Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- =begin
- ================================================================================
- Title: Event Command Structure Documentation
- Made by: Sixth
- --------------------------------------------------------------------------------
- - Introduction:
- This documentation was written for scripts dealing directly with event
- commands, such as my Event Command Corrector script.
- A you may know, each event command you add in the event page editor has to
- have some kind of data to be read and processed during the game.
- This documentation details all the data of the event command, which consist of
- their command code (this is their identifier, their "name" to keep it simple)
- and their parameters (this is an array containing different kind of values
- which get processed in different ways during the game).
- The command code is a 3-digit number, and serves as a "name" for the commands.
- The commands' parameters are stored in an array, and each command got a
- different structure for them. These parameters can be identified using their
- index numbers. This is the index you will have to use in my
- Event Command Corrector script in the settings area.
- Aside from the above mentioned, I attached some notes to certain event
- commands to explain some not-so-clear things about it.
- Below this intro text, you will find the Table of Contents section.
- If you just want to get the command code for an event command quickly, you can
- check them at the right side of every section name (Code: XXX) there.
- If you want to check the command's parameters and their values, you can select
- the name of the sections (without the "Section X: " part!) and search for them
- easily.
- Some event commands were separated into multiple sections due to their
- complexity. It should be easier to check the correct parameters this way.
- NOTE:
- The "Set Move Route" event command is the most complex one because of it's
- parameter value (which is an RPG::MoveRoute object that is basically another
- "event command" list but for move commands instead).
- Because of this, the details of it's parameter are not included (other than
- it's value type, which I mentioned a few lines above).
- I plan to make a documentation on this too, but it is currently not on a high
- priority on my to-do list.
- On a separate note (but kinda related), because of the value type this command
- got, it is not possible to modify these event commands with my
- Event Command Corrector script (yet).
- Have fun with this giant documentation!
- ================================================================================
- ================================================================================
- - Table of Contents:
- --------------------------------------------------------------------------------
- ~ Chapter 1: Message Control
- - Section 1: Show Text .......................................... Code: 101
- - Section 2: Show Text - Message Text Data ...................... Code: 401
- - Section 3: Show Choices ....................................... Code: 102
- - Section 4: Show Choices - Different Choice Branches ........... Code: 402
- - Section 5: Show Choices - Cancel Branch ....................... Code: 403
- - Section 6: Input Number ....................................... Code: 103
- - Section 7: Select Key Item .................................... Code: 104
- - Section 8: Show Scrolling Text ................................ Code: 105
- - Section 9: Show Scrolling Text - Message Text Data ............ Code: 405
- ~ Chapter 2: Flow Control
- - Section 10: Comment ........................................... Code: 108
- - Section 11: Comment - Continual ............................... Code: 408
- - Section 12: Conditional Branch ................................ Code: 111
- - Section 13: Conditional Branch - Switch Check ................. Code: 111
- - Section 14: Conditional Branch - Variable Check ............... Code: 111
- - Section 15: Conditional Branch - Self-Switch Check ............ Code: 111
- - Section 16: Conditional Branch - Timer Check .................. Code: 111
- - Section 17: Conditional Branch - Actor Check .................. Code: 111
- - Section 18: Conditional Branch - Enemy Check .................. Code: 111
- - Section 19: Conditional Branch - Character Check .............. Code: 111
- - Section 20: Conditional Branch - Gold Check ................... Code: 111
- - Section 21: Conditional Branch - Item Check ................... Code: 111
- - Section 22: Conditional Branch - Weapon Check ................. Code: 111
- - Section 23: Conditional Branch - Armor Check .................. Code: 111
- - Section 24: Conditional Branch - Button Press Check ........... Code: 111
- - Section 25: Conditional Branch - Script Check ................. Code: 111
- - Section 26: Conditional Branch - Vehicle Check ................ Code: 111
- - Section 27: Conditional Branch - Else Branch .................. Code: 411
- - Section 28: Loop .............................................. Code: 112
- - Section 29: Repeat Above ...................................... Code: 413
- - Section 30: Break Loop ........................................ Code: 113
- - Section 31: Exit Event Processing ............................. Code: 115
- - Section 32: Common Event ...................................... Code: 117
- - Section 33: Label ............................................. Code: 118
- - Section 34: Jump to Label ..................................... Code: 119
- ~ Chapter 3: Game Progression
- - Section 35: Control Switches .................................. Code: 121
- - Section 36: Control Variables ................................. Code: 122
- - Section 37: Control Variables - Constant Type ................. Code: 122
- - Section 38: Control Variables - Variable Type ................. Code: 122
- - Section 39: Control Variables - Random Type ................... Code: 122
- - Section 40: Control Variables - Script Type ................... Code: 122
- - Section 41: Control Variables - Game Data Type ................ Code: 122
- - Section 42: Control Variables - Game Data Type - Item ......... Code: 122
- - Section 43: Control Variables - Game Data Type - Weapon ....... Code: 122
- - Section 44: Control Variables - Game Data Type - Armor ........ Code: 122
- - Section 45: Control Variables - Game Data Type - Actor ........ Code: 122
- - Section 46: Control Variables - Game Data Type - Enemy ........ Code: 122
- - Section 47: Control Variables - Game Data Type - Character .... Code: 122
- - Section 48: Control Variables - Game Data Type - Party ........ Code: 122
- - Section 49: Control Variables - Game Data Type - Other ........ Code: 122
- - Section 50: Control Self-Switches ............................. Code: 123
- - Section 51: Control Timer ..................................... Code: 124
- ~ Chapter 3: Party Control
- - Section 52: Change Gold ....................................... Code: 125
- - Section 53: Change Items ...................................... Code: 126
- - Section 54: Change Weapons .................................... Code: 127
- - Section 55: Change Armors ..................................... Code: 128
- - Section 56: Change Party Member ............................... Code: 129
- ~ Chapter 4: System Settings
- - Section 57: Change Battle BGM ................................. Code: 132
- - Section 58: Change Battle End ME .............................. Code: 133
- - Section 59: Change Save Access ................................ Code: 134
- - Section 60: Change Menu Access ................................ Code: 135
- - Section 61: Change Encounter Disable .......................... Code: 136
- - Section 62: Change Formation Access ........................... Code: 137
- - Section 63: Change Window Color ............................... Code: 138
- ~ Chapter 5: Movement Control
- - Section 64: Transfer Player ................................... Code: 201
- - Section 65: Set Vehicle Location .............................. Code: 202
- - Section 66: Set Event Location ................................ Code: 203
- - Section 67: Set Event Location - Constant Designation Type .... Code: 203
- - Section 68: Set Event Location - Variable Designation Type .... Code: 203
- - Section 69: Set Event Location - Exchange Designation Type .... Code: 203
