ABC
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UPDATED: April 2, 2018
(Added Create, Load and Erase Save File)
(Adjusted Headers)
http://forums.rpgmakerweb.com/index.php?/topic/25759-script-call-collection-for-vxace/
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Event Page 1
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Message
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Show Text$game_message.face_name = 'fName'
$game_message.face_index = fIndex
$game_message.background = fBG
$game_message.position = fPos
$game_message.add("Text")
# fName - Name of file containing desired face. Also automatically searches
# files included in RGSS-RTP. File extensions may be omitted.
# fIndex - Numerical identifier of face (0 is the first face).
# fBG - [0] Normal, [1] Faded, [2] Transparent# fPos - [0] Top, [1] Middle, [2] Bottom
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Show Choicesparams = []
choices = []
choices.push("choice 1")
choices.push("choice 2")
params.push(choices)
params.push(0/1/2 this part is where you press cancel and which choice to default)
setup_choices(params)
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Input Number$game_message.num_input_variable_id = x$game_message.num_input_digits_max = yExample Usage:
Input a 3 digit number into variable 5
$game_message.num_input_variable_id = 5$game_message.num_input_digits_max = 3
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Select Key Item$game_message.item_choice_variable_id = xX = Item ID.
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Show Scrolling Text$game_message.scroll_mode = true
$game_message.scroll_speed = 1
$game_message.scroll_no_fast = false
$game_message.add("A long time ago,")
$game_message.add("in a galaxy far, far away ...")
$game_message.add("")
$game_message.add("")
$game_message.add("")
$game_message.add("...")
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Party
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Change Gold$game_party.gain_gold(amount)$game_party.lose_gold(amount)
Alternatively where Value is + or - amount.

$game_party.gain_gold(100) #Add Gold$game_party.gain_gold(-100) #Decrease Gold
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Change Items$game_party.gain_item($data_items[n], amount)
$game_party.lose_item($data_items[n], amount)
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Change Weapons$game_party.gain_item($data_weapons[n], amount)
$game_party.lose_item($data_weapons[n], amount)
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Change Armor$game_party.gain_item($data_armors[n], amount)
$game_party.lose_item($data_armors[n], amount)
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Change Party Member# Add Actor by ID
$game_party.add_actor(actor_id)

# Remove Actor by ID
$game_party.remove_actor(actor_id)

# Remove Actor by Party Position
partyMem = $game_party.members
$game_party.remove_actor(partyMem[memPos].id)

# actor_id - Numerical identifier of actor within database.
# memPos - Numerical identifier of actor within current party. 0 = 1st member, 1 = 2nd member, etc
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Game Progression
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Control Switches$game_switches[n] = true/false
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Control Variables# ----------------------------------------------
# Set a Value
# ----------------------------------------------
$game_variables[n] = n
# ----------------------------------------------
# Set a Value to a batch of variables
# ----------------------------------------------
(n..n).each { |i|
$game_variables[i] = value
}
# Example:
(1..5).each { |i|
$game_variables[i] = 20
}

# Alternatively, you can use do
(n..n).each do |i|
$game_variables[i] = value
end
# Example:
(1..5).each do |i|
$game_variables[i] = 20
end

# ----------------------------------------------
# For operator references:
# ----------------------------------------------
# Addition
$game_variables[n] += n
# Subtraction
$game_variables[n] -= n
# Multiply
$game_variables[n] *= n
# Division
$game_variables[n] /= n
# Modulus
$game_variables[n] %= n
# String (aka text)
$game_variables[n] = "Insert string here!"
# Another Variable
$game_variables[n] = $game_variables[n]

# Variable References
$game_variables[$game_variables[n]] = value

# Randomize
$game_variables[n] = rand(value)

# Example for Randomize:
# If you use rand(10) you get a number between 0-9
$game_variables[1] = rand(10)
# To have negative values, put something like "*-5 + rand(11)" to get a number between -5 to 5
$game_variables[1] = (-5 + rand(11))
# For Game Data References:
# ----------------------------------------------
# Amount of Items in Inventory
$game_variables[n] = $game_party.item_number($data_items[n])
# Example Usage: Amount of Potions in Inventory is going to be displayed Variable 1
$game_variables[1] = $game_party.item_number($data_items[1])

