事件指令和队友脚本语法
事件指令与对应脚本指令
显示文字
$gameMessage.setFaceImage(‘Actor1’,0)
$gameMessage.setBackground(1)
$gameMessage.setPositionType(1)
$gameMessage.add(“Show Text Script Call”)
显示选择项
choices = []; params = [];
$gameMessage.setChoices(choices, 0)
choices.push(“I love you1”);choices.push(“I love you2”);
choices.push(“I love you3”);choices.push(“I love you4”);
choices.push(“I love you5”);choices.push(“I love you6”);
choices.push(“I love you7”);choices.push(“I love you8”);
params.push()
输入数字
$gameMessage.setNumberInput(var, digits);
物品选择
$gameMessage.setItemChoice(var, n);
显示滚动文本
$gameMessage.setScroll(scrolling_speed, no_fast_forward);
$gameMessage.add(“Text”);
变更金币
$gameParty.gainGold(n);
变更武器
$gameParty.gainItem($dataWeapons[weaponId], n, true/false *note);
变更装备
$gameParty.gainItem($dataArmorsweaponId], n, true/false *note);
更改队伍
$gameParty.addActor(n);
$gameParty.removeActor(n);
开关操作
$gameSwitches.setValue(num, true/false);
变量操作
$gameVariables.setValue(var, value);
独立开关操作
$gameSelfSwitches.setValue(key, true/false);
计时器操作
$gameTimer.start(time); $gameTimer.stop();
条件分歧
if (code) { stuff } else { stuff }
循环
while (;;) { stuff }
中断循环
break;
结束事件
$gameInterpreter._index = $gameInterpreter._list.length;
公用事件
$gameTemp.reserveCommonEvent(n);
改变HP
$gameActors.actor(actorId).gainHp(n)
改变MP
$gameActors.actor(actorId).gainMp(n)
改变TP
$gameActors.actor(actorId).gainTp(n)
改变状态
$gameActors.actor(actorId).addState(n);
$gameActors.actor(actorId).removeState(n);
全体恢复
for (var j = 0; j < $gameActors.length; j++) { $gameActors.actor(j).recoverAll(); };
改变经验
$gameActors.actor(actorId).gainExp(n);
改变等级
$gameActors.actor(actorId).changeLevel(n, true/false);
改变属性
$gameActors.actor(actorId).addParam(paramId, n);
改变技能
$gameActors.actor(actorId).learnSkill(n);
$gameActors.actor(actorId).forgetSkill(n);
改变装备
$gameActors.actor(actorId).changeEquip(slotId, item);
改变名字
$gameActors.actor(actorId).setName(n)
改变职业
$gameActors.actor(actorId).changeClass(n, keepExp)
改变昵称
$gameActors.actor(actorId).setNickname(n)
改变简介
$gameActors.actor(actorId).setProfile(n)
转移玩家
$gamePlayer.reserveTransfer(mapId, x, y, direction, fade type);
设置交通工具
$gameMap.vehicle(vehicleId).setLocation(mapId, x, y);
设置事件位置
$gameMap.event(eventID).setPosition(x, y)
滚动地图
$gameMap.startScroll(direction, distance, speed);
上\下交通工具
$gamePlayer.getOnOffVehicle();
等待
$gameInterpreter.wait(frames);
改变透明度
$gamePlayer.setTransparent(flag)
更改队伍行进
$gamePlayer.showFollowers();
$gamePlayer.hideFollowers();
集合跟随者
$gamePlayer.gatherFollowers();
this.setWaitMode(‘gather’);
显示气球图标
character.requestBalloon(id);
this.setWaitMode(‘balloon’);
消除事件
$gameMap.eraseEvent(this._eventId);
淡出/淡入画面
$gameScreen.startFadeOut(fade_speed);
$gameScreen.startFadeIn(fade_speed);
画面变色
$gameScreen.startTint([red,green,blue,grey], duration);
画面闪光
$gameScreen.startTint([red,green,blue,intensity], duration);
画面震动
$gameScreen.startShake(power, speed, duration);
天气效果
$gameScreen.changeWeather(“weather”, power, duration);
显示图片
$gameScreen.showPicture(pictureId, name, origin, x, y,scaleX, scaleY, opacity, blendMode)
移动图片