- - Section 70: Scroll Map ........................................ Code: 204
- - Section 71: Set Move Route .................................... Code: 205
- - Section 72: Get ON/OFF Vehicle ................................ Code: 206
- ~ Chapter 6: Character Control
- - Section 73: Change Transparency ............................... Code: 211
- - Section 74: Show Animation .................................... Code: 212
- - Section 75: Show Balloon ...................................... Code: 213
- - Section 76: Erase Event ....................................... Code: 214
- - Section 77: Change Player Followers ........................... Code: 216
- - Section 78: Gather Followers .................................. Code: 217
- ~ Chapter 7: Screen Effects
- - Section 79: Fadeout Screen .................................... Code: 221
- - Section 80: Fadein Screen ..................................... Code: 222
- - Section 81: Tint Screen ....................................... Code: 223
- - Section 82: Flash Screen ...................................... Code: 224
- - Section 83: Shake Screen ...................................... Code: 225
- ~ Chapter 8: A Lonely Wait Command
- - Section 84: Wait .............................................. Code: 230
- ~ Chapter 9: Picture and Weather Control
- - Section 85: Show Picture ...................................... Code: 231
- - Section 86: Move Picture ...................................... Code: 232
- - Section 87: Rotate Picture .................................... Code: 233
- - Section 88: Tint Picture ...................................... Code: 234
- - Section 89: Erase Picture ..................................... Code: 235
- - Section 90: Set Weather ....................................... Code: 236
- ~ Chapter 10: Music and Sound Effects
- - Section 91: Play BGM .......................................... Code: 241
- - Section 92: Fadeout BGM ....................................... Code: 242
- - Section 93: Save BGM .......................................... Code: 243
- - Section 94: Resume BGM ........................................ Code: 244
- - Section 95: Play BGS .......................................... Code: 245
- - Section 96: Fadeout BGS ....................................... Code: 246
- - Section 97: Play ME ........................................... Code: 249
- - Section 98: Play SE ........................................... Code: 250
- - Section 99: Stop SE ........................................... Code: 251
- ~ Chapter 11: A Lonely Movie Command
- - Section 100: Play Movie ....................................... Code: 261
- ~ Chapter 12: Map Control
- - Section 101: Change Map Name Display .......................... Code: 281
- - Section 102: Change Tileset ................................... Code: 282
- - Section 103: Change Battleback ................................ Code: 283
- - Section 104: Change Parallax Background ....................... Code: 284
- - Section 105: Get Location Info ................................ Code: 285
- ~ Chapter 13: Scene Control
- - Section 106: Battle Processing ................................ Code: 301
- - Section 107: Battle Processing - Win Branch ................... Code: 601
- - Section 108: Battle Processing - Escape Branch ................ Code: 602
- - Section 109: Battle Processing - Lose Branch .................. Code: 603
- - Section 110: Shop Processing .................................. Code: 302
- - Section 111: Shop Processing - Rest of the Items .............. Code: 605
- - Section 112: Name Input Processing ............................ Code: 303
- ~ Chapter 14: Actor Control
- - Section 113: Change HP ........................................ Code: 311
- - Section 114: Change MP ........................................ Code: 312
- - Section 115: Change State ..................................... Code: 313
- - Section 116: Recover All ...................................... Code: 314
- - Section 117: Change EXP ....................................... Code: 315
- - Section 118: Change Level ..................................... Code: 316
- - Section 119: Change Parameters ................................ Code: 317
- - Section 120: Change Skills .................................... Code: 318
- - Section 121: Change Equipment ................................. Code: 319
- - Section 122: Change Name ...................................... Code: 320
- - Section 123: Change Class ..................................... Code: 321
- - Section 124: Change Actor Graphic ............................. Code: 322
- - Section 125: Change Vehicle Graphic ........................... Code: 323
- - Section 126: Change Nickname .................................. Code: 324
- ~ Chapter 15: Enemy Control
- - Section 127: Change Enemy HP .................................. Code: 331
- - Section 128: Change Enemy MP .................................. Code: 332
- - Section 129: Change Enemy State ............................... Code: 333
- - Section 130: Enemy Recover All ................................ Code: 334
- - Section 131: Enemy Appear ..................................... Code: 335
- - Section 132: Enemy Transform .................................. Code: 336
- - Section 133: Show Battle Animation ............................ Code: 337
- - Section 134: Force Action ..................................... Code: 339
- - Section 135: Force Action - Actor Subject Type ................ Code: 339
- - Section 136: Force Action - Enemy Subject Type ................ Code: 339
- - Section 137: Abort Battle ..................................... Code: 340
- ~ Chapter 16: Scene Control - Again
- - Section 138: Open Menu Screen ................................. Code: 351
- - Section 139: Open Save Screen ................................. Code: 352
- - Section 140: Game Over ........................................ Code: 353
- - Section 141: Return to Title Screen ........................... Code: 354
- ~ Chapter 17: Script Calls
- - Section 142: Script ........................................... Code: 355
- - Section 143: Script - Continued ............................... Code: 655
- ~ Chapter 18: Epilogue
- - Section 144: Closure - Wow, it has an End! .................... Code: ***
- ================================================================================
- --------------------------------------------------------------------------------
- 1. Show Text
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 101
- Parameters:
- # Index - Type - Data
- 0 - String - Face graphic name.
- 1 - Integer - Face graphic index.
- 2 - Integer - Message background type.
- 0 = Normal, 1 = Dim Backgound, 2 = Transparent
- 3 - Integer - Message position.
- 0 = Top, 1 = Middle, 2 = Bottom
- Notes:
- This command contains the above mentioned parameters only.
- The actual text data shown in the message window is stored in another command.
- This command is explained below.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 2. Show Text - Message Text Data
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 401
- Parameters:
- # Index - Type - Data
- 0 - String - Message text.
- Notes:
- This is the real command which stores the displayed text for messages.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 3. Show Choices
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 102
- Parameters:
- # Index - Type - Data
- 0 - Array - An array of strings containing the choice texts.
- 1 - Integer - The index of cancel type.
- 0 = Disallow, 1 - 4 = Choices, 5 = Branch
- Notes:
- Changing the number of choices in an event may lead to unforseen consequences!
- This is not tested though...
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 4. Show Choices - Different Choice Branches
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 402
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This is an automatically added command for every Show Choice commands.
- Each choice got one of these. This is how commands get skipped based on the
- selected choice.
- You should not mess with these!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 5. Show Choices - Cancel Branch
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 403
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This is an automatically added command for every Show Choice commands which
- uses the Branch cancel type.