# Amount of Weapons in Inventory
$game_variables[n] = $game_party.item_number($data_weapons[n])

# Amount of Armors in Inventory
$game_variables[n] = $game_party.item_number($data_armors[n])

# Map ID
$game_variables[n] = $game_map.map_id

# Gold
$game_variables[n] = $game_party.gold

# Steps
$game_variables[n] = $game_party.steps

# Playtime
$game_variables[n] = $game_system.playtime_s

# Frame Count and Frame Rate
$game_variables[n] = Graphics.frame_count
$game_variables[n] = Graphics.frame_rate

# Timer
$game_variables[n] = $game_timer.sec

# Save Count
$game_variables[n] = $game_system.save_count

# Battle Count
$game_variables[n] = $game_system.battle_count

# Party Members Related
# To reference who's in a particular position in the lineup, it's
$game_variables[n] = $game_party.members[index].id
# where index is the position (starting at 0 for the leader)

# To reference where someone is in the lineup, it's
$game_variables[n] = $game_actors[id].index
# where id is the actor id

# Actor Level
$game_variables[n] = $game_actors[n].level
# Actor HP
$game_variables[n] = $game_actors[n].hp
# Actor Max HP
$game_variables[n] = $game_actors[n].mhp
# Actor MP
$game_variables[n] = $game_actors[n].mp
# Actor Max MP
$game_variables[n] = $game_actors[n].mmp
# Actor Attack
$game_variables[n] = $game_actors[n].atk
# Actor Defense
$game_variables[n] = $game_actors[n].def
# Actor MagAtk
$game_variables[n] = $game_actors[n].mat
# Actor MagDef
$game_variables[n] = $game_actors[n].mdf
# Actor Agility
$game_variables[n] = $game_actors[n].agi
# Actor Luck
$game_variables[n] = $game_actors[n].luk
# Actor Pharmacology
$game_variables[n] = $game_actors[n].pha

# Enemy Troop Stats (use this only in battle!)
$game_variables[n] = $game_troop.members[index].stat
# where stat = hp or mp or param(id)
# where id = 0:MHP, 1:MMP, 2:ATK, 3:DEF, 4:MAT, 5:MDF, 6:AGI, 7:LUK
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Control Self Switch$game_self_switches[[map, event, 'self_switch']] = valueMap is either @map_id (for the current map) or a number without leading zeros for a map other than the current one

event is either @event_id (for the current event) or a number for an event other than the current one (EV001 would be 1)

self_switch is 'A', 'B', 'C' or 'D' (must have the single or double quotes)

value is either true or false
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Control Timer# Start Timer
$game_timer.start(sec * Graphics.frame_rate)

# Stop Timer
$game_timer.stop
Seconds is the number of seconds to set on the timer. You must convert minutes and seconds to total seconds.
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Flow Control
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Conditional Branch# Basic Conditional Branch
if put condition here
# do stuff
else
# do stuff
end

# Forked Conditions -- basically when you have a lot of conditions going on.
if stuff here happens
# do stuff
elsif stuff happens here too!
# do stuff
elsif stuff happens again!
# do stuff
elsif stuff happens...
# do stuff
end
For a better explanation of Conditional Branches, search the Help File for Control Structures.
It will give you a better idea of how to use them and what kind of Control Structure to use.
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Loop
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Break Loop
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Exit Event Processing
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Common Event$game_temp.reserve_common_event(ID)
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Label
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Jump to Label
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Comment
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Actor
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Change HP
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Change MP
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Change TP
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Change State
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Recover All
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Change EXP
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Change Level
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Change Parameters
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Change Skill
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Change Equipment
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Change Name
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Change Class
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Change Nickname
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Change Profile
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Event Page 2
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Movement
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Transfer Player$game_temp.fade_type = fade
$game_player.reserve_transfer(map_id, x, y, direction)
# Fade/Fade Style = [0; Default, Black], [1] White, [2] None
# For direction: [0; Default, Retain], [2] Down, [4] Left, [8] Up, [6] Right
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Set Vehicle Location
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Set Event Location
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Scroll Map
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Set Movement Route
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Get ON/OFF Vehicle
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Timing
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Wait
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Character
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Change Transparency
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Change Player Followers
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Gather Followers
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Show Animation
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Show Balloon Icon
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Erase Event
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Screen
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Fadeout Screen
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FadeIn Screen
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Tint Screen
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Flash Screen
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Shake Screen
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Set Weather Effect
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Picture
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Show Picture
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Move Picture
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Picture Blend Mode
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Rotate Picture
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Tint Picture
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Erase Picture
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Audio & Video
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Play BGM
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Fadeout BGM
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Save BGM
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Replay BGM
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Play BGS
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Fadeout BGS
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Play ME
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Play SE
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Stop SE
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Play Movie
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Event Page 3
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Scene Control
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Battle Processing
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Shop Processing
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Name Input Processing
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Open Menu Screen