RPG Maker MZ Script Call Reference

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The document provides a reference to the data structures and core scripting of RPG Maker MZ.

The document describes files, databases, scripts, and codes used in RPG Maker MZ including things like actors, classes, skills, traits, effects, and parameters.

Some of the databases referenced include actors, classes, skills, traits, effects, and parameters.

RPG Maker MZ Script Reference

Ver.1.0.0
This document is a reference to the data structures and core scripting of RPG Maker MZ.
Below is a description of each file.

File Description
Here is a list of scripts for referencing the values in the database. Most databases are stored as an
Database
array of global variables with IDs as indices. Note that the zero-th element will be null.
This is a list of scripts for referencing and modifying the contents of saved data and temporary data.
Game Data We have not included in the list what does not need to be run from the script and what should not be
run from the script.
Event Code This is a list of codes and parameters specified in the event command.
Feature/Effect Code A list of feature and effect codes and parameters to be specified in the database.
no Database name Global variable name JSON file name Property name Script Call (id:data ID) Remarks and array legend
1 Actors $dataActors Actors.json id $dataActors[id].id
2 Actors $dataActors Actors.json battlerName $dataActors[id].battlerName
3 Actors $dataActors Actors.json characterIndex $dataActors[id].characterIndex
4 Actors $dataActors Actors.json characterName $dataActors[id].characterName
5 Actors $dataActors Actors.json classId $dataActors[id].classId
Weapon and Armor ID for each equipment type
6 Actors $dataActors Actors.json equips $dataActors[id].equips
[1,1,2,3,0]
7 Actors $dataActors Actors.json faceIndex $dataActors[id].faceIndex
8 Actors $dataActors Actors.json faceName $dataActors[id].faceName
9 Actors $dataActors Actors.json traits[0].code $dataActors[id].traits[0].code
10 Actors $dataActors Actors.json traits[0].dataId $dataActors[id].traits[0].dataId
11 Actors $dataActors Actors.json traits[0].value1 $dataActors[id].traits[0].value1
12 Actors $dataActors Actors.json traits[0].value2 $dataActors[id].traits[0].value2
13 Actors $dataActors Actors.json initialLevel $dataActors[id].initialLevel
14 Actors $dataActors Actors.json maxLevel $dataActors[id].maxLevel
15 Actors $dataActors Actors.json name $dataActors[id].name
16 Actors $dataActors Actors.json nickname $dataActors[id].nickname
17 Actors $dataActors Actors.json note $dataActors[id].note
18 Actors $dataActors Actors.json profile $dataActors[id].profile
19 Classes $dataClasses Classes.json id $dataClasses[id].id
20 Classes $dataClasses Classes.json expParams[0] $dataClasses[id].expParams[0]
21 Classes $dataClasses Classes.json expParams[1] $dataClasses[id].expParams[1]
22 Classes $dataClasses Classes.json expParams[2] $dataClasses[id].expParams[2]
23 Classes $dataClasses Classes.json expParams[3] $dataClasses[id].expParams[3]
24 Classes $dataClasses Classes.json traits[0].code $dataClasses[id].traits[0].code
25 Classes $dataClasses Classes.json traits[0].dataId $dataClasses[id].traits[0].dataId
26 Classes $dataClasses Classes.json traits[0].value1 $dataClasses[id].traits[0].value1
27 Classes $dataClasses Classes.json traits[0].value2 $dataClasses[id].traits[0].value2
28 Classes $dataClasses Classes.json learnings[0].level $dataClasses[id].learnings[0].level
29 Classes $dataClasses Classes.json learnings[0].skillId $dataClasses[id].learnings[0].skillId
30 Classes $dataClasses Classes.json learnings[0].note $dataClasses[id].learnings[0].note
31 Classes $dataClasses Classes.json name $dataClasses[id].name
32 Classes $dataClasses Classes.json note $dataClasses[id].note
An array containing all the basic values for each level
33 Classes $dataClasses Classes.json params[0] $dataClasses[id].params[0]
[1,450,500,550,600....]
34 Classes $dataClasses Classes.json params[1] $dataClasses[id].params[1] An array containing all the basic values for each level
35 Classes $dataClasses Classes.json params[2] $dataClasses[id].params[2] An array containing all the basic values for each level
36 Classes $dataClasses Classes.json params[3] $dataClasses[id].params[3] An array containing all the basic values for each level
37 Classes $dataClasses Classes.json params[4] $dataClasses[id].params[4] An array containing all the basic values for each level
38 Classes $dataClasses Classes.json params[5] $dataClasses[id].params[5] An array containing all the basic values for each level
39 Classes $dataClasses Classes.json params[6] $dataClasses[id].params[6] An array containing all the basic values for each level
40 Classes $dataClasses Classes.json params[7] $dataClasses[id].params[7] An array containing all the basic values for each level
41 Skills $dataSkills Skills.json id $dataSkills[id].id
42 Skills $dataSkills Skills.json animationId $dataSkills[id].animationId
43 Skills $dataSkills Skills.json description $dataSkills[id].description
no Database name Global variable name JSON file name Property name Script Call (id:data ID) Remarks and array legend
44 Skills $dataSkills Skills.json effects[0].code $dataSkills[id].effects[0].code
45 Skills $dataSkills Skills.json effects[0].dataId $dataSkills[id].effects[0].dataId
46 Skills $dataSkills Skills.json effects[0].value1 $dataSkills[id].effects[0].value1
47 Skills $dataSkills Skills.json effects[0].value2 $dataSkills[id].effects[0].value2
48 Skills $dataSkills Skills.json hitType $dataSkills[id].hitType
49 Skills $dataSkills Skills.json iconIndex $dataSkills[id].iconIndex
50 Skills $dataSkills Skills.json message1 $dataSkills[id].message1
51 Skills $dataSkills Skills.json message2 $dataSkills[id].message2
52 Skills $dataSkills Skills.json mpCost $dataSkills[id].mpCost
53 Skills $dataSkills Skills.json name $dataSkills[id].name
54 Skills $dataSkills Skills.json note $dataSkills[id].note
55 Skills $dataSkills Skills.json occasion $dataSkills[id].occasion
56 Skills $dataSkills Skills.json repeats $dataSkills[id].repeats
57 Skills $dataSkills Skills.json requiredWtypeId1 $dataSkills[id].requiredWtypeId1
58 Skills $dataSkills Skills.json requiredWtypeId2 $dataSkills[id].requiredWtypeId2
59 Skills $dataSkills Skills.json scope $dataSkills[id].scope
60 Skills $dataSkills Skills.json speed $dataSkills[id].speed
61 Skills $dataSkills Skills.json stypeId $dataSkills[id].stypeId
62 Skills $dataSkills Skills.json successRate $dataSkills[id].successRate
63 Skills $dataSkills Skills.json tpCost $dataSkills[id].tpCost
64 Skills $dataSkills Skills.json tpGain $dataSkills[id].tpGain
65 Skills $dataSkills Skills.json messageType $dataSkills[id].messageType For MV data conversion, type of skill message.
66 Skills $dataSkills Skills.json damage.critical $dataSkills[id].damage.critical
67 Skills $dataSkills Skills.json damage.elementId $dataSkills[id].damage.elementId
68 Skills $dataSkills Skills.json damage.formula $dataSkills[id].damage.formula
69 Skills $dataSkills Skills.json damage.type $dataSkills[id].damage.type
70 Skills $dataSkills Skills.json damage.variance $dataSkills[id].damage.variance
71 Items $dataItems Items.json id $dataItems[id].id
72 Items $dataItems Items.json animationId $dataItems[id].animationId
73 Items $dataItems Items.json consumable $dataItems[id].consumable
74 Items $dataItems Items.json description $dataItems[id].description
75 Items $dataItems Items.json effects[0].code $dataItems[id].effects[0].code
76 Items $dataItems Items.json effects[0].dataId $dataItems[id].effects[0].dataId
77 Items $dataItems Items.json effects[0].value1 $dataItems[id].effects[0].value1
78 Items $dataItems Items.json effects[0].value2 $dataItems[id].effects[0].value2
79 Items $dataItems Items.json hitType $dataItems[id].hitType
80 Items $dataItems Items.json iconIndex $dataItems[id].iconIndex
81 Items $dataItems Items.json itypeId $dataItems[id].itypeId
82 Items $dataItems Items.json name $dataItems[id].name
83 Items $dataItems Items.json note $dataItems[id].note
84 Items $dataItems Items.json occasion $dataItems[id].occasion
85 Items $dataItems Items.json price $dataItems[id].price
86 Items $dataItems Items.json repeats $dataItems[id].repeats
87 Items $dataItems Items.json scope $dataItems[id].scope
no Database name Global variable name JSON file name Property name Script Call (id:data ID) Remarks and array legend
88 Items $dataItems Items.json speed $dataItems[id].speed
89 Items $dataItems Items.json successRate $dataItems[id].successRate
90 Items $dataItems Items.json tpGain $dataItems[id].tpGain
91 Items $dataItems Items.json damage.critical $dataItems[id].damage.critical
92 Items $dataItems Items.json damage.elementId $dataItems[id].damage.elementId
93 Items $dataItems Items.json damage.formula $dataItems[id].damage.formula
94 Items $dataItems Items.json damage.type $dataItems[id].damage.type
95 Items $dataItems Items.json damage.variance $dataItems[id].damage.variance
96 Weapons $dataWeapons Weapons.json id $dataWeapons[id].id
97 Weapons $dataWeapons Weapons.json animationId $dataWeapons[id].animationId
98 Weapons $dataWeapons Weapons.json description $dataWeapons[id].description
99 Weapons $dataWeapons Weapons.json etypeId $dataWeapons[id].etypeId
100 Weapons $dataWeapons Weapons.json traits[0].code $dataWeapons[id].traits[0].code
101 Weapons $dataWeapons Weapons.json traits[0].dataId $dataWeapons[id].traits[0].dataId
102 Weapons $dataWeapons Weapons.json traits[0].value1 $dataWeapons[id].traits[0].value1
103 Weapons $dataWeapons Weapons.json traits[0].value2 $dataWeapons[id].traits[0].value2
104 Weapons $dataWeapons Weapons.json iconIndex $dataWeapons[id].iconIndex
105 Weapons $dataWeapons Weapons.json name $dataWeapons[id].name
106 Weapons $dataWeapons Weapons.json note $dataWeapons[id].note
107 Weapons $dataWeapons Weapons.json price $dataWeapons[id].price
108 Weapons $dataWeapons Weapons.json wtypeId $dataWeapons[id].wtypeId
109 Weapons $dataWeapons Weapons.json params0 $dataWeapons[id].params0
110 Weapons $dataWeapons Weapons.json params1 $dataWeapons[id].params1
111 Weapons $dataWeapons Weapons.json params2 $dataWeapons[id].params2
112 Weapons $dataWeapons Weapons.json params3 $dataWeapons[id].params3
113 Weapons $dataWeapons Weapons.json params4 $dataWeapons[id].params4
114 Weapons $dataWeapons Weapons.json params5 $dataWeapons[id].params5
115 Weapons $dataWeapons Weapons.json params6 $dataWeapons[id].params6
116 Weapons $dataWeapons Weapons.json params7 $dataWeapons[id].params7
117 Armors $dataArmors Armors.json id $dataArmors[id].id
118 Armors $dataArmors Armors.json atypeId $dataArmors[id].atypeId
119 Armors $dataArmors Armors.json description $dataArmors[id].description
120 Armors $dataArmors Armors.json etypeId $dataArmors[id].etypeId
121 Armors $dataArmors Armors.json traits[0].code $dataArmors[id].traits[0].code
122 Armors $dataArmors Armors.json traits[0].dataId $dataArmors[id].traits[0].dataId
123 Armors $dataArmors Armors.json traits[0].value1 $dataArmors[id].traits[0].value1
124 Armors $dataArmors Armors.json traits[0].value2 $dataArmors[id].traits[0].value2
125 Armors $dataArmors Armors.json iconIndex $dataArmors[id].iconIndex
126 Armors $dataArmors Armors.json name $dataArmors[id].name
127 Armors $dataArmors Armors.json note $dataArmors[id].note
128 Armors $dataArmors Armors.json price $dataArmors[id].price
129 Armors $dataArmors Armors.json params0 $dataArmors[id].params0
130 Armors $dataArmors Armors.json params1 $dataArmors[id].params1
131 Armors $dataArmors Armors.json params2 $dataArmors[id].params2
no Database name Global variable name JSON file name Property name Script Call (id:data ID) Remarks and array legend
132 Armors $dataArmors Armors.json params3 $dataArmors[id].params3
133 Armors $dataArmors Armors.json params4 $dataArmors[id].params4
134 Armors $dataArmors Armors.json params5 $dataArmors[id].params5
135 Armors $dataArmors Armors.json params6 $dataArmors[id].params6
136 Armors $dataArmors Armors.json params7 $dataArmors[id].params7
137 Enemies $dataEnemies Enemies.json id $dataEnemies[id].id
138 Enemies $dataEnemies Enemies.json actions $dataEnemies[id].actions
139 Enemies $dataEnemies Enemies.json battlerHue $dataEnemies[id].battlerHue
140 Enemies $dataEnemies Enemies.json battlerName $dataEnemies[id].battlerName
141 Enemies $dataEnemies Enemies.json dropItems $dataEnemies[id].dropItems
142 Enemies $dataEnemies Enemies.json exp $dataEnemies[id].exp
143 Enemies $dataEnemies Enemies.json traits[0].code $dataEnemies[id].traits[0].code
144 Enemies $dataEnemies Enemies.json traits[0].dataId $dataEnemies[id].traits[0].dataId
145 Enemies $dataEnemies Enemies.json traits[0].value1 $dataEnemies[id].traits[0].value1
146 Enemies $dataEnemies Enemies.json traits[0].value2 $dataEnemies[id].traits[0].value2
147 Enemies $dataEnemies Enemies.json gold $dataEnemies[id].gold
148 Enemies $dataEnemies Enemies.json name $dataEnemies[id].name
149 Enemies $dataEnemies Enemies.json note $dataEnemies[id].note
150 Enemies $dataEnemies Enemies.json params0 $dataEnemies[id].params0
151 Enemies $dataEnemies Enemies.json params1 $dataEnemies[id].params1
152 Enemies $dataEnemies Enemies.json params2 $dataEnemies[id].params2
153 Enemies $dataEnemies Enemies.json params3 $dataEnemies[id].params3
154 Enemies $dataEnemies Enemies.json params4 $dataEnemies[id].params4
155 Enemies $dataEnemies Enemies.json params5 $dataEnemies[id].params5
156 Enemies $dataEnemies Enemies.json params6 $dataEnemies[id].params6
157 Enemies $dataEnemies Enemies.json params7 $dataEnemies[id].params7
158 Troops $dataTroops Troops.json id $dataTroops[id].id
159 Troops $dataTroops Troops.json members $dataTroops[id].members
160 Troops $dataTroops Troops.json name $dataTroops[id].name
161 Troops $dataTroops Troops.json pages $dataTroops[id].pages
162 States $dataStates States.json id $dataStates[id].id
163 States $dataStates States.json autoRemovalTiming $dataStates[id].autoRemovalTiming
164 States $dataStates States.json chanceByDamage $dataStates[id].chanceByDamage
165 States $dataStates States.json iconIndex $dataStates[id].iconIndex
166 States $dataStates States.json maxTurns $dataStates[id].maxTurns
167 States $dataStates States.json message1 $dataStates[id].message1
168 States $dataStates States.json message2 $dataStates[id].message2
169 States $dataStates States.json message3 $dataStates[id].message3
170 States $dataStates States.json message4 $dataStates[id].message4
171 States $dataStates States.json minTurns $dataStates[id].minTurns
172 States $dataStates States.json motion $dataStates[id].motion
173 States $dataStates States.json name $dataStates[id].name
174 States $dataStates States.json note $dataStates[id].note
175 States $dataStates States.json overlay $dataStates[id].overlay
no Database name Global variable name JSON file name Property name Script Call (id:data ID) Remarks and array legend
176 States $dataStates States.json priority $dataStates[id].priority
177 States $dataStates States.json releaseByDamage $dataStates[id].releaseByDamage
178 States $dataStates States.json removeAtBattleEnd $dataStates[id].removeAtBattleEnd
179 States $dataStates States.json removeByDamage $dataStates[id].removeByDamage
180 States $dataStates States.json removeByRestriction $dataStates[id].removeByRestriction
181 States $dataStates States.json removeByWalking $dataStates[id].removeByWalking
182 States $dataStates States.json restriction $dataStates[id].restriction
183 States $dataStates States.json stepsToRemove $dataStates[id].stepsToRemove
184 States $dataStates States.json traits[0].code $dataStates[id].traits[0].code
185 States $dataStates States.json traits[0].dataId $dataStates[id].traits[0].dataId
186 States $dataStates States.json traits[0].value1 $dataStates[id].traits[0].value1
187 States $dataStates States.json traits[0].value2 $dataStates[id].traits[0].value2
188 States $dataStates States.json messageType $dataStates[id].messageType For MV data conversion, type of state message.