- This is how the cancel button is processed during these choice selections.
- You should not mess with these!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 6. Input Number
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 103
- Parameters:
- # Index - Type - Data
- 0 - Integer - Variable ID. This variable stores the entered number.
- 1 - Integer - Maximum allowed digits to enter.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 7. Select Key Item
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 104
- Parameters:
- # Index - Type - Data
- 0 - Integer - Variable ID. This will store the selected item's ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 8. Show Scrolling Text
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 105
- Parameters:
- # Index - Type - Data
- 0 - Integer - Scrolling speed.
- 1 - Integer - Fast forward flag.
- 0 = Enabled, 1 = Disabled
- Notes:
- The fast forward flag values are not tested.
- It is possible that the parameter is nil unless it is enabled in the command.
- This command contains the above mentioned parameters only.
- The actual text data shown in the message window is stored in another command.
- This command is explained below.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 9. Show Scrolling Text - Message Text Data
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 405
- Parameters:
- # Index - Type - Data
- 0 - String - Message text.
- Notes:
- This is the real command which stores the displayed text for scrolling
- messages.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 10. Comment
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 108
- Parameters:
- # Index - Type - Data
- 0 - String - Comment text entered.
- Notes:
- This command stores the first line of the comment text only.
- Each new comment lines are stored in another command.
- That command is explained below.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 11. Comment - Continual
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 408
- Parameters:
- # Index - Type - Data
- 0 - String - Comment text entered.
- Notes:
- This command stores the second and later lines entered in a comment command.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 12. Conditional Branch
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type.
- 0 = Switch, 1 = Variable, 2 = Self-Switch,
- 3 = Timer, 4 = Actor, 5 = Enemy,
- 6 = Character, 7 = Gold, 8 = Item,
- 9 = Weapon, 10 = Armor, 11 = Button Press,
- 12 = Script, 13 = Vehicle
- * The rest of the parameters vary depending on the check type used. *
- Notes:
- This command is one of the more complex ones.
- It's parameters (aside from the first) can vary depending on the check type
- of the command.
- The next good few sections will explain all type of conditional branch
- commands.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 13. Conditional Branch - Switch Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Switch ID. This switch will be checked.
- 2 - Integer - Value check type. The state of the switch to check.
- 0 = ON, 1 = OFF
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 14. Conditional Branch - Variable Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Variable ID. This variable will be checked.
- 2 - Integer - Value type.
- 0 = Constant, 1 = Variable
- 3 - Integer - Value to check for (if the value type is Constant) or
- a variable ID (if the value type is Variable).
- 4 - Integer - Type of comparison.
- 0 = Equal,
- 1 = Greater than or equal, 2 = Less than or equal,
- 3 = Greater than, 4 = Less than,
- 5 = Not equal
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 15. Conditional Branch - Self-Switch Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - String - Self-Switch letter. This self-switch will be checked.
- 2 - Integer - Value check type. State of the self-switch to check.
- 0 = ON, 1 = OFF
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 16. Conditional Branch - Timer Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Time in seconds to check for.
- 2 - Integer - Type of comparison.
- 0 = or More, 1 = or Less
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 17. Conditional Branch - Actor Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Actor ID. The actor used in the check.
- 2 - Integer - Type of check.
- 0 = In Party, 1 = Name, 2 = Class, 3 = Skill,
- 4 = Weapon, 5 = Armor, 6 = State,
- 3 - Varies - Depending on the type of check used, the type of the
- data varies here.
- For the In Party check, this is not needed.
- For the Name check, this is a string.
- For the rest of the checks, this is an integer denoting
- the ID of the class, skill, weapon, armor or state
- to check for.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 18. Conditional Branch - Enemy Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Enemy index. The enemy used in the check.
- 2 - Integer - Type of check.
- 0 = Appeared, 1 = State Inflicted
- 3 - Integer - This parameter is not needed for the Appeared check.
- For the State Inflicted check, this is the ID of the
- state to check for.
- Notes:
- This check is only valid in battles.
- The second parameter is NOT an Enemy ID but an Enemy index!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 19. Conditional Branch - Character Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Character ID.
- -1 = Player, 0 = This Event,
- 1 and above = Event ID
- 2 - Integer - Character direction to check for.
- 2 = Down, 4 = Left, 6 = Right, 8 = Up
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 20. Conditional Branch - Gold Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Value to check for.
- 2 - Integer - Type of comparison.
- 0 = Greater than or equal, 1 = Less than or equal,
- 2 = Less than
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 21. Conditional Branch - Item Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Item ID. Item to check for.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 22. Conditional Branch - Weapon Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Weapon ID. Weapon to check for.
- 2 - Boolean - Include equipment flag.
- true = Include, false = Exclude
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 23. Conditional Branch - Armor Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - Armor ID. Armor to check for.
- 2 - Boolean - Include equipment flag.
- true = Include, false = Exclude
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 24. Conditional Branch - Button Press Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Symbol - Button symbol. Default usable symbols:
- :DOWN, :LEFT, :RIGHT, :UP,
- :A, :B, :C, :X, :Y, :Z, :L, :R,
- :SHIFT, :CTRL, :ALT,
- :F5, :F6, :F7, :F8, :F9
- Notes:
- The method Input.press?(:sym) will be used for this check, not the
- Input.trigger?(:sym) method, so this will be a continous check for the button
- rather than just checking for a single button press.
- Many people seems to neglect this fact and will end up with undesired effects.
- I generally advise against using this check for the above mentioned reason.
- You are better off using the script equivalent of these checks for better
- controls. Those are:
- Input.trigger?(:sym) - For single button press checks.
- Input.press?(:sym) - For continous button press checks. Same as this check.
- Input.repeat?(:sym) - For repeated button press checks. Almost the same as
- this check, but it will check the input in slower
- intervals.
- If you use a custom input system, you may be able to use other button symbols.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 25. Conditional Branch - Script Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - String - The code to evaluate in the check.
- Notes:
- Requires scripting knowledge!
- This check got no rescue method, so if you mess up the syntax, you will be
- greeted with an error message.
- Use the ; sign to denote line breaks in your code text if needed.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 26. Conditional Branch - Vehicle Check
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 111
- Parameters:
- # Index - Type - Data
- 0 - Integer - Check type. Details for this are listed in Section 10.
- 1 - Integer - The type of vehicle.
- 0 = Boat, 1 = Ship, 2 = Airship
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 27. Conditional Branch - Else Branch
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 411
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This is how the Else Branch of your conditions are processed.
- Each Conditional Branch commands get one of these commands added if you
- enabled the "Set handling when conditions do not apply" check box for them.
- You should not mess with these!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 28. Loop
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 112
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This is the command marking the starting point of a loop.
