![]() # Increase game variable 003 by 1 when game control switch 004 is enabled, else decrease it by 1.#Whatever needs to be done if all above conditions are false.Įnd Where 'condition' and 'other_condition' are variables, or more complex condition expressions. #whichever needs to be done when condition is false and other_condition evaluates to true # whichever needs to be done when condition evaluates to true ![]() $game_switches Where 'n' is the Game Switch ID (without the leading zeroes) Examples: $game_variables Where 'n' is the Game Variable ID (without the leading zeroes) Examples:Ĭontrols the Game Switches. For instance controls Character Commands and Movement Commands.Ĭontrols the Game Variables. You can use it to find out who the main actor is, what your current coordinates are, your collision detection, control your movement, opacity/graphics, etc. Game_Player object which includes event starting determinants and map scrolling functions. It includes scrolling and passage determination functions. Game_Map object which controls the current Game map and its Game Map data. Handles enemy groups and battle-related data. Game_Troop object containing the Enemies, their troop's gold_rate, gold_total, turn_count, etc. Game_Party object which you can use to add or remove actors from your Game Party checking gold, armors, items, steps, weapons, etc as well as containing Game Party settings. Game_Actors object basically an array of all Game_Actor objects the current Actors in the game and their Actor settings. Where map_id is the Game Map id, event_id the Game Event id and self_switch_letter is a string indicating whether it is the 'A', 'B', 'C', or 'D' Control Self Switch. Game_SelfSwitches object an Array of Game Control Self Switches for an event tile on a game map. For example $game_variables would get the game variable with ID 2. Game_Variables object which basically is an array of Game Variables. For example $game_switches would get the game switch with ID 2. Game_Switches object containing an array of True or False depending on whether the Game Switch is enabled or disabled. Game_Message object, used for setting up messages and choices. Game_Timer object useful for setting up timers. Game_System object which contains GameSystem settings, such as the current sounds/music effects, encounters, playtime, save game details and version info. Game_Temp object for temporary things such as triggering Common Events and fades. Hash of all the maps in the game in the form of MapID to RPG::MapInfo mappings. RPG::System object which contains a plethora of System settings such as transport settings, armor types, battle details, currency unit, game title, follower settings, switches, etc. Stick around and read up on this list of game data, variable, game objects and event equivalents to learn how to achieve all those things through code instead of GUI.Ĭontains all the RPG::Actor objects (all available actors) and their Actor settings (name, nickname, face, face_id, class, etc)Īrray of RPG::Class objects which contain Class settings such as exp_for_level, exp_params, learnings and params.Īrray of RPG::Skill objects which contain Skill settings such as message1, message2, mp_cost, tp_cost, types and required types.Īrray of RPG::Item objects which contain Item settings such as if it is consumable, get_item_count, itype_id, key_item? and price.Īrray of RPG::Weapon objects which contain Weapon settings such as animation_id, performance and wtype_id.Īrray of RPG::Armor objects which contain Armor settings such as atype_id and performance.Īrray of RPG::Enemy objects which contain Enemy settings such as actions, battler_hue, battler_name, drop_items, exp, gold and params.Īrray of RPG::Troop objects which contain Troop settings such as members, name and pages.Īrray of RPG::State objects which contain State settings such as auto_removal_timing, chance_by_damage, max_turns, message1-4, min_turns, priority, remove_at_battle_end, remove_by_damage, remove_by_restriction, remove_by_walking, restriction and steps_to_remove.Īrray of RPG::Animation objects with Animation settings such as animation1_hue, animation1_name, animation2_name, animation2_hue, frame_max, frames, name, position, timings, to_screen? and similar setters.Īrray of RPG::Tileset objects with Tileset settings such as flags, id, mode, name, note and tileset_names.Īrray of RPG::CommonEvent objects with Common Event settings such as autorun?, id, list, name, parallel?, switch_id and trigger. You can achieve a lot of things through events using the RPG Maker VX Ace events interface, but what if you want to consolidate those things in a single script? Automate them from inside your script calls? Page Contents Script Equivalents of Events
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