189 Animations $dataAnimations Animations.json id $dataAnimations[id].id
190 Animations $dataAnimations Animations.json name $dataAnimations[id].name
191 Animations $dataAnimations Animations.json displayType $dataAnimations[id].displayType
192 Animations $dataAnimations Animations.json effectName $dataAnimations[id].effectName
193 Animations $dataAnimations Animations.json scale $dataAnimations[id].scale
194 Animations $dataAnimations Animations.json speed $dataAnimations[id].speed
195 Animations $dataAnimations Animations.json flashTimings $dataAnimations[id].flashTimings [{"frame":0,"duration":30,"color":[255,255,255,255]}]
[{"frame":0,"se":{"name":"Blow1","pan":0,"pitch":100,"
196 Animations $dataAnimations Animations.json soundTimings $dataAnimations[id].soundTimings
volume":90}}]
197 Animations $dataAnimations Animations.json offsetX $dataAnimations[id].offsetX
198 Animations $dataAnimations Animations.json offsetY $dataAnimations[id].offsetY
199 Animations $dataAnimations Animations.json rotation.x $dataAnimations[id].rotation.x
200 Animations $dataAnimations Animations.json rotation.y $dataAnimations[id].rotation.y
201 Animations $dataAnimations Animations.json rotation.z $dataAnimations[id].rotation.z
202 Tilesets $dataTilesets Tilesets.json id $dataTilesets[id].id
Flag tables for determining passability for ladders, bushes,
203 Tilesets $dataTilesets Tilesets.json flags $dataTilesets[id].flags
etc.
204 Tilesets $dataTilesets Tilesets.json mode $dataTilesets[id].mode
205 Tilesets $dataTilesets Tilesets.json name $dataTilesets[id].name
206 Tilesets $dataTilesets Tilesets.json note $dataTilesets[id].note
207 Tilesets $dataTilesets Tilesets.json tilesetNames $dataTilesets[id].tilesetNames ["World_A1","World_A2","","","","World_B","World_C","",""]
208 CommonEvents $dataCommonEvents CommonEvents.json id $dataCommonEvents[id].id
See separate file for details.
209 CommonEvents $dataCommonEvents CommonEvents.json list $dataCommonEvents[id].list
[{"code":0,"indent":0,"parameters":[]}]
210 CommonEvents $dataCommonEvents CommonEvents.json name $dataCommonEvents[id].name
211 CommonEvents $dataCommonEvents CommonEvents.json switchId $dataCommonEvents[id].switchId
212 CommonEvents $dataCommonEvents CommonEvents.json trigger $dataCommonEvents[id].trigger
213 System $dataSystem System.json advanced.gameId $dataSystem.advanced.gameId
214 System $dataSystem System.json advanced.screenWidth $dataSystem.advanced.screenWidth
215 System $dataSystem System.json advanced.screenHeight $dataSystem.advanced.screenHeight
216 System $dataSystem System.json advanced.uiAreaWidth $dataSystem.advanced.uiAreaWidth
217 System $dataSystem System.json advanced.uiAreaHeight $dataSystem.advanced.uiAreaHeight
218 System $dataSystem System.json advanced.numberFontFilename $dataSystem.advanced.numberFontFilename
no Database name Global variable name JSON file name Property name Script Call (id:data ID) Remarks and array legend
219 System $dataSystem System.json advanced.fallbackFonts $dataSystem.advanced.fallbackFonts
220 System $dataSystem System.json advanced.fontSize $dataSystem.advanced.fontSize
221 System $dataSystem System.json advanced.mainFontFilename $dataSystem.advanced.mainFontFilename
222 System $dataSystem System.json airship.bgm $dataSystem.airship.bgm {name:"", volume:90, pitch:100, pan:0}
223 System $dataSystem System.json airship.characterIndex $dataSystem.airship.characterIndex
224 System $dataSystem System.json airship.characterName $dataSystem.airship.characterName
225 System $dataSystem System.json airship.startMapId $dataSystem.airship.startMapId
226 System $dataSystem System.json airship.startX $dataSystem.airship.startX
227 System $dataSystem System.json airship.startY $dataSystem.airship.startY
228 System $dataSystem System.json boat.bgm $dataSystem.boat.bgm {name:"", volume:90, pitch:100, pan:0}
229 System $dataSystem System.json boat.characterIndex $dataSystem.boat.characterIndex
230 System $dataSystem System.json boat.characterName $dataSystem.boat.characterName
231 System $dataSystem System.json boat.startMapId $dataSystem.boat.startMapId
232 System $dataSystem System.json boat.startX $dataSystem.boat.startX
233 System $dataSystem System.json boat.startY $dataSystem.boat.startY
234 System $dataSystem System.json ship.bgm $dataSystem.ship.bgm {name:"", volume:90, pitch:100, pan:0}
235 System $dataSystem System.json ship.characterIndex $dataSystem.ship.characterIndex
236 System $dataSystem System.json ship.characterName $dataSystem.ship.characterName
237 System $dataSystem System.json ship.startMapId $dataSystem.ship.startMapId
238 System $dataSystem System.json ship.startX $dataSystem.ship.startX
239 System $dataSystem System.json ship.startY $dataSystem.ship.startY
240 System $dataSystem System.json attackMotions[0].type $dataSystem.attackMotions[0].type
241 System $dataSystem System.json attackMotions[0].weaponImageId $dataSystem.attackMotions[0].weaponImageId
["","Dagger","Sword","Flail","Axe","Whip","Staff","Bow","
242 System $dataSystem System.json weaponTypes $dataSystem.weaponTypes
Crossbow","Gun","Claw","Glove","Spear"]
["", "General Armor", "Magic Armor", "Light Armor", "Heavy
243 System $dataSystem System.json armorTypes $dataSystem.armorTypes
Aremor", "Small Shield", "Large Shield"]
244 System $dataSystem System.json equipTypes $dataSystem.equipTypes ["","Weapon","Shield","Head","Body","Accessory"]
245 System $dataSystem System.json skillTypes $dataSystem.skillTypes ["","Masic","Special"]
["","Physical","Fire","Ice","Thunder","Water","Earth","Wind","
246 System $dataSystem System.json elements $dataSystem.elements
Light","Darkness"]
247 System $dataSystem System.json battleBgm $dataSystem.battleBgm {name:"", volume:90, pitch:100, pan:0}
248 System $dataSystem System.json victoryMe $dataSystem.victoryMe {name:"", volume:90, pitch:100, pan:0}
249 System $dataSystem System.json defeatMe $dataSystem.defeatMe {name:"", volume:90, pitch:100, pan:0}
250 System $dataSystem System.json titleBgm $dataSystem.titleBgm {name:"", volume:90, pitch:100, pan:0}
251 System $dataSystem System.json sounds[0] $dataSystem.sounds[0]
252 System $dataSystem System.json editMapId $dataSystem.editMapId
253 System $dataSystem System.json gameTitle $dataSystem.gameTitle
Item, Weapon, Armor, Key Item
254 System $dataSystem System.json itemCategories $dataSystem.itemCategories
[true,true,true,true]
255 System $dataSystem System.json locale $dataSystem.locale
256 System $dataSystem System.json magicSkills $dataSystem.magicSkills [1]
Items, Skills, Equip, Status, Formation, Save
257 System $dataSystem System.json menuCommands $dataSystem.menuCommands
[true,true,true,true,true,true]
258 System $dataSystem System.json optAutosave $dataSystem.optAutosave
259 System $dataSystem System.json optDisplayTp $dataSystem.optDisplayTp
260 System $dataSystem System.json optDrawTitle $dataSystem.optDrawTitle
no Database name Global variable name JSON file name Property name Script Call (id:data ID) Remarks and array legend
261 System $dataSystem System.json optExtraExp $dataSystem.optExtraExp
262 System $dataSystem System.json optFloorDeath $dataSystem.optFloorDeath
263 System $dataSystem System.json optFollowers $dataSystem.optFollowers
264 System $dataSystem System.json optKeyItemsNumber $dataSystem.optKeyItemsNumber
265 System $dataSystem System.json optSideView $dataSystem.optSideView
266 System $dataSystem System.json optSlipDeath $dataSystem.optSlipDeath
267 System $dataSystem System.json optTransparent $dataSystem.optTransparent
268 System $dataSystem System.json partyMembers $dataSystem.partyMembers
269 System $dataSystem System.json startMapId $dataSystem.startMapId
270 System $dataSystem System.json startX $dataSystem.startX
271 System $dataSystem System.json startY $dataSystem.startY
272 System $dataSystem System.json switches $dataSystem.switches ["","","",...]
273 System $dataSystem System.json variables $dataSystem.variables ["","","",...]
274 System $dataSystem System.json terms.basic $dataSystem.terms.basic
275 System $dataSystem System.json terms.commands $dataSystem.terms.commands
276 System $dataSystem System.json terms.params $dataSystem.terms.params
277 System $dataSystem System.json terms.messages.alwaysDash $dataSystem.terms.messages.alwaysDash
278 System $dataSystem System.json terms.messages.commandRemember $dataSystem.terms.messages.commandRemember
279 System $dataSystem System.json terms.messages.touchUI $dataSystem.terms.messages.touchUI
280 System $dataSystem System.json terms.messages.bgmVolume $dataSystem.terms.messages.bgmVolume
281 System $dataSystem System.json terms.messages.bgsVolume $dataSystem.terms.messages.bgsVolume
282 System $dataSystem System.json terms.messages.meVolume $dataSystem.terms.messages.meVolume
283 System $dataSystem System.json terms.messages.seVolume $dataSystem.terms.messages.seVolume
284 System $dataSystem System.json terms.messages.possession $dataSystem.terms.messages.possession
285 System $dataSystem System.json terms.messages.expTotal $dataSystem.terms.messages.expTotal
286 System $dataSystem System.json terms.messages.expNext $dataSystem.terms.messages.expNext
287 System $dataSystem System.json terms.messages.saveMessage $dataSystem.terms.messages.saveMessage
288 System $dataSystem System.json terms.messages.loadMessage $dataSystem.terms.messages.loadMessage
289 System $dataSystem System.json terms.messages.file $dataSystem.terms.messages.file
290 System $dataSystem System.json terms.messages.autosave $dataSystem.terms.messages.autosave
291 System $dataSystem System.json terms.messages.partyName $dataSystem.terms.messages.partyName
292 System $dataSystem System.json terms.messages.emerge $dataSystem.terms.messages.emerge
293 System $dataSystem System.json terms.messages.preemptive $dataSystem.terms.messages.preemptive
294 System $dataSystem System.json terms.messages.surprise $dataSystem.terms.messages.surprise
295 System $dataSystem System.json terms.messages.escapeStart $dataSystem.terms.messages.escapeStart
296 System $dataSystem System.json terms.messages.escapeFailure $dataSystem.terms.messages.escapeFailure
297 System $dataSystem System.json terms.messages.victory $dataSystem.terms.messages.victory
298 System $dataSystem System.json terms.messages.defeat $dataSystem.terms.messages.defeat
299 System $dataSystem System.json terms.messages.obtainExp $dataSystem.terms.messages.obtainExp
300 System $dataSystem System.json terms.messages.obtainGold $dataSystem.terms.messages.obtainGold
301 System $dataSystem System.json terms.messages.obtainItem $dataSystem.terms.messages.obtainItem
302 System $dataSystem System.json terms.messages.levelUp $dataSystem.terms.messages.levelUp
303 System $dataSystem System.json terms.messages.obtainSkill $dataSystem.terms.messages.obtainSkill
304 System $dataSystem System.json terms.messages.useItem $dataSystem.terms.messages.useItem
no Database name Global variable name JSON file name Property name Script Call (id:data ID) Remarks and array legend
305 System $dataSystem System.json terms.messages.criticalToEnemy $dataSystem.terms.messages.criticalToEnemy
306 System $dataSystem System.json terms.messages.criticalToActor $dataSystem.terms.messages.criticalToActor
307 System $dataSystem System.json terms.messages.actorDamage $dataSystem.terms.messages.actorDamage
308 System $dataSystem System.json terms.messages.actorRecovery $dataSystem.terms.messages.actorRecovery
309 System $dataSystem System.json terms.messages.actorGain $dataSystem.terms.messages.actorGain
310 System $dataSystem System.json terms.messages.actorLoss $dataSystem.terms.messages.actorLoss
311 System $dataSystem System.json terms.messages.actorDrain $dataSystem.terms.messages.actorDrain
312 System $dataSystem System.json terms.messages.actorNoDamage $dataSystem.terms.messages.actorNoDamage
313 System $dataSystem System.json terms.messages.actorNoHit $dataSystem.terms.messages.actorNoHit
314 System $dataSystem System.json terms.messages.enemyDamage $dataSystem.terms.messages.enemyDamage
315 System $dataSystem System.json terms.messages.enemyRecovery $dataSystem.terms.messages.enemyRecovery
316 System $dataSystem System.json terms.messages.enemyGain $dataSystem.terms.messages.enemyGain
317 System $dataSystem System.json terms.messages.enemyLoss $dataSystem.terms.messages.enemyLoss
318 System $dataSystem System.json terms.messages.enemyDrain $dataSystem.terms.messages.enemyDrain
319 System $dataSystem System.json terms.messages.enemyNoDamage $dataSystem.terms.messages.enemyNoDamage
320 System $dataSystem System.json terms.messages.enemyNoHit $dataSystem.terms.messages.enemyNoHit
321 System $dataSystem System.json terms.messages.evasion $dataSystem.terms.messages.evasion
322 System $dataSystem System.json terms.messages.magicEvasion $dataSystem.terms.messages.magicEvasion
323 System $dataSystem System.json terms.messages.magicReflection $dataSystem.terms.messages.magicReflection
324 System $dataSystem System.json terms.messages.counterAttack $dataSystem.terms.messages.counterAttack
325 System $dataSystem System.json terms.messages.substitute $dataSystem.terms.messages.substitute
326 System $dataSystem System.json terms.messages.buffAdd $dataSystem.terms.messages.buffAdd
327 System $dataSystem System.json terms.messages.debuffAdd $dataSystem.terms.messages.debuffAdd
328 System $dataSystem System.json terms.messages.buffRemove $dataSystem.terms.messages.buffRemove
329 System $dataSystem System.json terms.messages.actionFailure $dataSystem.terms.messages.actionFailure
330 System $dataSystem System.json testBattlers[0].actorId $dataSystem.testBattlers[0].actorId
331 System $dataSystem System.json testBattlers[0].level $dataSystem.testBattlers[0].level
332 System $dataSystem System.json testBattlers[0].equips $dataSystem.testBattlers[0].equips
333 System $dataSystem System.json testTroopId $dataSystem.testTroopId
334 System $dataSystem System.json title1Name $dataSystem.title1Name
335 System $dataSystem System.json title2Name $dataSystem.title2Name
336 System $dataSystem System.json titleCommandWindow.background $dataSystem.titleCommandWindow.background
337 System $dataSystem System.json titleCommandWindow.offsetX $dataSystem.titleCommandWindow.offsetX
338 System $dataSystem System.json titleCommandWindow.offsetY $dataSystem.titleCommandWindow.offsetY
Red, Green, Blue
339 System $dataSystem System.json windowTone $dataSystem.windowTone
[0,0,0,0]
340 System $dataSystem System.json battleback1Name $dataSystem.battleback1Name
341 System $dataSystem System.json battleback2Name $dataSystem.battleback2Name
342 System $dataSystem System.json battlerName $dataSystem.battlerName
343 System $dataSystem System.json battlerHue $dataSystem.battlerHue
0:Turn-based
344 System $dataSystem System.json battleSystem $dataSystem.battleSystem 1:Time Progress(Active)
2:Time Progress(Wait)
345 System $dataSystem System.json currencyUnit $dataSystem.currencyUnit
346 Map $dataMap Map001.json autoplayBgm $dataMap.autoplayBgm
347 Map $dataMap Map001.json bgm $dataMap.bgm {name:"", volume:90, pitch:100, pan:0}
no Database name Global variable name JSON file name Property name Script Call (id:data ID) Remarks and array legend
348 Map $dataMap Map001.json autoplayBgs $dataMap.autoplayBgs
349 Map $dataMap Map001.json bgs $dataMap.bgs {name:"", volume:90, pitch:100, pan:0}
350 Map $dataMap Map001.json specifyBattleback $dataMap.specifyBattleback
351 Map $dataMap Map001.json battleback1Name $dataMap.battleback1Name
352 Map $dataMap Map001.json battleback2Name $dataMap.battleback2Name
353 Map $dataMap Map001.json disableDashing $dataMap.disableDashing
354 Map $dataMap Map001.json displayName $dataMap.displayName
355 Map $dataMap Map001.json encounterList $dataMap.encounterList
356 Map $dataMap Map001.json encounterStep $dataMap.encounterStep
357 Map $dataMap Map001.json width $dataMap.width
358 Map $dataMap Map001.json height $dataMap.height
359 Map $dataMap Map001.json note $dataMap.note