- You should not mess with these!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 29. Repeat Above
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 413
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This is the command marking the ending point of a loop.
- You should not mess with these!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 30. Break Loop
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 113
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This is the command that triggers a break from a looping cycle.
- You should not mess with these!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 31. Exit Event Processing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 115
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This command will end the currently running event.
- You should not mess with these!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 32. Common Event
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 117
- Parameters:
- # Index - Type - Data
- 0 - Integer - Common event ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 33. Label
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 118
- Parameters:
- # Index - Type - Data
- 0 - String - Label text.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 34. Jump to Label
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 119
- Parameters:
- # Index - Type - Data
- 0 - String - Label text. This is the label to jump to.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 35. Control Switches
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 121
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Switch ID.
- 1 - Integer - Last Switch ID.
- 2 - Integer - Value to set the specified switches.
- 0 = ON, 1 = OFF
- Notes:
- Regardless if you have chosen batch operation or not, the first and second
- parameters will always specify the starting and ending switch IDs.
- In the case of single operation, both of these parameters are the same.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 36. Control Variables
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type.
- 0 = Set, 1 = Add, 2 = Sub, 3 = Mul, 4 = Div, 5 = Mod
- 3 - Integer - Operand type.
- 0 = Constant, 1 = Variable, 2 = Random
- 3 = Game Data, 4 = Script
- * The rest of the parameters vary depending on the operand type used. *
- Notes:
- Just like in the case of Control Switches command, it doesn't matter if you
- use batch operation or single, the first and second parameters will always be
- the first and last variable IDs to set.
- If you used the single type, both of these will be the same.
- This is the second complex command that requires multiple sections to explain.
- The following good few sections will explain all the possible types of
- this command.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 37. Control Variables - Constant Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Value used in the operation.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 38. Control Variables - Variable Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Variable ID to get the value used from.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 39. Control Variables - Random Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Minimum value used in the operation.
- 5 - Integer - Maximum value used in the operation.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 40. Control Variables - Script Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - String - Code text to evaluate.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 41. Control Variables - Game Data Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Type of data used in the operation.
- 0 = Item, 1 = Weapon, 2 = Armor,
- 3 = Actor, 4 = Enemy, 5 = Character,
- 6 = Party, 7 = Other
- * The rest of the parameters vary depending on the type of data used. *
- Notes:
- And here comes a sub-section of a sub-section, hopefully the only one.
- Because there are many different game data and they all use different
- parameters, it is better to divide this category further to avoid confusion.
- So, the next good few sections will contain the explanations on these.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 42. Control Variables - Game Data Type - Item
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Type of data used. Explained in Section 41.
- 5 - Integer - Item ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 43. Control Variables - Game Data Type - Weapon
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Type of data used. Explained in Section 41.
- 5 - Integer - Weapon ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 44. Control Variables - Game Data Type - Armor
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Type of data used. Explained in Section 41.
- 5 - Integer - Armor ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 45. Control Variables - Game Data Type - Actor
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Type of data used. Explained in Section 41.
- 5 - Integer - Actor ID.
- 6 - Integer - Value type to get from the selected actor.
- 0 = Level, 1 = Exp, 2 = HP, 3 = MP,
- 4 = MHP, 5 = MMP, 6 = ATK, 7 = DEF,
- 8 = MAT, 9 = MDF, 10 = AGI, 11 = LUK
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 46. Control Variables - Game Data Type - Enemy
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Type of data used. Explained in Section 41.
- 5 - Integer - Enemy index.
- 6 - Integer - Value type to get from the selected actor.
- 0 = HP, 1 = MP,
- 2 = MHP, 3 = MMP, 4 = ATK, 5 = DEF,
- 6 = MAT, 7 = MDF, 8 = AGI, 9 = LUK
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 47. Control Variables - Game Data Type - Character
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Type of data used. Explained in Section 41.
- 5 - Integer - Character ID.
- -1 = Player, 0 = This Event,
- 1 and above = Event ID
- 6 - Integer - Value type to get from the selected character.
- 0 = X co-ord, 1 = Y co-ord, 2 = Direction,
- 3 = Screen X, 4 = Screen Y
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 48. Control Variables - Game Data Type - Party
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Type of data used. Explained in Section 41.
- 5 - Integer - Party member index.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 49. Control Variables - Game Data Type - Other
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 122
- Parameters:
- # Index - Type - Data
- 0 - Integer - First Variable ID.
- 1 - Integer - Last Variable ID.
- 2 - Integer - Operation type. Explained in Section 36.
- 3 - Integer - Operand type. Explained in Section 36.
- 4 - Integer - Type of data used. Explained in Section 41.
- 5 - Integer - Value type to get.
- 0 = Current Map ID, 1 = Party Size,
- 2 = Gold Owned, 3 = Steps Taken,
- 4 = Playtime in seconds,
- 5 = Time left on timer in seconds,
- 6 = Save Count, 7 = Battle Count
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 50. Control Self-Switches
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 123
- Parameters:
- # Index - Type - Data
- 0 - String - Self-switch letter. Can be: 'A','B','C' and 'D'.
- 1 - Integer - Value to set the specified self-switch.
- 0 = ON, 1 = OFF
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 51. Control Timer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 124
- Parameters:
- # Index - Type - Data
- 0 - Integer - Type of operation.
- 0 = Start Timer, 1 = Stop Timer
- 1 - Integer - Time in seconds.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 52. Change Gold
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 125
- Parameters:
- # Index - Type - Data
- 0 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 1 - Integer - Operand type.
- 0 = Constant, 1 = Variable.
- 2 - Integer - Value to use (in the case of Constant operand) or
- a variable ID (in the case of Variable operand).
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 53. Change Items
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 126
- Parameters:
- # Index - Type - Data
- 0 - Integer - Item ID.
- 1 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 2 - Integer - Operand type.
- 0 = Constant, 1 = Variable.
- 3 - Integer - Value to use (in the case of Constant operand) or
- a variable ID (in the case of Variable operand).
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 54. Change Weapons
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 127
- Parameters:
- # Index - Type - Data
- 0 - Integer - Weapon ID.
- 1 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 2 - Integer - Operand type.
- 0 = Constant, 1 = Variable.
- 3 - Integer - Value to use (in the case of Constant operand) or
- a variable ID (in the case of Variable operand).
- 4 - Boolean - Include equipment flag.
- true = Include, false = Exclude
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 55. Change Armors
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 128
- Parameters:
- # Index - Type - Data
- 0 - Integer - Armor ID.
- 1 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 2 - Integer - Operand type.
- 0 = Constant, 1 = Variable.
- 3 - Integer - Value to use (in the case of Constant operand) or
- a variable ID (in the case of Variable operand).
