Green text: Commonly used Yellow text: Optional
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Spawn Event
To Spawn an Event from the Template Map to the Current Map.Example: You have a "dog" event in the template map, and you want to create more dog events whenever needed without manually creating them each time.
- EventId/Name: The ID or name of the event you want to spawn. It must match the ID or name of the event from the template map.
- X Y Position: The position where you want to spawn the event.
- Case 1: this Spawn on the position of current event
- Case 2: player Spawn on where the player is standing
- Case 3: region 5 Spawn on all region 5 tiles
- Case 4: cursor Spawn at mouse cursor position
- Case 5: Any other expressions, numbers, etc.
- Initial Rotation Degree: When spawned, this event will be rotating to this degree
- Case 1: a number Point to this degree (0-360)
- Case 2: mouse or gamepad Rotate to mouse or gamepad if available
- Case 3: <notetag> Point to an event with said notetag
- Not Spawn On: Don't spawn on tile if met this condition
- Case 1: impassable A3 B C Not spawn on impassable tiles belong to A3 B C
- Case 2: impassable events Not spawn on events that block movement
- Grid-Based: If true, event will spawned grid-based instead of pixel-based
- Permanent Event: Save the event on the map forever
Destroy Spawned Event
Destroy spawned eventsEvent Id/Name/Notetag: The ID or name or notetag of the event you want to delete. If multiple events share the same name or notetag, it'll delete them all.
Destroy Spawned Event Near
Destroy spawned events that are near a certain eventExample: You shoot a black hole and when that black hole collides with enemyes' projectiles, it'll destroy those projectiles.
- Event name/notetag: Events with this name or containing this notetag will be deleted if they're near...
- Source Event Id: ...this event.
- Case 1: this near current event
- Case 2: number near event id x
Create Dynamic Event
Create an event from thin air that contains some properties that will only last an amount of time before it destroys itself. Best used to create hitboxes.Example: When your character swings a sword, create a hitbox at the sword.
Notetag: The notetags this event will have
Comment: The comments this event will have
Destroy after: x frames (similar to RPG Maker wait command)
X Y Position: You know it. This also supports all cases similar to Spawn Event command
Destroy Dynamic Event
Destroy all events created dynamicallyNotetag to match: Any dynamic event with this notetag will be deleted immediately.
Destroy Regular Event
Destroy normal eventsIncrease / Decrease Enemy HP
Update HP for enemies that were created by notetag <hp: x>- Event Id: The event that needs an update
- Case 1: this current event
- Case 2: all any events with hp
- Case 3: numbers an event with this id
- HP Change: Increase or decrease an amount of HP. Support: number, 'damage'. Stuff inside ( ) will calculate each other first.
- Case 1: - 1 + 5 - 10
- Case 2: - damage
- if the event just collided has notetag <dmg: 15> then it deals 15 damage
- Case 3: Other expressions
- Use Weapon DMG: Use the equipped weapon damage value from the database
Increase / Decrease Actor HP
Update HP for an actor.- Actor: actor id or actor name from database
- HP Change: Support all cases from HP Change above.
HP Bar Visibility
Show/hide HP bar of an event (just visually)
- Show HP Bar: True or false
- Target Event Id: This event id's HP Bar will be hidden/shown
- Case 1: this current event
- Case 2: number an event id
Remove Event HP Bar
Remove an event's hp bar completely. You most likely will never need to use this feature
- Event Id: support this and number
Collision Status
Make the current event not be able to collide with other events. Useful for a lot of cases where you want something to not collide with something in a specific condition.
Example: A thorn enemy that deals damage when touches the player. When it's asleep, touch it won't return collision, aka not dealing damage.
- Event Collisions: True or false
Pop Text Value
Display a number onto an event, useful when showing damage dealt.
- Event Id: this for current event or number for event id
- Value: The number/text that will display onto the event
- Case 1: damage
- Display value x from notetag <dmg: x> from event that just collided with event Id
- Case 2: exp
- Display exp from database from defeated enemy if the enemy is setup with <hp: enemy name>
- Display exp from notetag <exp: amount> of Event Id
- Case 3: number, text, or other expression
- Weapon Attack: Display equipped weapon damage value from database
- Text Duration: The duration the text will stay on screen
- Animation: Select the type of animation for the text
- Visual Settings: Some settings for font
Break Character
Immediately break the event calling this command into pieces
Whatever you're doing, stop!
Immediately stop movement routes of the event calling this command. Extremely useful in many cases like developing status to enemies like frozen, stun, etc.
Child and Parent
Make an event to be a child of another event/player. The child will move along with its parent whilst still being able to do its own things.
- The child:
- Case 1: this for current event, number for an event id
- Case 2: event name an event with said name
- Case 3: event notetag an event with said notetag
- The Parent:
- Case 1: this for current event, number for an event id
- Case 2: player
- Case 3: event name
- Case 4: event notetag
- Case 5: none Reset
Change Event Hitbox
Change the hitbox of an event dynamically.
Example: Your event has notetag <hitbox: 2, 2>, but your character grows bigger and that hitbox no longer matches its size. This is when you use Change Event Hitbox.
- Event Id: this for current event, number for event id
- Width Height Offset X Y: The size and position
Assign New Passive
Run a common event passively to current event. Basically, it's like adding more common event to <passive: x, x, x> or if using method auto passive in plugin parameter.
- State: Assign or delete the common event
- Common Event: a name, a name, a name. Or id, id, id
Control Self Switch
Similar to RPG Maker default control self-switch but slightly more advanced. It can automatically find the right page to self-switch into.
Example: When your enemy dies, it'll self-switch into a page with comment <death>. You can leave that page A B C D whatever, it'll auto-find the right letter.
- State: On or Off
- Comment to search for: a comment
- Event Id:
- Case 1: empty the event calling this command
- Case 2: number Event Id
- Case 3: <notetag> Any event with these notetag
- Case 4: neareby <notetag>
- Nearest event from current event that has <notetag>
Control Local Variable
Create variables that belong to the event calling this command
- Value: number, +number, -number. Similar to RPG Maker Control Variable
- Name ID: Name of this variable. Use to create multiple local variables
- Random Max Number: If provided, Value will become min and this will be max
Reset All Local Variables
Reset all local variables of events to 0
Player Movement
Block player from moving, true or false.
Change Player Hitbox
Immediately change player hitbox
Equip Next Weapon
Immediately equip the next weapon available in party leader inventory
Swing Weapon
Using a picture file as a weapon and swing it. A perfect method for lazy people or those who don't want to draw player action.
- Weapon Sprite: Select your weapon picture file
- Event ID: The target that will swing the weapon
- Offset: Adjust position of the sprite
- Animation speed: The speed of animation. Lower is faster
Player Jump
Make player jump!
- Jump Height: How tall the player can jump
- Jump Power: How fast the player jump/fall