360 Map $dataMap Map001.json parallaxLoopX $dataMap.parallaxLoopX
361 Map $dataMap Map001.json parallaxLoopY $dataMap.parallaxLoopY
362 Map $dataMap Map001.json parallaxName $dataMap.parallaxName
363 Map $dataMap Map001.json parallaxShow $dataMap.parallaxShow
364 Map $dataMap Map001.json parallaxSx $dataMap.parallaxSx
365 Map $dataMap Map001.json parallaxSy $dataMap.parallaxSy
366 Map $dataMap Map001.json scrollType $dataMap.scrollType
367 Map $dataMap Map001.json tilesetId $dataMap.tilesetId
368 Map $dataMap Map001.json data $dataMap.data Tables of tile and region information
369 MapInfos $dataMapInfos MapInfos.json id $dataMapInfos[id].id
370 MapInfos $dataMapInfos MapInfos.json expanded $dataMapInfos[id].expanded
371 MapInfos $dataMapInfos MapInfos.json name $dataMapInfos[id].name
372 MapInfos $dataMapInfos MapInfos.json order $dataMapInfos[id].order
373 MapInfos $dataMapInfos MapInfos.json parentId $dataMapInfos[id].parentId
374 MapInfos $dataMapInfos MapInfos.json scrollX $dataMapInfos[id].scrollX
375 MapInfos $dataMapInfos MapInfos.json scrollY $dataMapInfos[id].scrollY
No Class Name References to Objects Property and method name Script Call Detailed explanation
1 Game_Temp $gameTemp isPlaytest() $gameTemp.isPlaytest() Determine if the game is in test play or not
2 Game_Temp $gameTemp isDestinationValid() $gameTemp.isDestinationValid() Determine if the destination is specified
3 Game_Temp $gameTemp destinationX() $gameTemp.destinationX() X-coordinate of the destination
4 Game_Temp $gameTemp destinationY() $gameTemp.destinationY() Y-coordinate of the destination
5 Game_Temp $gameTemp touchTarget() $gameTemp.touchTarget() Retrieve the target game object most recently touched
6 Game_Temp $gameTemp touchState() $gameTemp.touchState() Acquire the touch status of the most recent touch operation
Retrieve information on whether Refresh Flag is requested.
7 Game_Temp $gameTemp isBattleRefreshRequested() $gameTemp.isBattleRefreshRequested()
(Used to determine whether to redraw the window)
8 Game_Temp $gameTemp reserveCommonEvent(id) $gameTemp.reserveCommonEvent(id) Scheduled execution of common events of the specified ID (stored in a queue)
9 Game_Temp $gameTemp isCommonEventReserved() $gameTemp.isCommonEventReserved() Determine if a common event has been reserved.
10 Game_Temp $gameTemp requestAnimation(targets, animationId,$gameTemp.requestAnimation(targets,
mirror) animationId, mirror) Request to play the animation with the target, ID and reversal flag (stored in the queue)
11 Game_Temp $gameTemp requestBalloon(target, balloonId) $gameTemp.requestBalloon(target, balloonId) Request the display of balloon icon by specifying a target and balloon icon ID (stored in a queue)
Retrieve a variety of behavioral data by specifying the type (as shown below)
0: The last skill someone used
1: Last item used by someone
12 Game_Temp $gameTemp lastActionData(type) $gameTemp.lastActionData(type) 2: The last actor to act
3: Last enemy character to act
4: The last targeted actor
5: The last enemy character targeted
13 Game_System $gameSystem isJapanese() $gameSystem.isJapanese() Whether the language setting of the database is set to Japanese or not
14 Game_System $gameSystem isChinese() $gameSystem.isChinese() Whether the language setting of the database is set to Chinese or not
15 Game_System $gameSystem isKorean() $gameSystem.isKorean() Whether the database language is set to Korean or not
16 Game_System $gameSystem isCJK() $gameSystem.isCJK() Whether the database language setting is set to CJK (Chinese, Japanese, Korean) or not
17 Game_System $gameSystem isRussian() $gameSystem.isRussian() Whether the database language is set to Russian or not
18 Game_System $gameSystem isSideView() $gameSystem.isSideView() Whether the combat setting is set to side-view or not
19 Game_System $gameSystem isAutosaveEnabled() $gameSystem.isAutosaveEnabled() Whether auto-save is enabled or not
20 Game_System $gameSystem isSaveEnabled() $gameSystem.isSaveEnabled() Whether saving from the menu screen is allowed or not
21 Game_System $gameSystem disableSave() $gameSystem.disableSave() Disable saving from the menu screen
22 Game_System $gameSystem enableSave() $gameSystem.enableSave() Enable saving from the menu screen
23 Game_System $gameSystem isMenuEnabled() $gameSystem.isMenuEnabled() Whether or not the menu screen can be opened or not
24 Game_System $gameSystem disableMenu() $gameSystem.disableMenu() Disable opening the menu screen
25 Game_System $gameSystem enableMenu() $gameSystem.enableMenu() Enable opening the menu screen
26 Game_System $gameSystem isEncounterEnabled() $gameSystem.isEncounterEnabled() Whether encounters are enabled or not
27 Game_System $gameSystem disableEncounter() $gameSystem.disableEncounter() Disable encounters
28 Game_System $gameSystem enableEncounter() $gameSystem.enableEncounter() Enable encounters
29 Game_System $gameSystem isFormationEnabled() $gameSystem.isFormationEnabled() Whether the formation of the party can be changed or not.
30 Game_System $gameSystem disableFormation() $gameSystem.disableFormation() Disable formation changes
31 Game_System $gameSystem enableFormation() $gameSystem.enableFormation() Enable formation changes
32 Game_System $gameSystem battleCount() $gameSystem.battleCount() Total number of encounters
33 Game_System $gameSystem winCount() $gameSystem.winCount() Total number of wins
34 Game_System $gameSystem escapeCount() $gameSystem.escapeCount() Total number of successful escapes
35 Game_System $gameSystem saveCount() $gameSystem.saveCount() Total number of saves
36 Game_System $gameSystem versionId() $gameSystem.versionId() Version ID (which is changed to a different value each time the project is saved)
37 Game_System $gameSystem savefileId() $gameSystem.savefileId() Save file ID
38 Game_System $gameSystem windowTone() $gameSystem.windowTone() Current color tone of Window graphic.
39 Game_System $gameSystem setWindowTone(value) $gameSystem.setWindowTone(value) Set the color tone of Window graphic to 'value'
40 Game_System $gameSystem battleBgm() $gameSystem.battleBgm() Currently set battle BGM
41 Game_System $gameSystem setBattleBgm(audio) $gameSystem.setBattleBgm(audio) Set the battle BGM (Specify Audio Object)
42 Game_System $gameSystem victoryMe() $gameSystem.victoryMe() Currently set Victory ME
43 Game_System $gameSystem setVictoryMe(audio) $gameSystem.setVictoryMe(audio) Set the Victory ME
44 Game_System $gameSystem defeatMe() $gameSystem.defeatMe() Currently set Defeat ME
45 Game_System $gameSystem setDefeatMe(audio) $gameSystem.setDefeatMe(audio) Set the Defeat ME
46 Game_System $gameSystem playtime() $gameSystem.playtime() Total time played (in seconds)
47 Game_System $gameSystem playtimeText() $gameSystem.playtimeText() Total play time as a string in (hh:mm:ss) format
48 Game_System $gameSystem saveBgm() $gameSystem.saveBgm() Save the currently playing BGM
49 Game_System $gameSystem replayBgm() $gameSystem.replayBgm() Play the BGM stored if "save BGM" has been used
50 Game_System $gameSystem mainFontFace() $gameSystem.mainFontFace() The name of the main font used
51 Game_System $gameSystem numberFontFace() $gameSystem.numberFontFace() The name of the font used for numbers. Used in timers, damage displays, etc
52 Game_System $gameSystem mainFontSize() $gameSystem.mainFontSize() The font size of the main font used.
53 Game_System $gameSystem windowPadding() $gameSystem.windowPadding() The size of the window padding/margins.
54 Game_Timer $gameTimer start(count) $gameTimer.start(count) Start the timer. Specifies the number of frames (1/60th of a second)
55 Game_Timer $gameTimer stop() $gameTimer.stop() Deactivate the timer
56 Game_Timer $gameTimer isWorking() $gameTimer.isWorking() Determine whether the timer is operating or not
57 Game_Timer $gameTimer seconds() $gameTimer.seconds() The number of seconds left on the timer
No Class Name References to Objects Property and method name Script Call Detailed explanation
58 Game_Message $gameMessage choices() $gameMessage.choices() Event command/ Choices array in "Show Choices"
59 Game_Message $gameMessage speakerName() $gameMessage.speakerName() Event command/ The name in "Show Message"
60 Game_Message $gameMessage faceName() $gameMessage.faceName() Event command/ Face file name for "Show Message"
61 Game_Message $gameMessage faceIndex() $gameMessage.faceIndex() Event command/ Face index of "Show Message"
62 Game_Message $gameMessage background() $gameMessage.background() Event command/ Background type of "Show Message"
63 Game_Message $gameMessage positionType() $gameMessage.positionType() Event command/ The position of the "Show Message" window
64 Game_Message $gameMessage choiceDefaultType() $gameMessage.choiceDefaultType() Event command/ Default choice for "Show Choices"
65 Game_Message $gameMessage choiceCancelType() $gameMessage.choiceCancelType() Event command/ Cancel choice for "Show choices"
66 Game_Message $gameMessage choiceBackground() $gameMessage.choiceBackground() Event command/ Background on "Show Choices"
67 Game_Message $gameMessage choicePositionType() $gameMessage.choicePositionType() Event command/ The position of the "Show Choices" window
68 Game_Message $gameMessage numInputVariableId() $gameMessage.numInputVariableId() Event command/ The variable number of "Input Number"
69 Game_Message $gameMessage numInputMaxDigits() $gameMessage.numInputMaxDigits() Event command/ Number of digits in "Input Number"
70 Game_Message $gameMessage itemChoiceVariableId() $gameMessage.itemChoiceVariableId() Event command/ The variable number of "Select Item"
71 Game_Message $gameMessage itemChoiceItypeId() $gameMessage.itemChoiceItypeId() Event command/ The item type in "Item Select"
72 Game_Message $gameMessage scrollMode() $gameMessage.scrollMode() Whether or not to scroll through the text when displaying it
73 Game_Message $gameMessage scrollSpeed() $gameMessage.scrollSpeed() Speed of the event command "Show Scrolling Text"
74 Game_Message $gameMessage scrollNoFast() $gameMessage.scrollNoFast() Prevent fast-forwarding of the event command "Show Scrolling Text"
75 Game_Message $gameMessage hasText() $gameMessage.hasText() Whether the text to be displayed in the message window exists or not
76 Game_Message $gameMessage isChoice() $gameMessage.isChoice() Whether "Show Choices" is used or not
77 Game_Message $gameMessage isNumberInput() $gameMessage.isNumberInput() Whether "Input Number" is used or not
78 Game_Message $gameMessage isItemChoice() $gameMessage.isItemChoice() Whether "Select Item" is used or not
79 Game_Message $gameMessage isBusy() $gameMessage.isBusy() Whether any of the message displays, choices, etc. are present
80 Game_Message $gameMessage allText() $gameMessage.allText() All text to be displayed in the message (including newline characters)
81 Game_Message $gameMessage isRTL() $gameMessage.isRTL() Whether the message to be displayed is in the right-to-left language
82 Game_Switches $gameSwitches value(n) $gameSwitches.value(n) Get the value of nth switch
83 Game_Switches $gameSwitches setValue(n, value) $gameSwitches.setValue(n, value) Set the n-th switch to value
84 Game_Variables $gameVariables value(n) $gameVariables.value(n) Get the value of nth variable
85 Game_Variables $gameVariables setValue(n, value) $gameVariables.setValue(n, value) Set the value of n-th variable
86 Game_SelfSwitches $gameSelfSwitches value(key) $gameSelfSwitches.value(key) Get the self-switch value of the specified key ([Map ID, Event ID, Type])
87 Game_SelfSwitches $gameSelfSwitches setValue(key, value) $gameSelfSwitches.setValue(key, value) Set the self-switch value of the specified key
88 Game_Screen $gameScreen brightness() $gameScreen.brightness() Value of screen brightness (used in fade in and fade out)
89 Game_Screen $gameScreen tone() $gameScreen.tone() Value of color tone of the screen
90 Game_Screen $gameScreen flashColor() $gameScreen.flashColor() Value of flash color of the screen
91 Game_Screen $gameScreen shake() $gameScreen.shake() Value of screen shake state
92 Game_Screen $gameScreen zoomX() $gameScreen.zoomX() Value of horizontal focal coordinates of the screen
93 Game_Screen $gameScreen zoomY() $gameScreen.zoomY() Value of vertical focal point of the screen
94 Game_Screen $gameScreen zoomScale() $gameScreen.zoomScale() Value of screen magnification
95 Game_Screen $gameScreen weatherType() $gameScreen.weatherType() Get the weather type
96 Game_Screen $gameScreen weatherPower() $gameScreen.weatherPower() Get the weather strength
97 Game_Screen $gameScreen picture(id) $gameScreen.picture(id) Obtain picture information of the specified ID
98 Game_Screen $gameScreen clearFade() $gameScreen.clearFade() Clear screen fade out
99 Game_Screen $gameScreen clearTone() $gameScreen.clearTone() Clear screen color tone
100 Game_Screen $gameScreen clearFlash() $gameScreen.clearFlash() Clear screen flash
101 Game_Screen $gameScreen clearShake() $gameScreen.clearShake() Clear screen shake
102 Game_Screen $gameScreen clearZoom() $gameScreen.clearZoom() Clear screen zoom
103 Game_Screen $gameScreen clearWeather() $gameScreen.clearWeather() Clear weather effects
104 Game_Screen $gameScreen clearPictures() $gameScreen.clearPictures() Clear all pictures
105 Game_Screen $gameScreen maxPictures() $gameScreen.maxPictures() Maximum number of pictures that can be displayed on the screen (default 100)
106 Game_Screen $gameScreen startFadeOut(d) $gameScreen.startFadeOut(d) Start fading out by specifying a frame
107 Game_Screen $gameScreen startFadeIn(d) $gameScreen.startFadeIn(d) Start fading in by specifying a frame
108 Game_Screen $gameScreen startTint(tone, d) $gameScreen.startTint(tone, d) Change the screen color by specifying the color tone and frame
109 Game_Screen $gameScreen startFlash(color, d) $gameScreen.startFlash(color, d) Flash the screen by specifying a color and frame
110 Game_Screen $gameScreen startShake(p, s, d) $gameScreen.startShake(p, s, d) Shake the screen by specifying strength, speed and frame
111 Game_Screen $gameScreen startZoom(x, y, scale, d) $gameScreen.startZoom(x, y, scale, d) Zoom into the screen by specifying the focal coordinates, magnification, and frame
112 Game_Screen $gameScreen setZoom(x, y, scale,) $gameScreen.setZoom(x, y, scale,) Instantly zoom in by specifying the focal coordinates and magnification
113 Game_Screen $gameScreen changeWeather(type, p, d) $gameScreen.changeWeather(type, p, d) Change the weather by specifying type, strength and frame
114 Game_Screen $gameScreen showPicture() $gameScreen.showPicture() Display a picture
115 Game_Screen $gameScreen movePicture() $gameScreen.movePicture() Move a picture
116 Game_Screen $gameScreen rotatePicture(id, s) $gameScreen.rotatePicture(id, s) Rotate a picture by specifying the picture ID and speed
117 Game_Screen $gameScreen tintPicture(id, tone, d) $gameScreen.tintPicture(id, tone, d) Change the color tone of a picture by specifying the picture ID, color tone and frame
118 Game_Screen $gameScreen erasePicture(id) $gameScreen.erasePicture(id) Erase a picture by specifying the picture ID
119 Game_Picture $gameScreen.picture(n) name() $gameScreen.picture(n).name() Get the name of the nth picture
120 Game_Picture $gameScreen.picture(n) origin() $gameScreen.picture(n).origin() Get the origin of the n-th picture
No Class Name References to Objects Property and method name Script Call Detailed explanation
121 Game_Picture $gameScreen.picture(n) x() $gameScreen.picture(n).x() Get the x-coordinate of the n-th picture
122 Game_Picture $gameScreen.picture(n) y() $gameScreen.picture(n).y() Get the y-coordinate of the n-th picture
123 Game_Picture $gameScreen.picture(n) scaleX() $gameScreen.picture(n).scaleX() Get the magnification (width) of the n-th picture
124 Game_Picture $gameScreen.picture(n) scaleY() $gameScreen.picture(n).scaleY() Get the magnification (height) of the n-th picture