- 4 - Boolean - Include equipment flag.
- true = Include, false = Exclude
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 56. Change Party Member
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 129
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor ID.
- 1 - Integer - Operation type.
- 0 = Add, 1 = Remove
- 2 - Integer - Initialize flag.
- 0 = Don't Initialize, 1 = Initialize
- Notes:
- The initialize flag is only required if you use the Add operation type.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 57. Change Battle BGM
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 132
- Parameters:
- # Index - Type - Data
- 0 - RPG::BGM - The new battle BGM.
- Format: RPG::BGM.new("filename",volume,pitch)
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 58. Change Battle End ME
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 133
- Parameters:
- # Index - Type - Data
- 0 - RPG::ME - The new battle end ME.
- Format: RPG::ME.new("filename",volume,pitch)
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 59. Change Save Access
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 134
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enable flag.
- 0 = Disable, 1 = Enable.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 60. Change Menu Access
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 135
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enable flag.
- 0 = Disable, 1 = Enable.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 61. Change Encounter Disable
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 136
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enable flag.
- 0 = Disable, 1 = Enable.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 62. Change Formation Access
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 137
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enable flag.
- 0 = Disable, 1 = Enable.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 63. Change Window Color
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 138
- Parameters:
- # Index - Type - Data
- 0 - Tone - The new window tone to use.
- Format: Tone.new(R,G,B,Gr)
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 64. Transfer Player
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 201
- Parameters:
- # Index - Type - Data
- 0 - Integer - Designation type.
- 0 = Constant, 1 = Variable
- 1 - Integer - Map ID (for Constant designation type) or
- a variable ID (for Variable designation type).
- 2 - Integer - X co-ord (for Constant designation type) or
- a variable ID (for Variable designation type).
- 3 - Integer - Y co-ord (for Constant designation type) or
- a variable ID (for Variable designation type).
- 4 - Integer - Direction after the transfer.
- 0 = Retain,
- 2 = Down, 4 = Left, 6 = Right, 8 = Up
- 5 - Integer - Fade type used in the transfer.
- 0 = Black, 1 = White, 2 = None
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 65. Set Vehicle Location
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 202
- Parameters:
- # Index - Type - Data
- 0 - Integer - Vehicle ID.
- 0 = Boat, 1 = Ship, 2 = Airship
- 1 - Integer - Designation type.
- 0 = Constant, 1 = Variable
- 2 - Integer - Map ID (for Constant designation type) or
- a variable ID (for Variable designation type).
- 3 - Integer - X co-ord (for Constant designation type) or
- a variable ID (for Variable designation type).
- 4 - Integer - Y co-ord (for Constant designation type) or
- a variable ID (for Variable designation type).
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 66. Set Event Location
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 203
- Parameters:
- # Index - Type - Data
- 0 - Integer - Character ID.
- -1 = Player, 0 = This Event,
- 1 and above = Event ID
- 1 - Integer - Designation type.
- 0 = Constant, 1 = Variable, 2 = Exchange
- * The rest of the parameters vary depending on the designation type used. *
- Notes:
- Another command which is better off with sub-sections explaining the different
- types of parameters for different designation types.
- The next few sections will detail these.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 67. Set Event Location - Constant Designation Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 203
- Parameters:
- # Index - Type - Data
- 0 - Integer - Character ID. Explained in Section 66.
- 1 - Integer - Designation type. Explained in Section 66.
- 2 - Integer - X co-ord.
- 3 - Integer - Y co-ord.
- 4 - Integer - Direction after the location change.
- 0 = Retain,
- 2 = Down, 4 = Left, 6 = Right, 8 = Up
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 68. Set Event Location - Variable Designation Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 203
- Parameters:
- # Index - Type - Data
- 0 - Integer - Character ID. Explained in Section 66.
- 1 - Integer - Designation type. Explained in Section 66.
- 2 - Integer - Variable ID to get the X co-ord from.
- 3 - Integer - Variable ID to get the Y co-ord from.
- 4 - Integer - Direction after the location change.
- 0 = Retain,
- 2 = Down, 4 = Left, 6 = Right, 8 = Up
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 69. Set Event Location - Exchange Designation Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 203
- Parameters:
- # Index - Type - Data
- 0 - Integer - Character ID. Explained in Section 66.
- 1 - Integer - Designation type. Explained in Section 66.
- 2 - Integer - Character ID to exchange position with.
- 3 - Anything - This parameter is not used here, so it can be anything.
- 4 - Integer - Direction after the location change.
- 0 = Retain,
- 2 = Down, 4 = Left, 6 = Right, 8 = Up
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 70. Scroll Map
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 204
- Parameters:
- # Index - Type - Data
- 0 - Integer - Scrolling direction.
- 2 = Down, 4 = Left, 6 = Right, 8 = Up
- 1 - Integer - Scrolling distance in tiles.
- 2 - Integer - Scrolling speed.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 71. Set Move Route
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 205
- Parameters:
- # Index - Type - Data
- 0 - Integer - Character ID.
- -1 = Player, 0 = This Event,
- 1 and above = Event ID
- 1 - RPG::MoveRoute - The object containing the full move route.
- Format: RPG::MoveRoute.new
- Notes:
- Due to the complexity of a move route command, this section will not detail
- anything further about this command.
- I will try to compile a separate list for all the details about move route
- commands in the future though.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 72. Get ON/OFF Vehicle
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 206
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- No parameters, so nothing to mess around here.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 73. Change Transparency
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 211
- Parameters:
- # Index - Type - Data
- 0 - Integer - Transparency flag.
- 0 = ON, 1 = OFF
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 74. Show Animation
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 212
- Parameters:
- # Index - Type - Data
- 0 - Integer - Character ID.
- -1 = Player, 0 = This Event,
- 1 and above = Event ID
- 1 - Integer - Animation ID.
- 2 - Boolean - Wait flag.
- true = Wait, false = Don't Wait
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 75. Show Balloon
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 213
- Parameters:
- # Index - Type - Data
- 0 - Integer - Character ID.
- -1 = Player, 0 = This Event,
- 1 and above = Event ID
- 1 - Integer - Balloon index.
- 2 - Boolean - Wait flag.
- true = Wait, false = Don't Wait
- Notes:
- The balloon index here means the row the balloon is located on the balloon
- sprite-sheet image. The top-most image's index is 1, and the index increases
- for each new balloon type added to the sprite-sheet.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 76. Erase Event
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 214
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- No parameters, so nothing to mess around here.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 77. Change Player Followers
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 216
- Parameters:
- # Index - Type - Data
- 0 - Integer - Visibility flag.
