RMMV Script Calls
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UPDATED: June 16, 2018 (JST)
- Added Get All Items Script Call (including not getting blank ones)
- Added Get All Skills
- Added Change Tileset Z Value
- Added Set Destination
- Updated Change Armor
- Updated Recover All
- Updated Movement Command Syntax to use setValue than setVariable
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
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Event Page 1
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Message
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Show Text$gameMessage.setFaceImage('Actor1',0)
$gameMessage.setBackground(1)
$gameMessage.setPositionType(1)
$gameMessage.add("Show Text Script Call")
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Show Choiceschoices = []; params = [];
$gameMessage.setChoices(choices, 0)
choices.push("I love you1");choices.push("I love you2");
choices.push("I love you3");choices.push("I love you4");
choices.push("I love you5");choices.push("I love you6");
choices.push("I love you7");choices.push("I love you8");
params.push()
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Input Number$gameMessage.setNumberInput(var, digits);
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Select Key Item$gameMessage.setItemChoice(var, n);n = 1 for regular items, 2 for key items, 3 for Hidden A, 4 for Hidden B
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Show Scrolling Text$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
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Show Gold WindowSceneManager._scene.addChild(new Window_Gold(x, y));
$gameParty.Gold();
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Party
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Change Gold$gameParty.gainGold(n);
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Change Items$gameParty.gainItem($dataItems[itemId], n);
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Change Weapons$gameParty.gainItem($dataWeapons[weaponId], n, true/false *note);*note if decreasing, true will mean it will include already equipped weapons.
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Change Armor$gameParty.gainItem($dataArmors[armorId], n, true/false *note);*note if decreasing, true will mean it will include already equipped armors.
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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){ $gameParty.gainItem(weapon,99,false);});
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Get All Items (unless the name is empty)$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);}});
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Change Party Member$gameParty.addActor(n);
$gameParty.removeActor(n);
To initialize: $gameActors.actor(actorId).setup(actorId);
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Game Progression
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Control Switches$gameSwitches.setValue(num, true/false);
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Control Variables$gameVariables.setValue(var, value);
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Control Self Switchvar key = [mapId, eventId, A-D]
$gameSelfSwitches.setValue(key, true);
Example:
var key = [28, 67, 'A'];
$gameSelfSwitches.setValue(key, true);
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Clear All Self Switches$gameSelfSwitches.clear();
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Control Timer$gameTimer.start(time); $gameTimer.stop();
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Flow Control
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Conditional Branchif (code) { stuff } else { stuff }
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Loopwhile (;;) { stuff }
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Break Loopbreak;
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Exit Event Processing$gameInterpreter._index = $gameInterpreter._list.length;
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Exit GameSceneManager.exit();
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Common Event$gameTemp.reserveCommonEvent(n);
$gameTemp.clearCommonEvent(n);
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Label
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Jump to Label
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Comment/*
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Actor
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Change HP$gameActors.actor(actorId).gainHp(n)Also allow using party member index: $gameParty.members()[index].gainHp(n)
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Change MP$gameActors.actor(actorId).gainMp(n)Also allow using party member index: $gameParty.members()[index].gainMp(n)
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Change TP$gameActors.actor(actorId).gainTp(n)Also allow using party member index: $gameParty.members()[index].gainTp(n)
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Change State$gameActors.actor(actorId).addState(n);
$gameActors.actor(actorId).removeState(n);
Also allow using party member index: $gameParty.members()[index].addState(n);
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Recover All$gameParty.members().forEach(function(m){
m.gainHp(0.5*(m.mhp));
m.gainMp(0.5*(m.mmp));
});
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Change EXP$gameActors.actor(actorId).gainExp(n);Negative n if you want the actor to lose Exp.
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Change Level$gameActors.actor(actorId).changeLevel(n, true/false);n = level the actor will become. true/false to show level up.