125 Game_Picture $gameScreen.picture(n) opacity() $gameScreen.picture(n).opacity() Get the opacity of the nth picture
126 Game_Picture $gameScreen.picture(n) blendMode() $gameScreen.picture(n).blendMode() Get the nth picture's blend mode.
127 Game_Picture $gameScreen.picture(n) tone() $gameScreen.picture(n).tone() Get the color tone of the n-th picture
128 Game_Picture $gameScreen.picture(n) angle() $gameScreen.picture(n).angle() Get the rotation angle of the n-th picture
129 Game_BattlerBase $gameActors.actor(n) isStateAffected(id) $gameActors.actor(n).isStateAffected(id) Whether actor ID (n) is affected by state ID or not
130 Game_BattlerBase a isStateAffected(id) a.isStateAffected(id) Whether or not the user is affected by state (ID) in the combat formula
131 Game_BattlerBase b isStateAffected(id) b.isStateAffected(id) Whether or not the target is affected by state (ID) in the combat formula
132 Game_BattlerBase $gameTroop.members()[n] isStateAffected(id) $gameTroop.members()[n].isStateAffected(id) Whether or not the nth enemy character is affected by state (ID)
133 Game_BattlerBase $gameParty.members()[n] isStateAffected(id) $gameParty.members()[n].isStateAffected(id) Whether or not the nth party member is affected by state (ID)
134 Game_BattlerBase $gameParty.members()[n] isDeathStateAffected() $gameParty.members()[n].isDeathStateAffected() Whether or not an actor is in a no combat state
135 Game_BattlerBase $gameParty.members()[n] isBuffAffected(id) $gameParty.members()[n].isBuffAffected(id) Whether the parameter id is buffed or not
136 Game_BattlerBase $gameParty.members()[n] isDebuffAffected(id) $gameParty.members()[n].isDebuffAffected(id) Whether the parameter id is debuffed or not
137 Game_BattlerBase $gameParty.members()[n] isBuffOrDebuffAffected(id) $gameParty.members()[n].isBuffOrDebuffAffected(id) Whether the parameter id is buffed or debuffed
138 Game_BattlerBase $gameParty.members()[n] isMaxBuffAffected(id) $gameParty.members()[n].isMaxBuffAffected(id) Whether the parameter id is buffed to the maximum
139 Game_BattlerBase $gameParty.members()[n] isMaxDebuffAffected(id) $gameParty.members()[n].isMaxDebuffAffected(id) Whether the debuff of parameter id is maxed out or not
140 Game_BattlerBase $gameParty.members()[n] states() $gameParty.members()[n].states() Get an array of enabled states
141 Game_BattlerBase $gameParty.members()[n] stateIcons() $gameParty.members()[n].stateIcons() Get an array of enabled state icons
142 Game_BattlerBase $gameParty.members()[n] buffIcons() $gameParty.members()[n].buffIcons() Get an array of enabled buff icons
143 Game_BattlerBase $gameParty.members()[n] allIcons() $gameParty.members()[n].allIcons() Get an array of enabled states and buffing icons
144 Game_BattlerBase $gameParty.members()[n] allTraits() $gameParty.members()[n].allTraits() Get an array of enabled traits
145 Game_BattlerBase $gameParty.members()[n] traits(code) $gameParty.members()[n].traits(code) Get any traits of the specified code
146 Game_BattlerBase $gameParty.members()[n] traitsWithId(code, id) $gameParty.members()[n].traitsWithId(code, id) Retrieve any traits of the specified code or data ID
147 Game_BattlerBase $gameParty.members()[n] traitsPi(code, id) $gameParty.members()[n].traitsPi(code, id) Get the result of multiplying all the values of the specified code and data ID traits
148 Game_BattlerBase $gameParty.members()[n] traitsSum(code, id) $gameParty.members()[n].traitsSum(code, id) Get the result of adding all the values of the specified code and data ID traits
149 Game_BattlerBase $gameParty.members()[n] traitsSumAll(code) $gameParty.members()[n].traitsSumAll(code) Get the result of adding all the values of the specified code traits
150 Game_BattlerBase $gameParty.members()[n] traitsSet(code) $gameParty.members()[n].traitsSet(code) Retrieve an array of code values for the specified code traits
151 Game_BattlerBase $gameParty.members()[n] param(id) $gameParty.members()[n].param(id) Get the normal ability value of the specified parameter ID
152 Game_BattlerBase $gameParty.members()[n] xparam(id) $gameParty.members()[n].xparam(id) Get the additional capability value of the specified parameter ID
153 Game_BattlerBase $gameParty.members()[n] sparam(id) $gameParty.members()[n].sparam(id) Get the special ability value of the specified parameter ID
154 Game_BattlerBase $gameParty.members()[n] elementRate(id) $gameParty.members()[n].elementRate(id) Retrieve the attribute validity of the specified attribute ID
155 Game_BattlerBase $gameParty.members()[n] debuffRate(id) $gameParty.members()[n].debuffRate(id) Get the weakness effectiveness of the specified parameter ID
156 Game_BattlerBase $gameParty.members()[n] stateRate(id) $gameParty.members()[n].stateRate(id) Get the weakness effectiveness of the specified state ID
157 Game_BattlerBase $gameParty.members()[n] isStateResist(id) $gameParty.members()[n].isStateResist(id) Returns whether the specified state ID can be disabled
158 Game_BattlerBase $gameParty.members()[n] attackElements() $gameParty.members()[n].attackElements() Get attributes for Attack
159 Game_BattlerBase $gameParty.members()[n] attackStates() $gameParty.members()[n].attackStates() Get states for attack
160 Game_BattlerBase $gameParty.members()[n] attackStatesRate() $gameParty.members()[n].attackStatesRate() Get the percentage of state granted on attack
161 Game_BattlerBase $gameParty.members()[n] attackSpeed() $gameParty.members()[n].attackSpeed() Get attack speed
162 Game_BattlerBase $gameParty.members()[n] attackTimesAdd() $gameParty.members()[n].attackTimesAdd() Get the number of additional attacks
163 Game_BattlerBase $gameParty.members()[n] attackSkillId() $gameParty.members()[n].attackSkillId() Get a skill ID for a normal attack
164 Game_BattlerBase $gameParty.members()[n] addedSkillTypes() $gameParty.members()[n].addedSkillTypes() Get additional skill types
165 Game_BattlerBase $gameParty.members()[n] isSkillTypeSealed(id) $gameParty.members()[n].isSkillTypeSealed(id) Whether the specified skill type ID is sealed
166 Game_BattlerBase $gameParty.members()[n] addedSkills() $gameParty.members()[n].addedSkills() Get additional skills
167 Game_BattlerBase $gameParty.members()[n] isSkillSealed(id) $gameParty.members()[n].isSkillSealed(id) Check if the skill of the specified ID sealed
168 Game_BattlerBase $gameParty.members()[n] isEquipWtypeOk(id) $gameParty.members()[n].isEquipWtypeOk(id) Check if an actor can equip the weapon type of the specified ID
169 Game_BattlerBase $gameParty.members()[n] isEquipAtypeOk(id) $gameParty.members()[n].isEquipAtypeOk(id) Check if an actor can equip the armor type of the specified ID
170 Game_BattlerBase $gameParty.members()[n] isEquipTypeLocked(id) $gameParty.members()[n].isEquipTypeLocked(id) Check if the equipment type of the specified ID is locked
171 Game_BattlerBase $gameParty.members()[n] isEquipTypeSealed(id) $gameParty.members()[n].isEquipTypeSealed(id) Check if the equipment type of the specified ID is sealed
172 Game_BattlerBase $gameParty.members()[n] isDualWield() $gameParty.members()[n].isDualWield() Check if the equipment type of the specified ID can be dual wielded
173 Game_BattlerBase $gameParty.members()[n] collapseType() $gameParty.members()[n].collapseType() Collapse type of an enemy
174 Game_BattlerBase $gameParty.members()[n] partyAbility(id) $gameParty.members()[n].partyAbility(id) Whether or not you have a party ability of the specified type
175 Game_BattlerBase $gameParty.members()[n] isAutoBattle() $gameParty.members()[n].isAutoBattle() Check if autobattle is enabled or not
176 Game_BattlerBase $gameParty.members()[n] isGuard() $gameParty.members()[n].isGuard() Check if guard is enabled or not
177 Game_BattlerBase $gameParty.members()[n] isSubstitute() $gameParty.members()[n].isSubstitute() Check if substitute is enabled or not
178 Game_BattlerBase $gameParty.members()[n] isPreserveTp() $gameParty.members()[n].isPreserveTp() Check if preserve TP is enabled or not
179 Game_BattlerBase $gameParty.members()[n] addParam(id, value) $gameParty.members()[n].addParam(id, value) Increases the value of the specified parameter ID by value
180 Game_BattlerBase $gameParty.members()[n] setHp(value) $gameParty.members()[n].setHp(value) Set HP value
181 Game_BattlerBase $gameParty.members()[n] setMp(value) $gameParty.members()[n].setMp(value) Set MP value
182 Game_BattlerBase $gameParty.members()[n] setTp(value) $gameParty.members()[n].setTp(value) Set TP value
183 Game_BattlerBase $gameParty.members()[n] maxTp() $gameParty.members()[n].maxTp() Get the maximum value of TP
No Class Name References to Objects Property and method name Script Call Detailed explanation
184 Game_BattlerBase $gameParty.members()[n] recoverAll() $gameParty.members()[n].recoverAll() Full recovery
185 Game_BattlerBase $gameParty.members()[n] hpRate() $gameParty.members()[n].hpRate() Get the percentage of remaining HP
186 Game_BattlerBase $gameParty.members()[n] mpRate() $gameParty.members()[n].mpRate() Get the percentage of remaining MP
187 Game_BattlerBase $gameParty.members()[n] tpRate() $gameParty.members()[n].tpRate() Get the percentage of remaining TP
188 Game_BattlerBase $gameParty.members()[n] isHidden() $gameParty.members()[n].isHidden() Check if a battler is hidden or not.
189 Game_BattlerBase $gameParty.members()[n] isAppeared() $gameParty.members()[n].isAppeared() Check if a battler has appeared or not.
190 Game_BattlerBase $gameParty.members()[n] isDead() $gameParty.members()[n].isDead() Check if a battler is dead.
191 Game_BattlerBase $gameParty.members()[n] isAlive() $gameParty.members()[n].isAlive() Check if a battler is alive.
192 Game_BattlerBase $gameParty.members()[n] isDying() $gameParty.members()[n].isDying() Check if a battler is on very low HP.
193 Game_BattlerBase $gameParty.members()[n] isRestricted() $gameParty.members()[n].isRestricted() Check if a battler is restricted or not.
194 Game_BattlerBase $gameParty.members()[n] canInput() $gameParty.members()[n].canInput() Check if a battler can input moves or not.
195 Game_BattlerBase $gameParty.members()[n] canMove() $gameParty.members()[n].canMove() Check if a battler can move.
196 Game_BattlerBase $gameParty.members()[n] isConfused() $gameParty.members()[n].isConfused() Check if a battler is confused.
197 Game_BattlerBase $gameParty.members()[n] isActor() $gameParty.members()[n].isActor() Check if a battler is an actor or not.
198 Game_BattlerBase $gameParty.members()[n] isEnemy() $gameParty.members()[n].isEnemy() Check if a battler is an enemy or not.
