RPG Maker MV / MZ Script Call List

● ARCHIVED · READ-ONLY
Started by Archeia 569 posts Page 20 of 29 View original ↗
  1. I'm using the load command from this table:

    Code:
    "if (DataManager.loadGame(index)) {
        $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
        $gamePlayer.requestMapReload();
        SceneManager.goto(Scene_Map);
    }"

    Which does load the save file's map, player position, variables... but the audio isn't loaded. Is there something I can add to also load what audio was playing when the game was saved?

    EDIT: If anyone else has this problem, I found a solution over here.

    EDIT 2: If your problem isn't about looping, it turns out the above script is missing an important line, an updated version is below.

    Code:
    if (DataManager.loadGame(6)) {
        $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
        $gamePlayer.requestMapReload();
        SceneManager.goto(Scene_Map);
        $gameSystem.onAfterLoad();
    }
  2. I want to hide the status window in the battler. I could not find the script to manage the scent to hide the status window in the battler. Anyone have a script for that?
  3. I don't use MZ, but I suspect this may be something that's substantially different in MV and MZ. Please indicate which one you need it for.
  4. Kalombi said:
    I want to hide the status window in the battler. I could not find the script to
    that is because it can't be done with a script command, you'll need a plugin to rewrite the battlescreen for that.
  5. I was about to ask for a list, but lo and behold its here!

    Definitely setting a bookmark in my browser for this.
  6. A couple of new sheets were just added:
    1. Commands
      • Script calls for event commands, e.g. Show Text;
      • Organised by event page, as seen in the editor.
    2. Related Scripting
      • Script calls for any other stuff that might be helpful;
      • Organised by effect/purpose.
    I'm considering hiding the individual event page sheets (Message, Party, Actor, etc) at some point for neatness, since these two new sheets should contain all their content. I wanted to give people a chance to object before doing so, though. :kaohi:
  7. caethyril said:
    A couple of new sheets were just added:
    1. Commands
      • Script calls for event commands, e.g. Show Text;
      • Organised by event page, as seen in the editor.
    2. Related Scripting
      • Script calls for any other stuff that might be helpful;
      • Organised by effect/purpose.
    I'm considering hiding the individual event page sheets (Message, Party, Actor, etc) at some point for neatness, since these two new sheets should contain all their content. I wanted to give people a chance to object before doing so, though. :kaohi:
    I like having the separate sections, even if it is repeat info.

    If I'm looking for something specific, I can use the individual sheets. If I'm just browsing, say for ideas maybe, I can use the main pages.

    I think they both have distinct uses that warrant their continued existence. I think there would just need to be a clear note that tells the user that all the info in the individual sheets is contained in the two main sheets.
  8. I believe I added on the sheet that it's outdated but left it so it's easy for people to ctrl+f and look for a very specific thing and if it's lacking can find the separate category.

    I'll also have to think of another way to reorganize it with caethyril.
  9. It's awesome ,Great Job !!! :thumbsup-right:
  10. Why are some of the very usefull commands of the old mv list not included in the new mv/mz list?


    Change Player Camera Position
    Change Map Camera
    $gamePlayer.center(x, y)
    $gameMap.setDisplayPos(x, y)

    and some others...

    Edit: Ok i tested a little bit, is it because this commands are not usable without bugs? because the map always moves a little bit before locking into position?
  11. @Bex - the effect is just named differently in the new sheet: Related Scripting -> Map Properties -> Relocate Map Camera, currently at rows 499~500.

    By default the map will scroll if the player moves away from the screen centre and the map can scroll in that direction, i.e. it won't scroll off the edge of the map. As noted for the Relocate Map Camera calls in the new sheet, this is the same behaviour as the Scroll Map command. It's not a bug, it's just how the engine handles the camera. If you want to change it, you'll either need to manually reposition the camera every frame using script calls, or find an appropriate plugin. :kaohi:
  12. Is there any script call to check if the actor has some states inflicted on it? I wanted to do something like: if the actor has silence, blindness and poison then something happens.
  13. darklugia1997 said:
    Is there any script call to check if the actor has some states inflicted on it? I wanted to do something like: if the actor has silence, blindness and poison then something happens.
    Its's probably been shared here already but,

    Here's a link to MZ script call reference thread.

    Lines 133 and 140 can do what you're looking for.

    Line 133 would require you to check every state individually, while line 140 would return an array of applied states, which you could then hand to the array.contains() method to see if the applied states array contains all the states you're looking for.
  14. ThreeSixNine said:
    Its's probably been shared here already but,

    Here's a link to MZ script call reference thread.

    Lines 133 and 140 can do what you're looking for.

    Line 133 would require you to check every state individually, while line 140 would return an array of applied states, which you could then hand to the array.contains() method to see if the applied states array contains all the states you're looking for.
    Thank you very much, I managed to make it work :D:thumbsup-left:
  15. Yep, you could use Array#every for multiple checks, e.g.

    [10, 11, 12].every(function(id) { return $gameParty.members()[0].isStateAffected(id); })
    I.e. "true iff party member 0 [the leader] is affected by states 10, 11, and 12".

    (If you want "state 10, 11, or 12", consider Array#some instead~)

    This thread is mostly for feedback; for small JS questions consider asking over here instead:
  16. @caethyril Thank you for correcting me, after reviewing the corescript, the method I suggested was not a good suggestion.
  17. Little update: I finally added the event commands to the "Related Scripting" sheet and renamed that sheet to "Script Calls". Hopefully that'll make navigating the list less confusing!
  18. Hi:
    Is there a script request possible - is the tile(x,y) of MapID entered or touched by something ?

    Reason:
    Random moving Events should trigger a ... script/event ... by entering a tile.
    As event touched by event = not by player.

    I have search in the whole excel-file and in the forums.

    With kindest regards
    and Thank you in advance

    Nafraju
  19. Nafraju said:
    Is there a script request possible - is the tile(x,y) of MapID entered or touched by something ?
    this is not a script request but a plugin request.

    script calls as of this list are the existing functions in the default engine.
    it requires a plugin to create and add new functions of any kind
  20. I found this and it is working fine:
    (for event triggers event by touching)

    $gameMap.eventsXy(199,150).length == 1