change Transparency | $gamePlayer.setTransparent(flag) | flag = true / false | |||||||||||||||||||||||
96 | Change Player Followers | $gamePlayer.showFollowers(); $gamePlayer.hideFollowers(); | Might need $gamePlayer.refresh(); | |||||||||||||||||||||||
97 | Gather Followers | $gamePlayer.gatherFollowers(); this.setWaitMode('gather'); | ||||||||||||||||||||||||
98 | Show Animation | character.requestAnimation(id); this.setWaitMode('animation'); | Replace character with one of these: - $gamePlayer; - $gameMap.event(ID); - For "This Event" $gameMap.event(this._eventId) If you want Followers remember that their IDs starts from 0. - $gamePlayer._followers._data[id].requestAnimation(1); For Example: var character = $gameMap.event(1); var id = 1; character.requestAnimation(id); | |||||||||||||||||||||||
99 | 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'); | |||||||||||||||||||||||
100 | Erase Event | $gameMap.eraseEvent(this._eventId); | ||||||||||||||||||||||||