199 Game_BattlerBase $gameParty.members()[n] canUse(skill) $gameParty.members()[n].canUse(skill) Whether a given skill or item can be used.
200 Game_BattlerBase $gameParty.members()[n] canEquip(item) $gameParty.members()[n].canEquip(item) Whether or not an actor can equip the specified equipment
201 Game_BattlerBase $gameParty.members()[n] guardSkillId() $gameParty.members()[n].guardSkillId() Get the skill ID for Guard
202 Game_BattlerBase $gameParty.members()[n] canAttack() $gameParty.members()[n].canAttack() Whether or not it's possible to attack
203 Game_BattlerBase $gameParty.members()[n] canGuard() $gameParty.members()[n].canGuard() Whether a battler can use Guard or not
204 Game_Battler $gameParty.members()[n] addState(id) $gameParty.members()[n].addState(id) Apply the specified state ID to a battler
205 Game_Battler $gameParty.members()[n] removeState() $gameParty.members()[n].removeState() Remove the specified state ID from a battler
206 Game_Battler $gameParty.members()[n] addBuff(id, turns) $gameParty.members()[n].addBuff(id, turns) Apply a buff of the specified parameter ID for the duration of the turns
207 Game_Battler $gameParty.members()[n] addDebuff(id, turns) $gameParty.members()[n].addDebuff(id, turns) Apply a debuff of the specified parameter ID for the duration of the turns
208 Game_Battler $gameParty.members()[n] removeBuff(id) $gameParty.members()[n].removeBuff(id) Removes the buff and debuff of the specified parameter ID
209 Game_Battler $gameParty.members()[n] removeBattleStates() $gameParty.members()[n].removeBattleStates() Remove battle states
210 Game_Battler $gameParty.members()[n] removeAllBuffs() $gameParty.members()[n].removeAllBuffs() Remove all buffs and debuffs
211 Game_Battler $gameParty.members()[n] useItem(item) $gameParty.members()[n].useItem(item) Use the specified item
212 Game_Battler $gameParty.members()[n] gainHp(value) $gameParty.members()[n].gainHp(value) Increase or decrease HP by value
213 Game_Battler $gameParty.members()[n] gainMp(value) $gameParty.members()[n].gainMp(value) Increase or decrease MP by value
214 Game_Battler $gameParty.members()[n] gainTp(value) $gameParty.members()[n].gainTp(value) Increase or decrease TP by value
215 Game_Battler $gameParty.members()[n] gainSilentTp(value) $gameParty.members()[n].gainSilentTp(value) Increase or decrease TP without displaying a message
216 Game_Actor $gameParty.members()[n] actorId() $gameParty.members()[n].actorId() Get an actor's ID
217 Game_Actor $gameParty.members()[n] actor() $gameParty.members()[n].actor() Gets the position of an actor in the party.
218 Game_Actor $gameParty.members()[n] name() $gameParty.members()[n].name() Get an actor's name.
219 Game_Actor $gameParty.members()[n] setName(value) $gameParty.members()[n].setName(value) Set an actor's name.
220 Game_Actor $gameParty.members()[n] nickname() $gameParty.members()[n].nickname() Get an actor's nickname.
221 Game_Actor $gameParty.members()[n] setNickname(value) $gameParty.members()[n].setNickname(value) Set an actor's nickname.
222 Game_Actor $gameParty.members()[n] profile() $gameParty.members()[n].profile() Get an actor's profile.
223 Game_Actor $gameParty.members()[n] setProfile(value) $gameParty.members()[n].setProfile(value) Set an actor's profile.
224 Game_Actor $gameParty.members()[n] characterName() $gameParty.members()[n].characterName() Get an actor's file name
225 Game_Actor $gameParty.members()[n] characterIndex() $gameParty.members()[n].characterIndex() Get an actor's sprite index
226 Game_Actor $gameParty.members()[n] faceName() $gameParty.members()[n].faceName() Get an actor's face file name
227 Game_Actor $gameParty.members()[n] faceIndex() $gameParty.members()[n].faceIndex() Get an actor's face file index
228 Game_Actor $gameParty.members()[n] battlerName() $gameParty.members()[n].battlerName() Get an actor's battler file name
229 Game_Actor $gameParty.members()[n] currentExp() $gameParty.members()[n].currentExp() Get an actor's current EXP
230 Game_Actor $gameParty.members()[n] nextRequiredExp() $gameParty.members()[n].nextRequiredExp() Get the value of an actor's needed EXP to get to the next level
231 Game_Actor $gameParty.members()[n] maxLevel() $gameParty.members()[n].maxLevel() Get an actor's maximum level
232 Game_Actor $gameParty.members()[n] isMaxLevel() $gameParty.members()[n].isMaxLevel() Whether or not the maximum level is reached
233 Game_Actor $gameParty.members()[n] equips() $gameParty.members()[n].equips() Get the actor's equipment as an array
234 Game_Actor $gameParty.members()[n] weapons() $gameParty.members()[n].weapons() Get the actor's weapons as an array
235 Game_Actor $gameParty.members()[n] armors() $gameParty.members()[n].armors() Get the actor's armor as an array
236 Game_Actor $gameParty.members()[n] hasWeapon(weapon) $gameParty.members()[n].hasWeapon(weapon) Checks whether an actor is equipped with the specified weapon
237 Game_Actor $gameParty.members()[n] hasArmor(armor) $gameParty.members()[n].hasArmor(armor) Checks whether an actor is equipped with the specified armor
238 Game_Actor $gameParty.members()[n] isEquipChangeOk(id) $gameParty.members()[n].isEquipChangeOk(id) Checks whether the equipment in the specified slot ID can be changed
239 Game_Actor $gameParty.members()[n] changeEquip(id, item) $gameParty.members()[n].changeEquip(id, item) Change the equipment of the specified slot ID to item
240 Game_Actor $gameParty.members()[n] forceChangeEquip() $gameParty.members()[n].forceChangeEquip() Forces the equipment of a specified slot ID to be changed to item
241 Game_Actor $gameParty.members()[n] changeEquipById(id, itemId) $gameParty.members()[n].changeEquipById(id, itemId) Changes the equipment of the specified equipment ID to itemId
242 Game_Actor $gameParty.members()[n] isEquipped(item) $gameParty.members()[n].isEquipped(item) Checks whether the item is equipped
243 Game_Actor $gameParty.members()[n] discardEquip(item) $gameParty.members()[n].discardEquip(item) Unequips an item
244 Game_Actor $gameParty.members()[n] clearEquipments() $gameParty.members()[n].clearEquipments() Unequips all items
245 Game_Actor $gameParty.members()[n] optimizeEquipments() $gameParty.members()[n].optimizeEquipments() Optimizes an actor to the best equipment
246 Game_Actor $gameParty.members()[n] friendsUnit() $gameParty.members()[n].friendsUnit() Get a unit (party or enemy group)
No Class Name References to Objects Property and method name Script Call Detailed explanation
247 Game_Actor $gameParty.members()[n] opponentsUnit() $gameParty.members()[n].opponentsUnit() Get an enemy unit (party or enemy group)
248 Game_Actor $gameParty.members()[n] index() $gameParty.members()[n].index() Gets the party order
249 Game_Actor $gameParty.members()[n] isBattleMember() $gameParty.members()[n].isBattleMember() Checks if an actor is a battle member
250 Game_Actor $gameParty.members()[n] isFormationChangeOk() $gameParty.members()[n].isFormationChangeOk() Checks whether the formation can be changed or not
251 Game_Actor $gameParty.members()[n] currentClass() $gameParty.members()[n].currentClass() Gets an actor's class
252 Game_Actor $gameParty.members()[n] isClass(gameClass) $gameParty.members()[n].isClass(gameClass) Checks if a class is the same as the specified gameClass
253 Game_Actor $gameParty.members()[n] skillTypes() $gameParty.members()[n].skillTypes() Get an array of acquired skill types
254 Game_Actor $gameParty.members()[n] skills() $gameParty.members()[n].skills() Get an array of acquired skills
255 Game_Actor $gameParty.members()[n] usableSkills() $gameParty.members()[n].usableSkills() Get an array of skills that can be used
256 Game_Actor $gameParty.members()[n] hasNoWeapons() $gameParty.members()[n].hasNoWeapons() Checks if an actor has a weapon equipped
257 Game_Actor $gameParty.members()[n] bareHandsElementId() $gameParty.members()[n].bareHandsElementId() Get the attribute ID of an unequipped weapon slot
258 Game_Actor $gameParty.members()[n] attackAnimationId1() $gameParty.members()[n].attackAnimationId1() Get the animation ID of a normal attack
259 Game_Actor $gameParty.members()[n] attackAnimationId2() $gameParty.members()[n].attackAnimationId2() Get two normal attack animation IDs in the case of a two-pronged attack
260 Game_Actor $gameParty.members()[n] bareHandsAnimationId() $gameParty.members()[n].bareHandsAnimationId() Get the animation ID of a barehanded attack
261 Game_Actor $gameParty.members()[n] gainExp(exp) $gameParty.members()[n].gainExp(exp) Increase experience by exp
262 Game_Actor $gameParty.members()[n] finalExpRate() $gameParty.members()[n].finalExpRate() Get experience gain rate
263 Game_Actor $gameParty.members()[n] benchMembersExpRate() $gameParty.members()[n].benchMembersExpRate() Get the experience gain rate for non-combat members
264 Game_Actor $gameParty.members()[n] shouldDisplayLevelUp() $gameParty.members()[n].shouldDisplayLevelUp() Checks whether to display the level-up message
265 Game_Actor $gameParty.members()[n] changeLevel(level, show) $gameParty.members()[n].changeLevel(level, show) Change the level to level, or display a message if show is true
266 Game_Actor $gameParty.members()[n] learnSkill(id) $gameParty.members()[n].learnSkill(id) Learn the skill of the specified skill ID
267 Game_Actor $gameParty.members()[n] forgetSkill(id) $gameParty.members()[n].forgetSkill(id) Forget the skill of the specified skill ID
Checks whether an actor has learned the skill of the specified skill ID (not including additional skills
268 Game_Actor $gameParty.members()[n] isLearnedSkill(id) $gameParty.members()[n].isLearnedSkill(id)
by trait)
Checks whether an actor has learned the skill of the specified skill id (including additional skills by
269 Game_Actor $gameParty.members()[n] hasSkill(id) $gameParty.members()[n].hasSkill(id)
trait)
270 Game_Actor $gameParty.members()[n] changeClass(id, keep) $gameParty.members()[n].changeClass(id, keep) Change to the class of the specified class id, keeping the experience if keep is true
271 Game_Actor $gameParty.members()[n] setCharacterImage(file, index) $gameParty.members()[n].setCharacterImage(file, index) Change the character image to a specified file and index
272 Game_Actor $gameParty.members()[n] setFaceImage(file, index) $gameParty.members()[n].setFaceImage(file, index) Change the face image to a specified file and index
273 Game_Actor $gameParty.members()[n] setBattlerImage(file) $gameParty.members()[n].setBattlerImage(file) Change the battler image to a specified file
274 Game_Actor $gameParty.members()[n] lastSkill() $gameParty.members()[n].lastSkill() Last skill used
275 Game_Actor $gameParty.members()[n] lastMenuSkill() $gameParty.members()[n].lastMenuSkill() The last menu skill used
276 Game_Actor $gameParty.members()[n] lastBattleSkill() $gameParty.members()[n].lastBattleSkill() The last combat skill used
277 Game_Enemy $gameParty.members()[n] name() $gameParty.members()[n].name() Gets enemy character names (with suffixes)
278 Game_Enemy $gameParty.members()[n] enemyId() $gameParty.members()[n].enemyId() Gets an enemy character ID
279 Game_Enemy $gameParty.members()[n] enemy() $gameParty.members()[n].enemy() Gets the enemy character object
280 Game_Enemy $gameParty.members()[n] friendsUnit() $gameParty.members()[n].friendsUnit() Gets a unit (party or enemy group)
281 Game_Enemy $gameParty.members()[n] opponentsUnit() $gameParty.members()[n].opponentsUnit() Gets an enemy unit (party or enemy group)