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Change Parameters$gameActors.actor(actorId).addParam(paramId, n);
Negative n if you wish the actor to lose stats. Params: 0-MaxHP, 1-MaxMP, 2-ATK, 3-DEF, 4-MAT, 5-MDEF, 6-AGI, 7-LUK
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Change Skill$gameActors.actor(actorId).learnSkill(n);
$gameActors.actor(actorId).forgetSkill(n);
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Add All Skills$dataSkills.forEach(function(skill){ if(skill) $gameParty.leader().learnSkill(skill.id);});replace $gameParty.leader() with any other actor
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Change Equipment$gameActors.actor(actorId).changeEquip(slotId, item);item = $dataWeapons[n] or $dataArmors[n]
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Change Name$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())
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Change Class$gameActors.actor(actorId).changeClass(n, keepExp)keepExp is either true or false
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Change Nickname$gameActors.actor(actorId).setNickname(n)
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Change Profile$gameActors.actor(actorId).setProfile(n)
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Event Page 2
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Movement
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Transfer Player$gamePlayer.reserveTransfer(mapId, x, y, direction, fade type);direction = look at NumPad fade type = 0-Black, 1-White, 2-None
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Set Vehicle Location$gameMap.vehicle(vehicleId).setLocation(mapId, x, y);
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Set Event Location$gameMap.event(eventID).setPosition(x, y)
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Set Player Location$gamePlayer.locate(x, y);
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Scroll Map$gameMap.startScroll(direction, distance, speed);direction = look at NumPad
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Zoom$gameScreen.startZoom(x,y,zoom,wait);Example:
$gameScreen.startZoom($gamePlayer.screenX(), $gamePlayer.screenY(), 2.5, 60);
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Set Movement Route
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Set Destination$gameTemp.setDestination(mapX, mapY)
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Get ON/OFF Vehicle$gamePlayer.getOnOffVehicle();
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Timing
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Waitthis.wait(frames)
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Character
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Change Transparency$gamePlayer.setTransparent(flag)
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Change Player Followers$gamePlayer.showFollowers(); $gamePlayer.hideFollowers();Might need $gamePlayer.refresh();
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Gather Followers$gamePlayer.gatherFollowers(); this.setWaitMode('gather');
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Show Animationcharacter.requestAnimation(id); this.setWaitMode('animation');Replace character with one of these: $gamePlayer; $gameMap.event(ID);
For "This Event" $gameMap.event(this._eventId)
For example: $gameMap.event(6).requestBalloon(3); this.setWaitMode('balloon');
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Show Balloon Iconcharacter.requestBalloon(id); this.setWaitMode('balloon');Replace character with one of these: $gamePlayer; $gameMap.event(ID);
For example: $gameMap.event(6).requestBalloon(3); this.setWaitMode('balloon');
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Erase Event$gameMap.eraseEvent(this._eventId);
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Screen
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Fadeout Screen$gameScreen.startFadeOut(fade_speed);Default is 24
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FadeIn Screen$gameScreen.startFadeIn(fade_speed);might want to call wait to go with it, by default the event command does
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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 $gameInterpreter.wait(duration);
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Flash Screen$gameScreen.startFlash([red, green, blue, intensity], duration);All between 0 and 255, if you want wait for completion call the following $gameInterpreter.wait(duration);
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Shake Screen$gameScreen.startShake(power, speed, duration);If you want wait for completion call the following $gameInterpreter.wait(duration);
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Set Weather Effect$gameScreen.changeWeather("weather", power, duration);Weather = "none","rain","storm","snow". If you want wait for completion call the following $gameInterpreter.wait(duration);
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Picture
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Show Picture$gameScreen.showPicture(pictureId, name, origin, x, y,
scaleX, scaleY, opacity, blendMode)
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Move Picture$gameScreen.movePicture(pictureId, origin, x, y, scaleX,
scaleY, opacity, blendMode, duration)
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Picture Blend Mode$gameScreen._pictures[id]._blendMode = #
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Rotate Picture$gameScreen.rotatePicture(pictureId, speed);
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Tint Picture$gameScreen.tintPicture(pictureId, tone, duration);
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Erase Picture$gameScreen.erasePicture(pictureId);
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Erase all displayed pictures// Erase Pictures
for (var i = 1; i <= 100; ++i) {
$gameScreen.erasePicture(i);
}
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Audio & Video
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Sound Object: { name: filename, volume: n, pitch: n, pan: n }
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Play BGMAudioManager.playBgm( refer to sound object above );
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Fadeout BGMAudioManager.fadeOutBgm(n);
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Save BGM$gameSystem.saveBgm();
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Replay BGM$gameSystem.replayBgm();
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Play BGSAudioManager.playBgs( refer to sound object above );
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