RPG Maker MV / MZ Script Call List

● ARCHIVED · READ-ONLY
Started by Archeia 569 posts Page 13 of 29 View original ↗
  1. Does anyone know the script call to get an actor's current experience?
  2. @SwiftSign
    Code:
    $gameActors.actor(ID).currentExp();
  3. Can anyone point me to checking an Enemy Battler's HP? Would it be..

    Code:
    $gameTroop.members()[enemyIndex].Hp;
    ?
  4. The hp is case sensitive. Not Hp, but hp.
    Otherwise the code is correct.
  5. Poryg said:
    The hp is case sensitive. Not Hp, but hp.
    Otherwise the code is correct.
    Thank you!

    Edit: Another silly question. What's the MV equivalent to:

    Code:
    SceneManager.scene.log_window.add_text("'string")
    SceneManager.scene.log_window.wait_and_clear

    I tried this, but it caused an undefined error:

    Code:
    Window_BattleLog.push('addText', "string");
  6. Sorry for the double post, but I've still got a couple questions regarding the battle log.

    I've figured out that the proper call is similar to:
    Code:
    SceneManager._scene._logWindow.addText("String")

    But, I'm having issues with this. It will give way to the next incoming line without any real sort of pause, so then I tried the _logWindow.wait command, but it isn't an ideal fit either. Is there anything that is effectively the same as the old .wait_and_clear?
  7. You can use normal text tags to influence the text. So \c[x] changes color, etc. Which means \. puts 0.25s pause and \| puts 1s pause.
    Or you could call a wait command through script. No need for any wait mechanisms.
    For clearing the battle log use
    SceneManager._scene._logWindow.clear();, however if you use it outside of the battle, it will crash your game according to
    https://forums.rpgmakerweb.com/inde...g-message-via-common-event.77286/#post-723611

    And I am not sure if you need to apologise for the double post, because it is against forum rules, but there are no alerts regarding message edits, so I didn't see you asked something till you double posted :D
  8. Is there a script call to add a skill to the party command window in battle?
  9. I would like to add a skill from my list in system settings to the first command window in battle.
  10. @just1witness So just a normal skill as a command to the party command window?
  11. Yep :)
  12. @just1witness That's not just one scriptcall, that would require a small plugin. And even then it would not be that easy.
  13. Oh, ok. It was worth a shot. : )
    Thank you! :D
  14. I think that there is already a plug-in for that though. Weapon unleash by Yanfly if I remember correctly.
  15. Checking it out now.
  16. @Poryg That's a cool plugin, but it deals with the actor battle command windows. I'm interested in the party battle command window.

    Also, I was hoping to achieve something with a script call and avoid having to use a plugin.

    I figured it would be a long shot that it could be done with a script call. Thank you! : ).

    YIKES! Sorry for the double post, I'm on my phone and didn't see that I was posting directly underneath myself... :/
  17. @just1witness It can be done without a plugin, but cannot be done through a mere script call. You have to edit rpg_windows.js to say the least, adding and defining a new command inside the party battle command window.
  18. Poryg said:
    @just1witness It can be done without a plugin, but cannot be done through a mere script call. You have to edit rpg_windows.js to say the least, adding and defining a new command inside the party battle command window.

    I wish I knew how to do this... It's only a matter of time before I break down and take a few months off to learn javascript.
  19. I strongly suggest you learn some javascript. Because if you learn to read the codes, you'll open up tremendous possibilities, trust me :} There's no real need to take too much time off, because if you don't practice, you'll just forget it all.
    But that's going slightly off topic *puts on the cloak of invisibility hoping to hide from mods*