282 Game_Enemy $gameParty.members()[n] screenX() $gameParty.members()[n].screenX() Gets the display X coordinate
283 Game_Enemy $gameParty.members()[n] screenY() $gameParty.members()[n].screenY() Gets the display Y coordinate
284 Game_Enemy $gameParty.members()[n] index() $gameParty.members()[n].index() Gets the formation
285 Game_Enemy $gameParty.members()[n] exp() $gameParty.members()[n].exp() Gets experience gained
286 Game_Enemy $gameParty.members()[n] gold() $gameParty.members()[n].gold() Gets gold gained
287 Game_Enemy $gameParty.members()[n] battlerName() $gameParty.members()[n].battlerName() Get the battler file name
288 Game_Enemy $gameParty.members()[n] battlerHue() $gameParty.members()[n].battlerHue() Get the battler hue
289 Game_Enemy $gameParty.members()[n] originalName() $gameParty.members()[n].originalName() Get the enemy's name
290 Game_Unit $gameParty inBattle() $gameParty.inBattle() Checks if the party is in a battle or not.
291 Game_Unit $gameParty members() $gameParty.members() Gets an array of party members
292 Game_Unit $gameTroop members() $gameTroop.members() Gets an array of enemy character members
293 Game_Unit $gameParty aliveMembers() $gameParty.aliveMembers() Gets an array of party members who are alive
294 Game_Unit $gameParty deadMembers() $gameParty.deadMembers() Gets an array of party members who are dead
295 Game_Unit $gameParty movableMembers() $gameParty.movableMembers() Get an array of party members who can move
296 Game_Unit $gameParty isAllDead() $gameParty.isAllDead() Checks whether all members of the party are dead or not
297 Game_Party $gameParty exists() $gameParty.exists() Checks whether or not there is one actor in every position
298 Game_Party $gameParty size() $gameParty.size() Gets the number of members
299 Game_Party $gameParty isEmpty() $gameParty.isEmpty() Checks whether the party is empty
300 Game_Party $gameParty allMembers() $gameParty.allMembers() Gets an array of all members
301 Game_Party $gameParty battleMembers() $gameParty.battleMembers() Gets an array of battle participants
302 Game_Party $gameParty maxBattleMembers() $gameParty.maxBattleMembers() Gets the number of battle members participating
303 Game_Party $gameParty leader() $gameParty.leader() Gets the party leader
304 Game_Party $gameParty reviveBattleMembers() $gameParty.reviveBattleMembers() Revives dead party members (for a defeat event)
305 Game_Party $gameParty items() $gameParty.items() Gets an array of items in the party's possession
306 Game_Party $gameParty weapons() $gameParty.weapons() Gets an array of weapons in the party's possession
307 Game_Party $gameParty armors() $gameParty.armors() Gets an array of armor in the party's possession
No Class Name References to Objects Property and method name Script Call Detailed explanation
308 Game_Party $gameParty equipItems() $gameParty.equipItems() Gets an array of equipment (weapons and armor) in the party's possession
309 Game_Party $gameParty allItems() $gameParty.allItems() Gets an array of all possessions (items + weapons + armor)
310 Game_Party $gameParty name() $gameParty.name() Gets the party name (leader's name + 'they')
311 Game_Party $gameParty setupBattleTest() $gameParty.setupBattleTest() Sets up members and items for combat testing
312 Game_Party $gameParty setupBattleTestMembers() $gameParty.setupBattleTestMembers() Sets up members for battle testing
313 Game_Party $gameParty setupBattleTestItems() $gameParty.setupBattleTestItems() Set up items for battle testing (get the maximum number of all items)
314 Game_Party $gameParty highestLevel() $gameParty.highestLevel() Gets the party's maximum level
315 Game_Party $gameParty addActor(id) $gameParty.addActor(id) Adds the specified actor ID to the party
316 Game_Party $gameParty removeActor(id) $gameParty.removeActor(id) Removes the specified actor ID from the party
317 Game_Party $gameParty gold() $gameParty.gold() Gets the party's gold
318 Game_Party $gameParty gainGold(value) $gameParty.gainGold(value) Increases the party's gold
319 Game_Party $gameParty loseGold(value) $gameParty.loseGold(value) Decreases the party's gold
320 Game_Party $gameParty maxGold() $gameParty.maxGold() Gets the maximum amount of gold
321 Game_Party $gameParty steps() $gameParty.steps() Gets the step count
322 Game_Party $gameParty increaseSteps() $gameParty.increaseSteps() Increases the step count
323 Game_Party $gameParty numItems(item) $gameParty.numItems(item) Gets the number of specified items in the party's possession
324 Game_Party $gameParty maxItems(item) $gameParty.maxItems(item) Gets the maximum number of possession of the specified item
325 Game_Party $gameParty hasMaxItems() $gameParty.hasMaxItems() Checks whether the party has the maximum possible number of items
Checks whether the party has the specified item or not / If includeEquip is true, then the equipment
326 Game_Party $gameParty hasItem(item, includeEquip) $gameParty.hasItem(item, includeEquip)
is included
327 Game_Party $gameParty isAnyMemberEquipped(item) $gameParty.isAnyMemberEquipped(item) Checks whether one of the members is equipped with the specified item or not
Retrieves the specified number of items for amount / If includeEquip is true, it is also reduced from
328 Game_Party $gameParty gainItem(item, amount, includeEquip) $gameParty.gainItem(item, amount, includeEquip)
equipment (if amount is negative)
329 Game_Party $gameParty loseItem(item, amount, includeEquip) $gameParty.loseItem(item, amount, includeEquip) Reduces the specified item by the number of amount
330 Game_Party $gameParty consumeItem(item) $gameParty.consumeItem(item) Consumes the specified item
331 Game_Party $gameParty canUse(item) $gameParty.canUse(item) Checks whether the specified item can be used or not
332 Game_Party $gameParty canInput() $gameParty.canInput() Checks whether command is input enabled or not
333 Game_Party $gameParty menuActor() $gameParty.menuActor() Retrieves the selected actor from the main menu screen
334 Game_Party $gameParty targetActor() $gameParty.targetActor() Checks which actor is selected in the Actor Selection Window
335 Game_Party $gameParty lastItem() $gameParty.lastItem() Gets the last item used
336 Game_Party $gameParty swapOrder(index1, index2) $gameParty.swapOrder(index1, index2) Swaps two party members by specifying the index
337 Game_Party $gameParty hasEncounterHalf() $gameParty.hasEncounterHalf() Checks whether or not the encounter rate is halved
338 Game_Party $gameParty hasEncounterNone() $gameParty.hasEncounterNone() Checks if encounters are disabled or not.
339 Game_Party $gameParty hasCancelSurprise() $gameParty.hasCancelSurprise() Checks if surprise encounter is cancelled
340 Game_Party $gameParty hasRaisePreemptive() $gameParty.hasRaisePreemptive() Checks for increased chance of preemptive strike
341 Game_Party $gameParty hasGoldDouble() $gameParty.hasGoldDouble() Checks if double gold is enabled
342 Game_Party $gameParty hasDropItemDouble() $gameParty.hasDropItemDouble() Checks if double item drop rate is enabled
343 Game_Party $gameParty ratePreemptive() $gameParty.ratePreemptive() Checks the rate of preemptive strikes
344 Game_Party $gameParty rateSurprise() $gameParty.rateSurprise() Checks the rate of surprise attacks
345 Game_Troop $gameTroop isEventRunning() $gameTroop.isEventRunning() Checks whether a battle event is running or not
346 Game_Troop $gameTroop turnCount() $gameTroop.turnCount() Gets the number of turns
347 Game_Troop $gameTroop troop() $gameTroop.troop() Gets a database object from an enemy group
348 Game_Troop $gameTroop enemyNames() $gameTroop.enemyNames() Gets an array of enemy names
349 Game_Troop $gameTroop increaseTurn() $gameTroop.increaseTurn() Add to the number of turns
350 Game_Troop $gameTroop expTotal() $gameTroop.expTotal() Gets the total experience gained
351 Game_Troop $gameTroop goldTotal() $gameTroop.goldTotal() Gets the total amount of gold earned
352 Game_Map $gameMap isEventRunning() $gameMap.isEventRunning() Checks whether map events (excluding parallel processing) are being executed or not
353 Game_Map $gameMap tileWidth() $gameMap.tileWidth() Gets the number of pixels per tile width
354 Game_Map $gameMap tileHeight() $gameMap.tileHeight() Gets the number of pixels per tile height
355 Game_Map $gameMap mapId() $gameMap.mapId() Gets the current map ID
356 Game_Map $gameMap tilesetId() $gameMap.tilesetId() Gets a tile set ID
357 Game_Map $gameMap displayX() $gameMap.displayX() Gets the X coordinates (pixels) on the screen
358 Game_Map $gameMap displayY() $gameMap.displayY() Gets the Y coordinate (pixels) on the screen
359 Game_Map $gameMap parallaxName() $gameMap.parallaxName() Gets the parallax file name
360 Game_Map $gameMap battleback1Name() $gameMap.battleback1Name() Gets the file name of battle background 1
361 Game_Map $gameMap battleback2Name() $gameMap.battleback2Name() Gets the file name of battle background 2
362 Game_Map $gameMap isNameDisplayEnabled() $gameMap.isNameDisplayEnabled() Checks whether map name display is enabled or not
363 Game_Map $gameMap disableNameDisplay() $gameMap.disableNameDisplay() Disables map name display
364 Game_Map $gameMap enableNameDisplay() $gameMap.enableNameDisplay() Enables map name display
365 Game_Map $gameMap vehicles() $gameMap.vehicles() Gets an array of vehicles
366 Game_Map $gameMap boat() $gameMap.boat() Summons the boat vehicle
367 Game_Map $gameMap ship() $gameMap.ship() Summons the ship vehicle
368 Game_Map $gameMap airship() $gameMap.airship() Summons the airship vehicle
No Class Name References to Objects Property and method name Script Call Detailed explanation
369 Game_Map $gameMap events() $gameMap.events() Gets an array of map events
370 Game_Map $gameMap event(id) $gameMap.event(id) Retrieves an event with a specified event ID
371 Game_Map $gameMap eraseEvent(id) $gameMap.eraseEvent(id) Clears the event of the specified event ID
372 Game_Map $gameMap autorunCommonEvents() $gameMap.autorunCommonEvents() Gets an array of autorun events
373 Game_Map $gameMap parallelCommonEvents() $gameMap.parallelCommonEvents() Gets an array of parallel process events
374 Game_Map $gameMap parallaxOx() $gameMap.parallaxOx() Gets the X coordinate of the parallax position
375 Game_Map $gameMap parallaxOy() $gameMap.parallaxOy() Gets the Y coordinate of the parallax position
376 Game_Map $gameMap tileset() $gameMap.tileset() Retrieves a tile set database object
377 Game_Map $gameMap width() $gameMap.width() Gets the width of the map (number of tiles)
378 Game_Map $gameMap height() $gameMap.height() Gets the height of the map (number of tiles)
379 Game_Map $gameMap isLoopHorizontal() $gameMap.isLoopHorizontal() Checks if the parallax loops horizontally
380 Game_Map $gameMap isLoopVertical() $gameMap.isLoopVertical() Checks if the parallax loops vertically
381 Game_Map $gameMap isDashDisabled() $gameMap.isDashDisabled() Checks if dash is disabled
382 Game_Map $gameMap encounterList() $gameMap.encounterList() Gets the list of encounters
383 Game_Map $gameMap encounterStep() $gameMap.encounterStep() Gets the encounter steps
384 Game_Map $gameMap isOverworld() $gameMap.isOverworld() Checks whether the tileset is set to Overworld or not
385 Game_Map $gameMap screenTileX() $gameMap.screenTileX() Gets the number of horizontal tiles displayed on a screen
386 Game_Map $gameMap screenTileY() $gameMap.screenTileY() Gets the number of vertical tiles displayed on a screen
387 Game_Map $gameMap distance(x1, y1, x2, y2) $gameMap.distance(x1, y1, x2, y2) Calculates the distance between the coordinates (taking into account the loops in the map)
388 Game_Map $gameMap eventsXy(x, y) $gameMap.eventsXy(x, y) Retrieves an array of events that exist at a given coordinate
389 Game_Map $gameMap eventsXyNt() $gameMap.eventsXyNt() Obtains an array of events that exist at the specified coordinates (excluding slip events)
390 Game_Map $gameMap tileEventsXy() $gameMap.tileEventsXy() Gets an array of tile events at the specified coordinates
391 Game_Map $gameMap eventIdXy() $gameMap.eventIdXy() Gets the ID of an event that exists in the specified coordinates
392 Game_Map $gameMap isValid(x, y) $gameMap.isValid(x, y) Checks whether the coordinates are within the map's range
393 Game_Map $gameMap tileId(x, y, z) $gameMap.tileId(x, y, z) Gets the tile ID of the specified coordinates.
394 Game_Map $gameMap layeredTiles(x, y) $gameMap.layeredTiles(x, y) Gets an array of tile IDs for all layers at the specified coordinates
395 Game_Map $gameMap allTiles(x, y) $gameMap.allTiles(x, y) Gets an array of all layers at the specified coordinates, including tile events
396 Game_Map $gameMap isPassable(x, y, d) $gameMap.isPassable(x, y, d) Checks whether it is possible to move in the specified direction from the specified coordinates
397 Game_Map $gameMap isBoatPassable(x, y, d) $gameMap.isBoatPassable(x, y, d) Checks whether the boat vehicle can move in a specified direction from a specified coordinate
398 Game_Map $gameMap isShipPassable(x, y, d) $gameMap.isShipPassable(x, y, d) Checks whether the ship vehicle can move in a specified direction from a specified coordinate
399 Game_Map $gameMap isAirshipLandOk(x, y) $gameMap.isAirshipLandOk(x, y) Checks whether the airship vehicle can land at the specified coordinates
400 Game_Map $gameMap isLadder(x, y) $gameMap.isLadder(x, y) Checks whether the specified coordinates are ladders or not
401 Game_Map $gameMap isBush(x, y) $gameMap.isBush(x, y) Checks whether the specified coordinates are bushes or not
402 Game_Map $gameMap isCounter(x, y) $gameMap.isCounter(x, y) Checks whether the specified coordinates are counters or not
403 Game_Map $gameMap isDamageFloor(x, y) $gameMap.isDamageFloor(x, y) Checks whether the specified coordinates are damage floor or not
404 Game_Map $gameMap terrainTag(x, y) $gameMap.terrainTag(x, y) Gets a terrain tag for the given coordinate
405 Game_Map $gameMap regionId(x, y) $gameMap.regionId(x, y) Gets a region for the given coordinate
406 Game_Map $gameMap changeTileset(id) $gameMap.changeTileset(id) Changes the tileset to the specified ID
407 Game_Map $gameMap changeBattleback(name1, name2) $gameMap.changeBattleback(name1, name2) Changes the battle background to the specified files
408 Game_Map $gameMap changeParallax(name, loopX, loopY, sx,
$gameMap.changeParallax(name,
sy) loopX, loopY, sx, sy) Changes the parallax to the specified data
409 Game_Map $gameMap unlockEvent(id) $gameMap.unlockEvent(id) Unlocks the event for the specified ID
410 Game_CharacterBase $gamePlayer x $gamePlayer.x Gets the player's X coordinates
411 Game_CharacterBase $gameMap.boat() x $gameMap.boat().x Gets the X-coordinates of the boat vehicle
412 Game_CharacterBase $gameMap.event(id) x $gameMap.event(id).x Gets the X-coordinate of the ID event
413 Game_CharacterBase $gamePlayer.followers().follower(i) x $gamePlayer.followers().follower(i).x Gets the X-coordinate of the i-th follower
414 Game_CharacterBase $gamePlayer y $gamePlayer.y Gets the player's Y coordinate
415 Game_CharacterBase $gameMap.boat() y $gameMap.boat().y Gets the Y-coordinates of the boat vehicle
416 Game_CharacterBase $gameMap.event(id) y $gameMap.event(id).y Gets the Y-coordinate of the ID event.
417 Game_CharacterBase $gamePlayer.followers().follower(i) y $gamePlayer.followers().follower(i).y Gets the Y coordinate of the i-th follower.
418 Game_CharacterBase $gameMap.event(id) pos(x, y) $gameMap.event(id).pos(x, y) Checks whether or not the character's coordinates match the x and y coordinates specified
Checks whether or not the character's coordinates match the specified x, y (Don't match in case of
419 Game_CharacterBase $gameMap.event(id) posNt(x, y) $gameMap.event(id).posNt(x, y)
a skipping setting).
420 Game_CharacterBase $gameMap.event(id) moveSpeed() $gameMap.event(id).moveSpeed() Gets the event's movement speed
421 Game_CharacterBase $gameMap.event(id) setMoveSpeed(value) $gameMap.event(id).setMoveSpeed(value) Sets the event's movement speed
422 Game_CharacterBase $gameMap.event(id) moveFrequency() $gameMap.event(id).moveFrequency() Gets the event's movement frequency
423 Game_CharacterBase $gameMap.event(id) setMoveFrequency(value) $gameMap.event(id).setMoveFrequency(value) Sets the event's the movement frequency
424 Game_CharacterBase $gameMap.event(id) opacity() $gameMap.event(id).opacity() Gets the event's the opacity
425 Game_CharacterBase $gameMap.event(id) setOpacity(value) $gameMap.event(id).setOpacity(value) Sets the event's opacity
426 Game_CharacterBase $gameMap.event(id) blendMode() $gameMap.event(id).blendMode() Gets the event's blend mode
427 Game_CharacterBase $gameMap.event(id) setBlendMode(value) $gameMap.event(id).setBlendMode(value) Sets the event's blend mode
428 Game_CharacterBase $gameMap.event(id) isNormalPriority() $gameMap.event(id).isNormalPriority() Checks whether the priority is the same as a 'normal character'
429 Game_CharacterBase $gameMap.event(id) setPriorityType() $gameMap.event(id).setPriorityType() Sets the event's priority
430 Game_CharacterBase $gameMap.event(id) isMoving() $gameMap.event(id).isMoving() Checks whether an event is moving or not.
No Class Name References to Objects Property and method name Script Call Detailed explanation
431 Game_CharacterBase $gameMap.event(id) isJumping() $gameMap.event(id).isJumping() Checks whether an event is jumping or not
432 Game_CharacterBase $gameMap.event(id) jumpHeight() $gameMap.event(id).jumpHeight() Gets an event's jump altitude
433 Game_CharacterBase $gameMap.event(id) isStopping() $gameMap.event(id).isStopping() Checks if an event is moving or jumping
434 Game_CharacterBase $gameMap.event(id) resetStopCount() $gameMap.event(id).resetStopCount() Resets the step count
435 Game_CharacterBase $gameMap.event(id) realMoveSpeed() $gameMap.event(id).realMoveSpeed() Gets the actual movement speed (taking into account whether an event is dashing or not)
436 Game_CharacterBase $gameMap.event(id) isDashing() $gameMap.event(id).isDashing() Checks whether the character is dashing
437 Game_CharacterBase $gameMap.event(id) isDebugThrough() $gameMap.event(id).isDebugThrough() Checks whether or not the debugging mode wall breaker is effective
438 Game_CharacterBase $gameMap.event(id) straighten() $gameMap.event(id).straighten() Resets the footsteps animation
439 Game_CharacterBase $gameMap.event(id) canPass(x, y, d) $gameMap.event(id).canPass(x, y, d) Checks whether it is possible to move in the specified direction from the specified coordinates
440 Game_CharacterBase $gameMap.event(id) copyPosition(character) $gameMap.event(id).copyPosition(character) Copies the position of the specified character.
