List of Event Commands

Show Text

SHOW_TEXT: {'text': 'Begin'}
  • text : Text

Show Choices

"CHOICES: ['Text 1', 'Text 2', 'Text 3']",
"CHOICE_0",

"CHOICE_1",

"CHOICE_2",

"ENDCHOICES"

You can put as many choices as an element in the array : CHOICE_X

Erase Event

 ERASE_EVENT: true

Enable Switch

SWITCHES_ON: {'id': 1}
  • id : Switch ID

Disable Switch

SWITCHES_OFF: {'id': 1}
  • id : Switch ID

Enable Self Switch

SELF_SWITCH_ON: {'id': 1}
  • id : Switch ID

Disable Self Self Switch

SELF_SWITCH_OFF: {'id': 1}
  • id : Self Switch ID

Change Variable

VARIABLE: {'operand': '1', 'operation': "add", 'id': 1} 
  • operand : View set method of variables in documentation
  • operation : View set method of variables in documentation
  • id : Variable ID

Condition

"IF: 'condition'",

"ELSE",

"ENDIF"
  • condition
    • switch[ID]
    • self_switch[ID]
    • variable[ID]
    • actor_in_party[ACTOR_ID]
    • actor_name[ACTOR_ID]
    • actor_skill_learned[ACTOR_ID, SKILL_ID]
    • actor_weapon_equiped[ACTOR_ID, WEAPON_ID]
    • actor_armor_equiped[ACTOR_ID, ARMOR_ID]
    • actor_state_inflicted[ACTOR_ID, STATE_ID]
    • character_facing[EVENT_ID]
    • gold
    • item_possessed[ITEM_ID]
    • weapon_possessed[WEAPON_ID]
    • armor_possessed[ARMOR_ID]

Example :

IF: '3 > 1'
IF: 'switch[1]'
IF: 'self_switch[A]'
IF: 'variable[1] > 0'
IF: 'variable[1] == variable[2]'
IF: 'actor_in_party[1]'
IF: 'actor_name[1] == "Foo"'
IF: 'actor_skill_learned[1,3]'
IF: 'actor_weapon_equiped[1,1]'
IF: 'actor_armor_equiped[1,1]'
IF: 'actor_state_inflicted[1,1]'
IF: 'character_facing[1] == "left"'
IF: 'gold > 10'
IF: 'item_possessed[1]'
IF: 'weapon_possessed[1]'
IF: 'armor_possessed[1]'

Move Route

MOVE_ROUTE: {'target': 'this','move': ['left','left']}
  • target: this, player or event id
  • move: Path in an array. See Game_Character.moveRoute()

Change Currency

CHANGE_GOLD: {'operation': 'increase','operand-type': 'constant','operand': '3'}
  • operation : increase or decrease
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Show Animation

SHOW_ANIMATION: {'name': 1, 'target': 1}
  • name : Animation ID
  • target (optional) : Event ID. If inexistant, target is this current event

Transfer Player

TRANSFER_PLAYER: {'position-type': 'constant', 'appointement': {'x':1,'y': 1, 'id':2}}
  • position-type : constant or variable
  • appointement : localisation
    • x : Position X
    • y : Position Y
    • id : Map ID

Set Event Location

SET_EVENT_LOCATION: {'event': 'this','direction': '0','position-type': 'constant','appointement': {'id':'3','x':20,'y':14}}
  • event: this or event id
  • direction: left, right, up or bottom. 0 : Direction unchanged
  • position-type : constant or variable
  • appointement : localisation
    • x : Position X
    • y : Position Y
    • id : Map ID

Blink Event

BLINK: {'target': 'this','duration': '12','frequence': '16'}
  • target : Event ID, this or player
  • duration : Duration (frames)
  • frequence : Frequency

Screen Flash

SCREEN_FLASH: {'speed': '16', 'color': 'red', 'wait': '_no'}
  • speed : Number
  • color : CSS value
  • wait: if _no, the player does not wait for the end of the flash

Screen Tone Color

SCREEN_TONE_COLOR: {'speed': '20','composite': 'lighter','opacity': '0.2','wait': '_no'}
  • speed : Number
  • composite: lighter or darker
  • opacity : Beetween 0 and 1
  • wait : if _no, the player does not wait

Screen Shake

SCREEN_SHAKE: {power":["7"],"speed":["4"],"duration":"6","axis":"x","wait":"_no"}
  • power : Number
  • speed : Number
  • duration : Duration (frames)
  • axis : x, y or xy
  • wait : if _no, the player does not wait