- 0 = ON, 1 = OFF
- Notes:
- No parameters, so nothing to mess around here.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 78. Gather Followers
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 217
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- No parameters, so nothing to mess around here.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 79. Fadeout Screen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 221
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- No parameters, so nothing to mess around here.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 80. Fadein Screen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 222
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- No parameters, so nothing to mess around here.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 81. Tint Screen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 223
- Parameters:
- # Index - Type - Data
- 0 - Tone - Tone to change to.
- Format: Tone.new(R,G,B,Gr)
- 1 - Integer - Duration of the tone change in frames.
- 2 - Boolean - Wait flag.
- true = Wait, false = Don't Wait
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 82. Flash Screen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 224
- Parameters:
- # Index - Type - Data
- 0 - Color - Color of the flash effect.
- Format: Color.new(R,G,B,A)
- 1 - Integer - Duration of the flash effect in frames.
- 2 - Boolean - Wait flag.
- true = Wait, false = Don't Wait
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 83. Shake Screen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 225
- Parameters:
- # Index - Type - Data
- 0 - Integer - Power of the shake effect.
- 1 - Integer - Speed of the shake effect.
- 2 - Integer - Duration of the shake effect in frames.
- 3 - Boolean - Wait flag.
- true = Wait, false = Don't Wait
- Notes:
- A fun fact...
- The default interpreter got a bug with the wait flag parameter.
- It doesn't matter what you set that parameter to in the editor, it will always
- wait for the same amount of frames your speed parameter is (which is barely
- noticeable).
- This is because it reads the duration and wait flag from the wrong parameters
- on the waiting check line, and because of that, the wait flag always returns
- true (it is read from the duration parameter and you must set something for
- that), and it will use the speed parameter for the waiting duration there.
- I included a fix for this in the Event Command Corrector script though, so
- it should work now as intended.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 84. Wait
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 230
- Parameters:
- # Index - Type - Data
- 0 - Integer - Amount of time to wait in frames.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 85. Show Picture
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 231
- Parameters:
- # Index - Type - Data
- 0 - Integer - Picture index.
- 1 - String - Image name.
- 2 - Integer - Origin type.
- 0 = Upper Left, 1 = Center
- 3 - Integer - Designation type.
- 0 = Constant, 1 = Variable
- 4 - Integer - X co-ord (in the case of Direct designation type) or a
- variable ID (in the case of Variable designation type).
- 5 - Integer - Y co-ord (in the case of Direct designation type) or a
- variable ID (in the case of Variable designation type).
- 6 - Integer - Horizontal zoom level.
- 7 - Integer - Vertical zoom level.
- 8 - Integer - Opacity level.
- 9 - Integer - Blend type for the picture.
- 0 = Normal, 1 = Add, 2 = Sub
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 86. Move Picture
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 232
- Parameters:
- # Index - Type - Data
- 0 - Integer - Picture index.
- 1 - Anything - This parameter is not used here, so it can be anything.
- 2 - Integer - Origin type.
- 0 = Upper Left, 1 = Center
- 3 - Integer - Designation type.
- 0 = Constant, 1 = Variable
- 4 - Integer - X co-ord (in the case of Direct designation type) or a
- variable ID (in the case of Variable designation type).
- 5 - Integer - Y co-ord (in the case of Direct designation type) or a
- variable ID (in the case of Variable designation type).
- 6 - Integer - Horizontal zoom level.
- 7 - Integer - Vertical zoom level.
- 8 - Integer - Opacity level.
- 9 - Integer - Blend type for the picture.
- 0 = Normal, 1 = Add, 2 = Sub
- 10 - Integer - Duration of the moving process in frames.
- 11 - Boolean - Wait flag.
- true = Wait, false = Don't Wait
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 87. Rotate Picture
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 233
- Parameters:
- # Index - Type - Data
- 0 - Integer - Picture index.
- 1 - Integer - Speed of the rotation.
- 1 and above = Counter-clock-wise rotation,
- -1 and below = Clock-wise rotation
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 88. Tint Picture
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 234
- Parameters:
- # Index - Type - Data
- 0 - Integer - Picture index.
- 1 - Tone - Tone to tint the picture.
- Format: Tone.new(R,G,B,Gr)
- 2 - Integer - Duration of the tinting effect in frames.
- 3 - Boolean - Wait flag.
- true = Wait, false = Don't Wait
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 89. Erase Picture
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 235
- Parameters:
- # Index - Type - Data
- 0 - Integer - Picture index.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 90. Set Weather
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 236
- Parameters:
- # Index - Type - Data
- 0 - Symbol - Weather type. Can be: :none, :rain, :storm, and :snow.
- 1 - Integer - Weather power.
- 2 - Integer - Cross-fade duration in frames.
- 3 - Boolean - Cross-fade wait flag.
- true = Wait, false = Don't Wait
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 91. Play BGM
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 241
- Parameters:
- # Index - Type - Data
- 0 - RPG::BGM - The BGM to play.
- Format: RPG::BGM.new("filename",volume,pitch)
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 92. Fadeout BGM
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 242
- Parameters:
- # Index - Type - Data
- 0 - Integer - The fadeout time in seconds.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 93. Save BGM
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 243
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- Nothing to do here.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 94. Resume BGM
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 244
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- Nothing to do here.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 95. Play BGS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 245
- Parameters:
- # Index - Type - Data
- 0 - RPG::BGS - The BGS to play.
- Format: RPG::BGS.new("filename",volume,pitch)
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 96. Fadeout BGS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 246
- Parameters:
- # Index - Type - Data
- 0 - Integer - The fadeout time in seconds.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 97. Play ME
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 249
- Parameters:
- # Index - Type - Data
- 0 - RPG::ME - The ME to play.
- Format: RPG::ME.new("filename",volume,pitch)
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 98. Play SE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 250
- Parameters:
- # Index - Type - Data
- 0 - RPG::SE - The SE to play.
- Format: RPG::SE.new("filename",volume,pitch)
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 99. Stop SE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 251
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- Nothing to do here.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 100. Play Movie
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 261
- Parameters:
- # Index - Type - Data
- 0 - String - The filename of the movie to play.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 101. Change Map Name Display
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 281
- Parameters:
- # Index - Type - Data
- 0 - Integer - Display flag.
- 0 = ON, 1 = OFF
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 102. Change Tileset
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 282
- Parameters:
- # Index - Type - Data
- 0 - Integer - Tileset ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 103. Change Battleback
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 283
- Parameters:
- # Index - Type - Data
- 0 - String - Filename for Battle Backgound 1.
- 1 - String - Filename for Battle Backgound 2.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 104. Change Parallax Background
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 284
- Parameters:
- # Index - Type - Data
- 0 - String - Filename for Parallax Backgound.