441 Game_CharacterBase $gameMap.event(id) locate(x, y) $gameMap.event(id).locate(x, y) Moves the character to the specified coordinates.
442 Game_CharacterBase $gameMap.event(id) direction() $gameMap.event(id).direction() Gets the direction an event is facing
443 Game_CharacterBase $gameMap.event(id) setDirection(value) $gameMap.event(id).setDirection(value) Sets the direction an event is facing
444 Game_CharacterBase $gameMap.event(id) isTile() $gameMap.event(id).isTile() Checks whether the graphics are tiled or not
445 Game_CharacterBase $gameMap.event(id) screenX() $gameMap.event(id).screenX() Gets the X coordinate on the screen.
446 Game_CharacterBase $gameMap.event(id) screenY() $gameMap.event(id).screenY() Gets the Y coordinate on the screen.
447 Game_CharacterBase $gameMap.event(id) screenZ() $gameMap.event(id).screenZ() Gets the Z coordinate
448 Game_CharacterBase $gameMap.event(id) isNearTheScreen() $gameMap.event(id).isNearTheScreen() Checks whether an event is near the screen (used to determine autonomous movement)
449 Game_CharacterBase $gameMap.event(id) maxPattern() $gameMap.event(id).maxPattern() Gets the number of footstep animation patterns.
450 Game_CharacterBase $gameMap.event(id) pattern() $gameMap.event(id).pattern() Gets the animation pattern
451 Game_CharacterBase $gameMap.event(id) setPattern(value) $gameMap.event(id).setPattern(value) Sets the animation pattern
452 Game_CharacterBase $gameMap.event(id) isOriginalPattern() $gameMap.event(id).isOriginalPattern() Checks whether the current pattern is original or not
453 Game_CharacterBase $gameMap.event(id) resetPattern() $gameMap.event(id).resetPattern() Resets the animation pattern
454 Game_CharacterBase $gameMap.event(id) isOnLadder() $gameMap.event(id).isOnLadder() Checks whether or not the event is on a ladder.
455 Game_CharacterBase $gameMap.event(id) isOnBush() $gameMap.event(id).isOnBush() Checks whether or not the event is in a bush
456 Game_CharacterBase $gameMap.event(id) terrainTag() $gameMap.event(id).terrainTag() Gets a terrain tag
457 Game_CharacterBase $gameMap.event(id) regionId() $gameMap.event(id).regionId() Gets a region
458 Game_CharacterBase $gameMap.event(id) tileId() $gameMap.event(id).tileId() Gets a tile ID for a tile event
459 Game_CharacterBase $gameMap.event(id) characterName() $gameMap.event(id).characterName() Gets an event's character graphic file name.
460 Game_CharacterBase $gameMap.event(id) characterIndex() $gameMap.event(id).characterIndex() Gets an event's character graphic index
461 Game_CharacterBase $gameMap.event(id) setImage(name, index) $gameMap.event(id).setImage(name, index) Sets an event's character graphic file name and index
462 Game_CharacterBase $gameMap.event(id) setTileImage(id) $gameMap.event(id).setTileImage(id) Sets an event's tile ID.
463 Game_CharacterBase $gameMap.event(id) moveStraight(d) $gameMap.event(id).moveStraight(d) Moves an event to the specified coordinates in straight lines
464 Game_CharacterBase $gameMap.event(id) moveDiagonally(h, v) $gameMap.event(id).moveDiagonally(h, v) Moves an event to the specified coordinates in straight lines and diagonal lines
465 Game_CharacterBase $gameMap.event(id) jump() $gameMap.event(id).jump() Makes an event jump
466 Game_CharacterBase $gameMap.event(id) hasWalkAnime() $gameMap.event(id).hasWalkAnime() Checks whether an event has walking animations set or not
467 Game_CharacterBase $gameMap.event(id) setWalkAnime() $gameMap.event(id).setWalkAnime() Sets an event to have walking animationst
468 Game_CharacterBase $gameMap.event(id) hasStepAnime() $gameMap.event(id).hasStepAnime() Checks whether an event has stepping animations set or not
469 Game_CharacterBase $gameMap.event(id) setStepAnime() $gameMap.event(id).setStepAnime() Sets an event to have stepping animations
470 Game_CharacterBase $gameMap.event(id) isDirectionFixed() $gameMap.event(id).isDirectionFixed() Checks whether an event has direction fix set or not
471 Game_CharacterBase $gameMap.event(id) setDirectionFix() $gameMap.event(id).setDirectionFix() Sets an event to have direction fix
472 Game_CharacterBase $gameMap.event(id) isThrough() $gameMap.event(id).isThrough() Checks whether an event is set to through or not
473 Game_CharacterBase $gameMap.event(id) setThrough() $gameMap.event(id).setThrough() Sets an event to through
474 Game_CharacterBase $gameMap.event(id) isTransparent() $gameMap.event(id).isTransparent() Checks whether an event is transparent or not
475 Game_CharacterBase $gameMap.event(id) setTransparent() $gameMap.event(id).setTransparent() Sets an event to transparent
476 Game_CharacterBase $gameMap.event(id) isAnimationPlaying() $gameMap.event(id).isAnimationPlaying() Checks whether an animation is playing
477 Game_CharacterBase $gameMap.event(id) isBalloonPlaying() $gameMap.event(id).isBalloonPlaying() Checks whether a balloon icon is playing
478 Game_CharacterBase $gameMap.event(id) endAnimation() $gameMap.event(id).endAnimation() Stops the animation
479 Game_CharacterBase $gameMap.event(id) endBalloon() $gameMap.event(id).endBalloon() Stop the balloon icon
480 Game_Character $gameMap.event(id) isMoveRouteForcing() $gameMap.event(id).isMoveRouteForcing() Checks whether or not a travel route is being forced.
481 Game_Character $gameMap.event(id) moveRandom() $gameMap.event(id).moveRandom() Sets an event to move at random
482 Game_Character $gameMap.event(id) moveTowardCharacter(character) $gameMap.event(id).moveTowardCharacter(character) Sets an event to move towards the character
483 Game_Character $gameMap.event(id) moveAwayFromCharacter(character) $gameMap.event(id).moveAwayFromCharacter(character) Sets an event to move away from the character
484 Game_Character $gameMap.event(id) turnTowardCharacter(character) $gameMap.event(id).turnTowardCharacter(character) Sets an event to turn towards the character
485 Game_Character $gameMap.event(id) turnAwayFromCharacter(character) $gameMap.event(id).turnAwayFromCharacter(character) Sets an event to turn away from the character
486 Game_Character $gameMap.event(id) turnTowardPlayer() $gameMap.event(id).turnTowardPlayer() Sets an event to turn towards the player
487 Game_Character $gameMap.event(id) turnAwayFromPlayer() $gameMap.event(id).turnAwayFromPlayer() Sets an even to turn away from the player
488 Game_Character $gameMap.event(id) moveTowardPlayer() $gameMap.event(id).moveTowardPlayer() Sets an event to move towards the player
489 Game_Character $gameMap.event(id) moveAwayFromPlayer() $gameMap.event(id).moveAwayFromPlayer() Sets an event to move away from the player
490 Game_Character $gameMap.event(id) moveForward() $gameMap.event(id).moveForward() Sets an event to take one step forward
491 Game_Character $gameMap.event(id) moveBackward() $gameMap.event(id).moveBackward() Sets an event to take one step backward
492 Game_Character $gameMap.event(id) turnRight90() $gameMap.event(id).turnRight90() Sets an event to rotate 90 degrees to the right.
493 Game_Character $gameMap.event(id) turnLeft90() $gameMap.event(id).turnLeft90() Sets an event to rotate 90 degrees to the left.
No Class Name References to Objects Property and method name Script Call Detailed explanation
494 Game_Character $gameMap.event(id) turn180() $gameMap.event(id).turn180() Sets an event to rotate 180 degrees.
495 Game_Character $gameMap.event(id) turnRightOrLeft90() $gameMap.event(id).turnRightOrLeft90() Sets an event to rotate 90 degrees to the right or left.
496 Game_Character $gameMap.event(id) turnRandom() $gameMap.event(id).turnRandom() Sets an event to randomly change direction
497 Game_Character $gameMap.event(id) swap(character) $gameMap.event(id).swap(character) Sets an event to swap positions with a specified character.
498 Game_Character $gameMap.event(id) findDirectionTo(x, y) $gameMap.event(id).findDirectionTo(x, y) Obtains the direction of travel at a specified location
499 Game_Character $gameMap.event(id) searchLimit() $gameMap.event(id).searchLimit() Obtains route search limits
500 Game_Player $gamePlayer followers() $gamePlayer.followers() Gets a list of followers
501 Game_Player $gamePlayer isInBoat() $gamePlayer.isInBoat() Checks whether the player is in the boat vehicle or not
502 Game_Player $gamePlayer isInShip() $gamePlayer.isInShip() Checks whether the player is in the ship vehicle or not
503 Game_Player $gamePlayer isInAirship() $gamePlayer.isInAirship() Checks whether the player is in the airship vehicle or not
504 Game_Player $gamePlayer isInVehicle() $gamePlayer.isInVehicle() Checks whether the player is in a vehicle or not
505 Game_Player $gamePlayer isOnDamageFloor() $gamePlayer.isOnDamageFloor() Checks whether the player is on damage floor or not
506 Game_Player $gamePlayer showFollowers() $gamePlayer.showFollowers() Views the party's followers
507 Game_Player $gamePlayer hideFollowers() $gamePlayer.hideFollowers() Clears the party's followers
508 Game_Player $gamePlayer gatherFollowers() $gamePlayer.gatherFollowers() Gathers the party's followers.
509 Game_Follower $gamePlayer.followers().follower(i) actor() $gamePlayer.followers().follower(i).actor() Gets the actor object
510 Game_Follower $gamePlayer.followers().follower(i) isVisible() $gamePlayer.followers().follower(i).isVisible() Gets the display status
511 Game_Follower $gamePlayer.followers().follower(i) chaseCharacter(character) $gamePlayer.followers().follower(i).chaseCharacter(character) Sets a follower to follow the specified character.
512 Game_Vehicle $gameMap.boat() isBoat() $gameMap.boat().isBoat() Checks whether a vehicle is the boat
513 Game_Vehicle $gameMap.boat() isShip() $gameMap.boat().isShip() Checks whether a vehicle is the ship
514 Game_Vehicle $gameMap.boat() isAirship() $gameMap.boat().isAirship() Checks whether a vehicle is the airship
515 Game_Vehicle $gameMap.boat() vehicle() $gameMap.boat().vehicle() Gets a vehicle's database object
516 Game_Vehicle $gameMap.boat() shadowX() $gameMap.boat().shadowX() Gets the X coordinates of a vehicle's shadow image.
517 Game_Vehicle $gameMap.boat() shadowY() $gameMap.boat().shadowY() Gets the Y coordinate of a vehicle's shadow image.
518 Game_Vehicle $gameMap.boat() shadowOpacity() $gameMap.boat().shadowOpacity() Gets the opacity of a vehicle's shadow image.
519 Game_Vehicle $gameMap.boat() maxAltitude() $gameMap.boat().maxAltitude() Gets a vehicle's maximum altitude.
520 Game_Vehicle $gameMap.boat() isLandOk(x, y, d) $gameMap.boat().isLandOk(x, y, d) Checks whether it is possible to descend from the specified coordinates to the specified direction
521 Game_Event $gameMap.event(id) eventId() $gameMap.event(id).eventId() Gets an event ID
522 Game_Event $gameMap.event(id) event() $gameMap.event(id).event() Gets an event's database object
523 Game_Event $gameMap.event(id) page() $gameMap.event(id).page() Gets an event's current page
No Code Name Parameter Classification Reference
*About the return value
Each command returns either true or false.
0:Face graphic file name It only returns false if it is waiting to do something and the event cannot
1:Face Graphic Index proceed at that time.
1 101 Show Text 2:Background (0:Window 1:Darken 2:Transparent) Message
3:Position (0:Upper 1:Middle 2:Lower) true: advance the index and continue processing. Execute the next instruction
4:Name in the same frame.
false: terminate processing without advancing the index. Processing will
resume at the next frame.
2 401 Show Text (message content) 0:Message string Message One line only
0:choice array
1:Cancel Type (-2:Branching -1:Prohibited 0. 0... :each choice)
3 102 Show Choices 2:Default type (-1:none 0... :each choice) :each choice) Message
3:Background (0:Window 1:Darken 2:Transparent)
4:Position (0:Left 1:Middle 2:Right)
0:variable
4 103 Input Number Message
1:Number of digits
0:Variable
5 104 Select Item Message
1:item type (0:normal item 1:important thing 2:hidden item A 3:hidden item B)
If the name does not match the selected name, skip the process until the
6 402 Show Choice (when **) 0:Alternative name Message
indent is matched.
7 403 Show Choice (when canceling) - Message If not cancelled, skip the process until the indentation matches
0:Speed
8 105 Show Scrolling Text Message
1:No fast forward
9 405 Show Scrolling Text (message content) 0:Message string Message One line only
10 108 Comment 0:Annotation string Flow control
11 408 Note (line 2 onwards) 0:Annotation string Flow control
0:conditional items (0:switches 1:variables 2:self-switches 3:timers 4:actors 5:enemy characters 6:characters 7:
money 8:items 9:weapons 10:armor 11:buttons 12:scripts 13:vehicles)
12 111 Conditional Branch Flow control If the condition is not met, skip the process until the indentation is matched.
1:Conditional Content 1
2:Conditional Content 2
13 411 Conditional Branch (else) - Flow control If the condition is met, skip the process until the indentation is matched.
14 112 Loop - Flow control Rewind the process
15 413 Loop (repeat) - Flow control Rewind the process until the indentation matches
16 113 Break Loop - Flow control Skip processing until the indentation exceeds one more loop repeat
17 115 Exit Event Processing - Flow control
18 117 Common Event 0:Common Event ID Flow control
19 118 Label 0:Label name Flow control
20 119 Jump to Label 0:Label name Flow control
0:Start number.
21 121 Control Switches 1:End number Game progress
2:Set value (0:ON 1:OFF)
0:Start number.
1:End number
2:Operation(0:Assignment 1:Addition 2:Subtraction 3:Multiplication 4:Division 5:Surplus)
22 122 Control Variables 3:Operand(0:Constant 1:Variable 2:Random Number 3:Game Data 4:Script) Game progress
4:Operand setting contents 1
5:Operand setting contents 2
6:Operand Setting Contents 3
0:Self switch (A or B or C or D)
23 123 Control Self Switch Game progress
1:Set value (0:ON 1:OFF)
0:Operation (0:Start 1:Stop)
24 124 Control Timer Game progress
1:Seconds.