$gameScreen.movePicture(pictureId, origin, x, y, scaleX,scaleY, opacity, blendMode, duration)
混合模式
$gameScreen._pictures[id]._blendMode = #
旋转图片
$gameScreen.rotatePicture(pictureId, speed);
着色图片
$gameScreen.tintPicture(pictureId, tone, duration);
消除图片
$gameScreen.erasePicture(pictureId);
播放BGM
AudioManager.playBgm( refer to sound object above );
#声音对象格式: { name: filename, volume: n, pitch: n, pan: n }
淡出BGM
AudioManager.fadeOutBgm(n);
储存BGM
$gameSystem.saveBgm();
继续播放BGM
$gameSystem.replayBgm();
播放BGM
AudioManager.playBgs( refer to sound object above );
淡出BGS
AudioManager.fadeOutBgs(n);
播放ME
AudioManager.playMe( refer to sound object above );
播放SE
AudioManager.playSe( refer to sound object above );
暂停SE
AudioManager.stopSe();
播放动画
Graphics.playVideo(path/name.ext);
战斗处理
BattleManager.setup(troopId, true/false, true/false);
$gamePlayer.makeEncounterCount();
SceneManager.push(Scene_Battle);
商店处理
SceneManager.push(Scene_Shop);
名称输入处理
SceneManager.push(Scene_Name);
SceneManager.prepareNextScene(actorId, name length);
开启选单
SceneManager.push(Scene_Menu);
开以记录/读取录选单
SceneManager.push(Scene_Save);
SceneManager.push(Scene_Load);
游戏结束/回标题画面
SceneManager.goto(Scene_Gameover);
SceneManager.goto(Scene_Title);
执行地图特定事件页面
$gameMap.event(EventID, EventPage).start();
更换地图显示名称
$gameMap.enableNameDisplay();
$gameMap.disableNameDisplay();
更换图快设置
$gameMap.changeTileset(n);
更换战斗背景
$gameMap.changeBattleback(filename, filename);
更换远景
$gameMap.changeParallax(name, loopX, loopY, speed x, speed y);
获得位置信息
$gameMap.terrainTag(x, y);
$gameMap.eventIdXy(x, y);
$gameMap.tileId(x, y, layer);
获得地形区块ID
$gameMap.regionId(x, y);
更换战斗音乐/胜利ME
$gameSystem.setBattleBgm(name);
$gameSystem.setVictoryMe(name);
更换战败音效
$gameSystem.setDefeatMe(name);
更换交通工具BGM
$gameMap.vehicle(vehicleId).setBgm(name);
修改存盘功能访问
$gameSystem.disableSave();
$gameSystem.enableSave();
修改菜单功能访问
$gameSystem.disableMenu();
$gameSystem.enableMenu();
修改系统访问
$gameSystem.disableEncounter();
$gameSystem.enableEncounter();
修改阵型功能访问
$gameSystem.disableFormation();
$gameSystem.enableFormation();
修改窗口颜色
$gameSystem.setWindowTone(tone); (red, green, blue, gray);
修改角色图像
$gameActors.actor(actorId).setCharacterImage(name, index);
$gameActors.actor(actorId).setFaceImage(name, index):
$gameActors.actor(actorId).setBattlerImage(name);
修改交通工具图像
$gameMap.vehicle(vehicleId).setImage(name, index);
更改敌人HP/MP/TP
$gameTroop.members()[enemyIndex].gainHp(n);
$gameTroop.members()[enemyIndex].gainMp(n);
$gameTroop.members()[enemyIndex].gainTp(n);
更改敌人状态
$gameTroop.members()[enemyIndex].addState(n);
$gameTroop.members()[enemyIndex].removeState(n);
敌人恢复
$gameTroop.members()[enemyIndex].recoverAll();
更改出现敌人
$gameTroop.members()[enemyIndex].appear();
敌人变形(更换敌人)
$gameTroop.members()[enemyIndex].transform(n);
显示战斗动画
$gameTroop.members()[enemyIndex].startAnimation(animationId, true/false, delayN);
我方强制动作
$gameParty.members()[index].forceAction(skillId, targetIndex);
BattleManager.forceAction($gameParty.members()[index]);
敌人强制动作
$gameTroop.members()[index].forceAction(skillId, targetIndex);
BattleManager.forceAction($gameTroop.members()[index]);
中止战斗
BattleManager.abort();