- 1 - Boolean - Horizontal loop flag.
- true = Loop, false = Don't Loop
- 2 - Boolean - Vertical loop flag.
- true = Loop, false = Don't Loop
- 3 - Integer - Horizontal scroll speed.
- 4 - Integer - Vertical scroll speed.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 105. Get Location Info
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 285
- Parameters:
- # Index - Type - Data
- 0 - Integer - Variable ID. This will store the specified data.
- 1 - Integer - Specifies the data type to store.
- 0 = Terrain Tag, 1 = Event ID,
- 2 = Tile ID (Layer 1), 3 = Tile ID (Layer 2),
- 4 = Tile ID (Layer 3), 5 = Region ID
- 2 - Integer - Designation type.
- 0 = Constant, 1 = Variable
- 3 - Integer - X co-ord (in the case of Direct designation type) or a
- variable ID (in the case of Variable designation type).
- 4 - Integer - Y co-ord (in the case of Direct designation type) or a
- variable ID (in the case of Variable designation type).
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 106. Battle Processing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 301
- Parameters:
- # Index - Type - Data
- 0 - Integer - Troop type.
- 0 = Direct, 1 = Variable, 2 = Random
- 1 - Varies - Troop ID (in the case of Direct troop type) or a
- variable ID (in the case of Variable troop type) or
- anything (in the case of Random troop type - not used).
- 2 - Boolean - Escape flag.
- true = Allow, false = Don't Allow
- 3 - Boolean - Continue on lose flag.
- true = Continue, false = Don't Continue
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 107. Battle Processing - Win Branch
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 601
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This command gets added automatically when you enable the Continue on lose
- flag. This is how the winning scenario after the battle is processed.
- You should not mess with this command!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 108. Battle Processing - Escape Branch
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 602
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This command gets added automatically when you enable the Can escape flag.
- This is how the escape scenario after the battle is processed.
- You should not mess with this command!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 109. Battle Processing - Lose Branch
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 603
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- This command gets added automatically when you enable the Continue on lose
- flag. This is how the losing scenario after the battle is processed.
- You should not mess with this command!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 110. Shop Processing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 302
- Parameters:
- # Index - Type - Data
- 0 - Integer - Item type.
- 0 = Item, 1 = Weapon, 2 = Armor
- 1 - Integer - Item/Weapon/Armor ID (item type dependent).
- 2 - Integer - Price type.
- 0 = Regular (from the database), 1 = Custom
- 3 - Integer - Custom price. Needed for Regular price type only.
- 4 - Boolean - Purchase only flag.
- true = Only Buy, false = Buy and Sell
- Notes:
- This command stores the first buyable item in the shop only.
- Each of the rest of the items are stored in a separate command.
- That command is explained below.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 111. Shop Processing - Rest of the Items
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 605
- Parameters:
- # Index - Type - Data
- 0 - Integer - Item type. Explained in Section 108.
- 1 - Integer - Item/Weapon/Armor ID. Explained in Section 108.
- 2 - Integer - Price type. Explained in Section 108.
- 3 - Integer - Custom price. Explained in Section 108.
- 4 - Anything - Not used here, so it can be set to anything.
- Notes:
- As you can see, it's basically the same command just with a different code.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 112. Name Input Processing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 303
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor ID. This actor will be renamed.
- 1 - Integer - Maximum characters allowed.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 113. Change HP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 311
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor data type.
- 0 = Constant, 1 = Variable
- 1 - Integer - Actor ID (in the case of Constant actor data type) or a
- variable ID (in the case of Variable actor data type).
- If the value here is 0, the target is the entire party.
- If the value here is above 0, it's the actor ID.
- 2 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 3 - Integer - Operand type.
- 0 = Constant, 1 = Variable
- 4 - Integer - Value (in the case of Constant operand type) or a
- variable ID (in the case of Variable operand type).
- 5 - Boolean - Allow knockout flag.
- true = Allow, false = Don't Allow
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 114. Change MP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 312
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor data type.
- 0 = Constant, 1 = Variable
- 1 - Integer - Actor ID (in the case of Constant actor data type) or a
- variable ID (in the case of Variable actor data type).
- If the value here is 0, the target is the entire party.
- If the value here is above 0, it's the actor ID.
- 2 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 3 - Integer - Operand type.
- 0 = Constant, 1 = Variable
- 4 - Integer - Value (in the case of Constant operand type) or a
- variable ID (in the case of Variable operand type).
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 115. Change State
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 313
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor data type.
- 0 = Constant, 1 = Variable
- 1 - Integer - Actor ID (in the case of Constant actor data type) or a
- variable ID (in the case of Variable actor data type).
- If the value here is 0, the target is the entire party.
- If the value here is above 0, it's the actor ID.
- 2 - Integer - Operation type.
- 0 = Add, 1 = Remove
- 3 - Integer - State ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 116. Recover All
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 314
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor data type.
- 0 = Constant, 1 = Variable
- 1 - Integer - Actor ID (in the case of Constant actor data type) or a
- variable ID (in the case of Variable actor data type).
- If the value here is 0, the target is the entire party.
- If the value here is above 0, it's the actor ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 117. Change EXP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 315
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor data type.
- 0 = Constant, 1 = Variable
- 1 - Integer - Actor ID (in the case of Constant actor data type) or a
- variable ID (in the case of Variable actor data type).
- If the value here is 0, the target is the entire party.
- If the value here is above 0, it's the actor ID.
- 2 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 3 - Integer - Operand type.
- 0 = Constant, 1 = Variable
- 4 - Integer - Value (in the case of Constant operand type) or a
- variable ID (in the case of Variable operand type).
- 5 - Boolean - Show level up flag.
- true = Show, false = Don't Show
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 118. Change Level
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 316
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor data type.
- 0 = Constant, 1 = Variable
- 1 - Integer - Actor ID (in the case of Constant actor data type) or a
- variable ID (in the case of Variable actor data type).
- If the value here is 0, the target is the entire party.
- If the value here is above 0, it's the actor ID.
- 2 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 3 - Integer - Operand type.
- 0 = Constant, 1 = Variable
- 4 - Integer - Value (in the case of Constant operand type) or a
- variable ID (in the case of Variable operand type).
- 5 - Boolean - Show level up flag.
- true = Show, false = Don't Show
- Notes:
- Oddly enough, level downs will never be displayed by default.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 119. Change Parameters
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 317
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor data type.
- 0 = Constant, 1 = Variable
- 1 - Integer - Actor ID (in the case of Constant actor data type) or a
- variable ID (in the case of Variable actor data type).
- If the value here is 0, the target is the entire party.