Wait

WAIT: {'frame': '5'}
  • frame : Number

Play Background Music

PLAY_BGM: {'id': 1}
  • id : Music ID defined in Data/Materials

Play Background Sound

PLAY_BGS: {'id': 1}
  • id : Music ID defined in Data/Materials

Play Music Effect

PLAY_ME: {'id': 1}
  • id : Music ID defined in Data/Materials

Play Sound Effect

PLAY_SE: {'id': 1}
  • id : Music ID defined in Data/Materials

Stop current Sound Effect

STOP_SE: true

Fade out music

FADE_OUT_MUSIC: {'frame': 50}
  • frame : Number

Fade out sound

FADE_OUT_SOUND: {'frame': 50}
  • frame : Number

Restore music

RESTORE_MUSIC: true

Memorize current music

MEMORIZE_MUSIC: true

Change Item

CHANGE_ITEMS:  {'operation': 'increase','operand-type': 'constant','operand': '3'}
  • operation : increase or decrease
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Change Weapon

CHANGE_WEAPONS:  {'operation': 'increase','operand-type': 'constant','operand': '3'}
  • operation : increase or decrease
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Change Armor

CHANGE_ARMORS:  {'operation': 'increase','operand-type': 'constant','operand': '3'}
  • operation : increase or decrease
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Change Level

CHANGE_LEVEL: {'operation': 'increase', 'operand-type': 'constant', 'operand': '1'}
  • operation : increase or decrease
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Change EXP

CHANGE_EXP: {'operation': 'increase', 'operand-type': 'constant', 'operand': '1'}
  • operation : increase or decrease
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Change Parameters

CHANGE_PARAMS: {'param': 'atk', 'operation': 'increase', 'operand-type': 'constant', 'operand': '1'}    
  • param : atk, pdef, mdef, dex, agi, int
  • operation : increase or decrease
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Change HP

CHANGE_HP: {'operation': 'decrease', 'operand-type': 'constant', 'operand': '90'}
  • operation : increase or decrease
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Change SP

CHANGE_SP: {'operation': 'decrease', 'operand-type': 'constant', 'operand': '90'}
  • operation : increase or decrease
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Recover All

RECOVER_ALL: {'actor': 1}
  • actor : all or Actor ID

Change Skill

CHANGE_SKILLS: {'operation': 'increase', 'skill': '2'}
  • operation : increase or decrease
  • skill: Skill ID

Change Actor Name

CHANGE_NAME: {'actor': 1}
  • actor : all or Actor ID

Change Actor Class

CHANGE_CLASS: {'class': 2, 'actor': 1}
  • class: Class ID
  • actor: all or Actor ID

Change Player Graphic

CHANGE_GRAPHIC: {graphic': '5'}
  • graphic: Character Graphic ID

Change Actor Equipment

CHANGE_EQUIPMENT: {'type': 'weapons', 'actor': 1, 'operand-type': 'constant', 'operand': '1'}
  • type : weapons or armors
  • actor: all or Actor ID
  • operand-type: constant or variable
  • operand : Simple value or variable ID if operand-type is variable

Change State

CHANGE_STATE: {'actor': 'all','operation': 'increase','state': '2'}
  • actor: all or Actor ID
  • operation : increase or decrease
  • state : State ID

Show Picture

SHOW_PICTURE: {'id': '1','filename': '','origin': 'upper_left','operand-type': 'constant','x': '2','y': '3','zoom_x': '100','zoom_y': '100','opacity': '1'
  • id : Picture ID
  • filename: File name in Graphics/Pictures
  • operand-type: constant or variable
  • x: Position X
  • y : Position Y
  • opacity (0-255)
  • zoom_x (0-100)
  • zoom_y (0-100)
  • origin : center or upper_left

Move Picture

MOVE_PICTURE: {'id': '1','duration': '3','operand-type': 'constant','x': '2','y': '2','zoom_x': '','zoom_y': '','opacity': ''}
  • id : Picture ID
  • duration: Duration in frames
  • operand-type: constant or variable
  • x: Position X
  • y : Position Y
  • opacity (0-255)
  • zoom_x (0-100)
  • zoom_y (0-100)
  • origin : center or upper_left

Rotate Picture

ROTATE_PICTURE: {'id': '1','speed': '4'}
  • id : Picture ID
  • speed: Speed

Erase Picture

ERASE_PICTURE: {'id': '1'}
  • id : Picture ID

Call Common Event

CALL_COMMON_EVENT: {'name': '2'}
  • name : Common Event ID

Add Dynamic Event

ADD_DYNAMIC_EVENT: {'name': '2','position-type': 'constant', appointement: {'x': 1, 'y': 1}}
  • name : Dynamic Event ID
  • operand-type: constant or variable
  • appointement : Position in current map

Add a dynamic event over the player

ADD_DYNAMIC_EVENT_RELATIVE: {'name': '2', 'position-type': 'distance','dir': '5','move': '1'}
  • name : Dynamic Event ID
  • position-type: distance
  • dir : Number of tiles from the player to place the event
  • move : Move to the destination. true or false

Execute Script

SCRIPT: {'text': 'alert("foo");'}
  • text : Code

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