0:operation (0:increase 1:decrease)
25 125 Change Gold 1:Operand type (0:Constant 1:Variable) Party
2:Operand (set value or variable number)
0:Item ID
1:Operation (0:Increase 1:Decrease)
26 126 Change Items Party
2:Operand type (0:Constant, 1:Variable)
3:Operand (set value or variable number)
0:Weapon ID
1:Operation (0:Increase 1:Decrease)
27 127 Change Weapons 2:Operand type (0:Constant, 1:Variable) Party
3:Operand (set value or variable number)
4:Include equipment (true or false)
No Code Name Parameter Classification Reference
0:Armor ID
1:Operation (0:Increase 1:Decrease)
28 128 Change Armors 2:Operand type (0:Constant, 1:Variable) Party
3:Operand (set value or variable number)
4:Include equipment (true or false)
0:Actor ID
29 129 Change Party Member 1:Operation (0:Add 1:Remove) Party
2:Initialization (true or false)
30 132 Change Battle BGM 0:BGM data System settings
31 133 Change Victory ME 0:ME data System settings
32 134 Change Save Access 0:Set value (0:Inhibited 1:Permitted) System settings
33 135 Change Menu Access 0:Set value (0:Inhibited 1:Permitted) System settings
34 136 Change Encounter 0:Set value (0:Inhibited 1:Permitted) System settings
35 137 Change Formation Access 0:Set value (0:Inhibited 1:Permitted) System settings
36 138 Change Window Color 0:color array ([R, G, B]) System settings
37 139 Change Defeat ME 0:ME data System settings
38 140 Change Vehicle BGM 0:BGM data System settings
0:Location(0:Directly specified 1:Variable)
1:Map ID
2:X coordinate
39 201 Transfer Player Movement
3:Y coordinate
4:Orientation (0:As is 2:Down 4:Left 6:Right 8:Up)
5:Fade(0:Black 1:White 2:None)
0:Vehicle(0:Small Ship 1:Large Ship 2:Airship)
1:Location(0:Directly specified 1:Variable)
40 202 Set Vehicle Location 2:Map ID Movement
3:X coordinate
4:Y coordinate
0:Event ID
1:Specification method (0:Directly 1:Exchange with other events 2:Exchange with other events)
2:X coordinate
41 203 Set Event Location Movement
3:Y coordinate
4:Other Event IDs
5:Orientation(0:As is 2:Down 4:Left 6:Right 8:Up)
0:Direction(2:Down 4:Left 6:Right 8:Up)
1:Distance
42 204 Scroll Map Movement
2:Speed(1. .6)
3:Wait to completion (true or false)
0:character ID (-1:player 0:this event 1... :event with specified ID) :event with the specified ID)
43 205 Set Movement Route Movement
1:Movement route data
44 206 Get on/off Vehicle - Movement
45 211 Change Transparency 0:Set value (0:ON 1:OFF) Character
0:character ID (-1:player 0:this event 1... :event with the specified ID)
46 212 Show Animation 1:Animation ID Character
2:Wait to completion (true or false).
0:character ID (-1:player 0:this event 1... :event with specified ID) :event with the specified ID)
47 213 Show Balloon Icon 1:Balloon icon type (1:Surprise 2:Question...) Character
2:Waitt to completion (true or false)
48 214 Erase Event - Character
49 216 Change Player Followers 0:Set value (0:ON 1:OFF) Character
50 217 Gather Followers - Character
51 221 Fadeout Screen - Scene
52 222 Fadein Screen - Scene
0:tonal array ([R, G, B, Gray])
53 223 Tint Screen 1:Number of frames Scene
2:Wait to completion (true or false)
0:color array ([R, G, B, Alpha])
54 224 Flash Screen 1:Number of frames Scene
2:Wait to completion (true or false)
0:Strength
1:Speed
55 225 Shake Screen Scene
2:Number of frames
3:Wait to completion (true or false)
56 230 Wait 0:Number of wait frames Timing
No Code Name Parameter Classification Reference
0:Picture number
1:Picture file name
2:Origin (0:Upper Left 1:Center)
3:Directly specified or variable(0:Directly specified 1:Variable)
4:X coordinate
57 231 Show Picture Picture
5:Y coordinate
6:Magnification (width)
7:Magnification (height)
8:Opacity
9:Blend mode (0:Normal 1:Add 2:Multiply 3:Screen)
0:Picture number
1:Unused
2:Origin (0:Upper Left 1:Center)
3:Directly specified or variable(0:Directly specified 1:Variable)
4:X coordinate
5:Y coordinate
58 232 Move Picture 6:Magnification (width) Picture
7:Magnification (height)
8:Opacity
9:Blend mode (0:Normal 1:Add 2:Multiply 3:Screen)
10:Number of frames
11:Wait until completion (true or false)
12:Easing type (0:constant speed, 1:starts slowly, 2:ends slowly, 3:starts slowly and ends slowly)
0:Picture number
59 233 Rotate Picture Picture
1:Rotation Speed
0:Picture number
1:Color array ([R, G, B, G])
60 234 Tint Picture Picture
2:Number of frames
3:Wait to completion (true or false)
61 235 Erase Picture 0:Picture number Picture
0:type (none or rain or snow or storm)
1:Strength
62 236 Set Weather Effect Scene
2:Number of Frames
3:Wait to completion (true or false)
63 241 Play BGM 0:BGM data Audio/Video
64 242 Fadeout BGM 0:seconds Audio/Video
65 243 Save BGM - Audio/Video
66 244 Replay GBGM - Audio/Video
67 245 Play BGS 0:BGM data Audio/Video
68 246 Fadeout BGS 0:seconds Audio/Video
69 249 Play ME 0:ME data Audio/Video
70 250 Play SE 0:SE data Audio/Video
71 251 Stop SE - Audio/Video
72 261 Play Movie 0:Movie file name Audio/Video
73 281 Change Map Name Display 0:Set value (0:ON 1:OFF) Map
74 282 Change Tileset 0:Tile set ID Map
0:Battle Background 1 File name
75 283 Change Battle Background Map
1:Battle Background 2 File Name
0:Image file name
1:Lateral loops.
76 284 Change Parallax 2:Vertical loop Map
3:Scroll speed (horizontal)
4:Scroll speed (vertical)
0:Variable to store the result
1:Information Type(0:Terrain Tag 1:Event ID 2:Tile ID1 3:Tile ID2 4:Tile ID3 5:Tile ID4 6:Region ID)
77 285 Get Location Info 2:Directly specified or variable(0:Directly specified 1:Variable) Map
3:X coordinate
4:Y coordinate
0:enemy group (0:direct 1:variable 2:same as encounter)
78 301 Battle Processing 1:Escape is possible Scene control
2:Defeat is possible
79 601 Battle Processing (when you win) - Scene control
80 602 Battle Processing (when you run away) - Scene control
81 603 Battle Processing (when you lose) - Scene control
0:Item(0:Item 1:Weapon 2:Armor)
1:Item (Weapon, Armor) ID
82 302 Shop Processing (after line 2) 2:Price (0:Standard 1:Specification) Scene control
3:Price specified value
4:Purchase only
No Code Name Parameter Classification Reference
0:Item(0:Item 1:Weapon 2:Armor)
1:Item (Weapon, Armor) ID
83 605 Shop Processing (after line 2) Scene control
2:Price (0:Standard 1:Specification)
3:Price specified value
0:Actor ID
84 303 Name Input Processing Scene control
1:Maximum number of characters
0:actor(0:fixed 1:variable)
1:Actor ID (0:All)
2:Operation (0:Increase 1:Decrease)
85 311 Change HP Actors
3:Operand type (0:Constant, 1:Variable)
4:Operand (set value or variable number)
5:Allow disablement (true or false)
0:actor(0:fixed 1:variable)
1:Actor ID (0:All)
86 312 Change MP 2:Operation (0:Increase 1:Decrease) Actors
3:Operand type (0:Constant, 1:Variable)
4:Operand (set value or variable number)
0:actor(0:fixed 1:variable)
1:Actor ID (0:All)
87 326 Change TP 2:Operation (0:Increase 1:Decrease) Actors
3:Operand type (0:Constant, 1:Variable)
4:Operand (set value or variable number)
0:actor(0:fixed 1:variable)
1:Actor ID (0:All)
88 313 Change State Actors
2:Operation (0:Grant 1:Release)
3:State ID
0:actor(0:fixed 1:variable)
89 314 Recover All Actors
1:Actor ID (0:All)
0:actor(0:fixed 1:variable)
1:Actor ID (0:All)
2:Operation (0:Increase 1:Decrease)
90 315 Change EXP Actors
3:Operand type (0:Constant, 1:Variable)
4:Operand (set value or variable number)
5:Show level up (true or false)
0:actor(0:fixed 1:variable)
1:Actor ID (0:All)
2:Operation (0:Increase 1:Decrease)
91 316 Change Level Actors
3:Operand type (0:Constant, 1:Variable)
4:Operand (set value or variable number)
5:Show level up (true or false)
0:actor(0:fixed 1:variable)
1:Actor ID (0:All)
2:Ability(0:Maximum HP 1:Maximum MP 2:Attack 3:Defense 4:Magic 5:Magic Defense 6:Agility 7:Luck)
92 317 Change Parameter Actors
3:Operation(0:Increase 1:Decrease)
4:Operand type (0:Constant, 1:Variable)
5:Operand (set value or variable number)
0:actor(0:fixed 1:variable)
1:Actor ID (0:All)
93 318 Change Skill Actors
2:Operation(0:Remember 1:Forget)
3:Skill ID
0:Actor ID
94 319 Change Equipment 1:Equipment Type Actors
2:Weapon and Armor ID
0:Actor ID
95 320 Change Name Actors
1:Name
0:Actor ID
96 321 Change Class 1:Occupation ID Actors
2:Save the level
0:Actor ID
1:Face graphic file name
2:Face Graphic Index
97 322 Change Actor Images System settings
3:Walking character file name
4:Walking Character Index
5:Battle Character File Name
0:Type(0:Small Ship 1:Large Ship 2:Airship)
98 323 Change Vehicle Image 1:Walking character(TV) file name System settings
2:Walking character(TV) Index
0:Actor ID
99 324 Change Nickname Actors
1:Nickname
0:Actor ID
100 325 Change Profile Actors
1:Profile
No Code Name Parameter Classification Reference
0:Enemy Character Index (-1:Enemy Group)
1:Operation (0:Increase 1:Decrease)
101 331 Change Enemy HP 2:Operand type (0:Constant, 1:Variable) Battle
3:Operand (set value or variable number)
4:Allow disablement (true or false)
0:Enemy Character Index (-1:Enemy Group)
1:Operation (0:Increase 1:Decrease)
102 332 Change Enemy MP Battle
2:Operand type (0:Constant, 1:Variable)
3:Operand (set value or variable number)
0:Enemy Character Index (-1:Enemy Group)
1:Operation (0:Increase 1:Decrease)
103 342 Change Enemy TP Battle
2:Operand type (0:Constant, 1:Variable)
3:Operand (set value or variable number)
0:Enemy Character Index (-1:Enemy Group)
104 333 Change Enemy State 1:Operation (0:Grant 1:Release) Battle
2:State ID
105 334 Enemy Recover All 0:Enemy Character Index (-1:Enemy Group) Battle
106 335 Enemy Appear 0:Enemy Character Index Battle
0:Enemy Character Index
107 336 Enemy Transform Battle
1:Enemy Character ID after transformation
0:Enemy Character Index (-1:Enemy Group)
108 337 Show Battle Animation 1:Animation ID Battle Argument [2] only exists for conversion data from MV
2:Entire enemy group targeted (true or false)
0:Actor(0:Enemy Character 1:Actor)
1:Actor ID or Enemy Character Index
109 339 Force Action Battle Note that the enemy character index is 0 to (#1 is 0, #2 is 1)!
2:Skill ID
3:Target (-2:Last Target -1:Random 0... :Index)
110 340 Abort Battle - Battle
111 351 Open Menu Screen - Scene control
112 352 Open Save Screen - Scene control
113 353 Game Over - Scene control
114 354 Return to Title Screen - Scene control
115 355 Script (line 2 onwards) 0:script string Advanced level Note that true is returned regardless of the content of the script.
116 655 Script (line 2 onwards) 0:script string Advanced level
117 356 Plugin Command (MV) 0:command string Advanced level Plug-in Commands for MV (missing)
0:Plug-in name
118 357 Plugin Command (MV) 1:Command name Advanced level
2:Arguments
No Code Broad Sub- Name Parameter Reference
category categories
dataId:Pulldown setting items
dataId:Attribute
1 11 Traits Resistance Attribute effectiveness value1:Percentage setting item
value1:Validity
value2:Integer setting item
dataId:Parameter type
2 12 Traits Resistance Weakness
value1:Validity
dataId:State ID
3 13 Traits Resistance State effectiveness
value1:Validity
4 14 Traits Resistance State disabled dataId:State ID
dataId:Parameter type
5 21 Traits Parameter Normal ability value
value1:Multiplier
dataId:Parameter type
6 22 Traits Parameter Additional capacity value
value1:Probability
dataId:Parameter type
7 22 Traits Parameter Special ability value
value1:Multiplier
8 31 Traits Attack Attribute at attack dataId:Attribute
dataId:State ID
9 32 Traits Attack Attack State
value1:probability
Attack speed
10 33 Traits Attack value2:Set value
compensation
11 34 Traits Attack Additional Attacks value2:Set value
12 35 Traits Attack Offensive skills dataId:Skill ID
13 41 Traits Skill Additional skill types dataId:Skill Type
14 42 Traits Skill Skill type sealed dataId:Skill Type
15 43 Traits Skill Additional Skills dataId:Skill ID
16 44 Traits Skill Skill sealing dataId:Skill ID
17 51 Traits Equipment Weapon Type Equipment dataId:Weapon Type
18 52 Traits Equipment Armor type equipment dataId:Armor type
19 53 Traits Equipment Fixed Equipment dataId:Equipment Type
20 54 Traits Equipment Equipment lockout dataId:Equipment Type
0:Normal
21 55 Traits Equipment Slot type dataId:Set value
1:Dual Wield
22 61 Traits Others Additional actions value1:Probability
0: Autobattle
1: Guard
23 62 Traits Others Special flags dataId:Set Value
2: Substitute
3: Preserve TP
0: Normal
1: Boss
24 63 Traits Others Extinction effect dataId:Set value
2: Instant
3: No Disappear
No Code Broad Sub- Name Parameter Reference
category categories
0: Encounter Half
1: Encounter None
2: Cancel Surprise
25 64 Traits Others Party Ability dataId:Set value
3: Raise Preemptive
4: Gold Double
5: Drop Item Double
value1:Recovery rate
26 11 Effects Recover HP recovery
value2:Recovery amount
value1:Recovery rate
27 12 Effects Recover MP recovery
value2:Recovery amount
28 13 Effects Recover TP recovery value1:Recovery rate
dataId:State ID
29 21 Effects State Add-state
value1:Probability
dataId:State ID
30 22 Effects State Un-stated
value1:Probability
dataId:Ability value
31 31 Effects Parameter Strengthen
value2:Number of turns
dataId:Ability value
32 32 Effects Parameter Weakness
value2:Number of turns
33 33 Effects Parameter Release of enhancements dataId:Ability value
34 34 Effects Parameter Unlocking Weaknesses dataId:Ability value
35 41 Effects Others Special effects dataId:Set value 0: Run Away
dataId:Ability value
36 42 Effects Others Growth
value2:Amount of change
37 43 Effects Others Skill Acquisition dataId:Skill ID
38 44 Effects Others Common event dataId:Common Event ID

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