- If the value here is above 0, it's the actor ID.
- 2 - Integer - Parameter index.
- 0 = MHP, 1 = MMP, 2 = ATK, 3 = DEF,
- 4 = MAT, 5 = MDF, 6 = AGI, 7 = LUK
- 3 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 4 - Integer - Operand type.
- 0 = Constant, 1 = Variable
- 5 - Integer - Value (in the case of Constant operand type) or a
- variable ID (in the case of Variable operand type).
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 120. Change Skills
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 318
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor data type.
- 0 = Constant, 1 = Variable
- 1 - Integer - Actor ID (in the case of Constant actor data type) or a
- variable ID (in the case of Variable actor data type).
- If the value here is 0, the target is the entire party.
- If the value here is above 0, it's the actor ID.
- 2 - Integer - Operation type.
- 0 = Learn, 1 = Forget
- 3 - Integer - Skill ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 121. Change Equipment
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 319
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor ID.
- 1 - Integer - Equip slot index.
- 0 = Weapon, 1 = Shield/Weapon 2
- 2 = Head, 3 = Body,
- 4 = Accessory
- 2 - Integer - Weapon/Armor ID, depends on the equip slot selected.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 122. Change Name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 320
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor ID.
- 1 - String - New name.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 123. Change Class
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 321
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor ID.
- 1 - Integer - Class ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 124. Change Actor Graphic
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 322
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor ID.
- 1 - String - Filename for character image.
- 2 - Integer - Index for character image.
- 3 - String - Filename for face image.
- 4 - Integer - Index for face image.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 125. Change Vehicle Graphic
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 323
- Parameters:
- # Index - Type - Data
- 0 - Integer - Vehicle ID.
- 0 = Boat, 1 = Ship, 2 = Airship
- 1 - String - Filename for vehicle image.
- 2 - Integer - Index for vehicle image.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 126. Change Nickname
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 324
- Parameters:
- # Index - Type - Data
- 0 - Integer - Actor ID.
- 1 - String - New nickname.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 127. Change Enemy HP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 331
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enemy index.
- -1 = All, 0 and above = Enemy Index
- 1 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 2 - Integer - Operand type.
- 0 = Constant, 1 = Variable
- 3 - Integer - Value (in the case of Constant operand type) or a
- variable ID (in the case of Variable operand type).
- 4 - Boolean - Allow knockout flag.
- true = Allow, false = Don't Allow
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 128. Change Enemy MP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 332
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enemy index.
- -1 = All, 0 and above = Enemy Index
- 1 - Integer - Operation type.
- 0 = Increase, 1 = Decrease
- 2 - Integer - Operand type.
- 0 = Constant, 1 = Variable
- 3 - Integer - Value (in the case of Constant operand type) or a
- variable ID (in the case of Variable operand type).
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 129. Change Enemy State
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 333
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enemy index.
- -1 = All, 0 and above = Enemy Index
- 1 - Integer - Operation type.
- 0 = Add, 1 = Remove
- 2 - Integer - State ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 130. Enemy Recover All
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 334
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enemy index.
- -1 = All, 0 and above = Enemy Index
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 131. Enemy Appear
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 335
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enemy index.
- -1 = All, 0 and above = Enemy Index
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 132. Enemy Transform
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 336
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enemy index.
- -1 = All, 0 and above = Enemy Index
- 1 - Integer - Enemy ID. Selected enemies will transform into this.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 133. Show Battle Animation
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 337
- Parameters:
- # Index - Type - Data
- 0 - Integer - Enemy index.
- -1 = All, 0 and above = Enemy Index
- 1 - Integer - Animation ID.
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 134. Force Action
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 339
- Parameters:
- # Index - Type - Data
- 0 - Integer - Subject type.
- 0 = Enemy, 1 = Actor
- * The rest of the parameters vary depending on the subject type used. *
- Notes:
- Another section which is better off being separated into sub-sections.
- Depending on the subject type you use, the rest of the parameters will be
- different for the command.
- The next 2 sections will cover both types.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 135. Force Action - Actor Subject Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 339
- Parameters:
- # Index - Type - Data
- 0 - Integer - Subject type. Explained in Section 132.
- 1 - Integer - Actor ID.
- 0 = All, 1 and above = Actor ID
- 2 - Integer - Skill ID.
- 3 - Integer - Target index.
- -2 = Last Target, -1 = Random,
- 0 and above = Party/Troop Member Index
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 136. Force Action - Enemy Subject Type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 339
- Parameters:
- # Index - Type - Data
- 0 - Integer - Subject type. Explained in Section 132.
- 1 - Integer - Enemy index.
- -1 = All, 0 and above = Enemy Index
- 2 - Integer - Skill ID.
- 3 - Integer - Target index.
- -2 = Last Target, -1 = Random,
- 0 and above = Party/Troop Member Index
- Notes:
- None.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 137. Abort Battle
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 340
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- Nothing to change here!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 138. Open Menu Screen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 351
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- Nothing to change here!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 139. Open Save Screen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 352
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- Nothing to change here!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 140. Game Over
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 353
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- Nothing to change here!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 141. Return to Title Screen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 354
- Parameters:
- # Index - Type - Data
- * This command got no parameters. *
- Notes:
- Nothing to change here!
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 142. Script
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 355
- Parameters:
- # Index - Type - Data
- 0 - String - Code text to evaluate.
- Notes:
- Only the first line of the Script event command is stored in this command.
- The rest of the script lines you entered are stored in another command type.
- The next section covers that command.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 143. Script - Continued
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: 655
- Parameters:
- # Index - Type - Data
- 0 - String - Code text to evaluate.
- Notes:
- This command stores every non-first code line you entered into a regular
- Script event command.
- The code text itself will be evaluated as a whole, so including all lines
- you entered into the Script event command.
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- 144. Closure
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Command Code: ***
- Parameters:
- # Index - Type - Data
- 0 - String - Comments. Useless blabber. Mostly... All of it. :D
- Notes:
- Wow, finally, reached the end! Yay!
- I am pretty sure that I made many typos in this documentation.
- If you find any, you will have to excuse it, I highly doubt that I will ever
- proof-read it in the future. You are, of course, free to correct them
- yourself.
- If you happen to find a typo which has to do with the actual code or parameter
- data (like I used the wrong code for a command or the wrong index for a
- parameter, etc), feel free to report it and I will fix it.
- This documentation was made for the Event Command Corrector script I wrote.
- Regardless, it can be a good reference for many other scripts dealing with
- event commands, or if you just want to learn how the event commands work.
- I think, I covered all of the event commands, even the ones which got no
- parameters at all. You know, for completion's sake.
- --------------------------------------------------------------------------------
- =end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement