RMMV事件对应指令
事件指令 对应脚本语法
显示文字 $gameMessage.setFaceImage(‘Actor1’,0)
$gameMessage.setBackground(1)
$gameMessage.setPositionType(1)
$gameMessage.add(“Show Text Script Call”)
显示选项 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()
数字输入 $gameMessage.setNumberInput(var, digits);
选择项目-道具类型 $gameMessage.setItemChoice(var, n);
滚动文字讯息 $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);
变更队伍 $gameParty.addActor(n);
$gameParty.removeActor(n);
变更开关 $gameSwitches.setValue(num, true/false);
变更变量 $gameVariables.setValue(var, value);
变更自开关 $gameSelfSwitches.setValue(key, true/false);
变更计时器 $gameTimer.start(time); $gameTimer.stop();
条件分期 if (code) { stuff } else { stuff }
循环 while (;;) { stuff }
断开循环 break;
结束事件 $gameInterpreter._index = $gameInterpreter._list.length;
一般(公用)事件 $gameTemp.reserveCommonEvent(n);
变更HP $gameActors.actor(actorId).gainHp(n)
变更MP $gameActors.actor(actorId).gainMp(n)
变更TP $gameActors.actor(actorId).gainTp(n)
变更状态 $gameActors.actor(actorId).addState(n);
$gameActors.actor(actorId).removeState(n);
恢复全体 for (var j = 0; j < $gameActors.length; j++) { $gameActors.actor(j).recoverAll(); };
变更经验 $gameActors.actor(actorId).gainExp(n);
变更等级 $gameActors.actor(actorId).changeLevel(n, true/false);
变更数值 $gameActors.actor(actorId).addParam(paramId, n);
变更数值 $gameActors.actor(actorId).learnSkill(n);
$gameActors.actor(actorId).forgetSkill(n);
变更装备 $gameActors.actor(actorId).changeEquip(slotId, item);
变更名称 $gameActors.actor(actorId).setName(n)
变更职业 $gameActors.actor(actorId).changeClass(n, keepExp)
变更名称 $gameActors.actor(actorId).setNickname(n)
变更简介 $gameActors.actor(actorId).setProfile(n)
转移玩家场景 $gamePlayer.reserveTransfer(mapId, x, y, direction, fade type);
设定交通工具 $gameMap.vehicle(vehicleId).setLocation(mapId, x, y);
设定事件位置 $gameMap.event(eventID).setPosition(x, y)
滚动画面 $gameMap.startScroll(direction, distance, speed);
设定交通工具可否搭乘 $gamePlayer.getOnOffVehicle();
等待 $gameInterpreter.wait(frames);
变更透明度 $gamePlayer.setTransparent(flag)
跟随者显示 $gamePlayer.showFollowers();
$gamePlayer.hideFollowers();
集合跟随者 $gamePlayer.gatherFollowers();
this.setWaitMode(‘gather’);
显示气球图示 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);
着色画面 $gameScreen.startTint([red,green,blue,grey], duration);
闪光画面 $gameScreen.startTint([red,green,blue,intensity], duration);
震动画面 $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 );
#声音物件格式: { 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);
修改存档功能访问 $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();
修改视窗颜色 $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();