📝 All Notetag, Comments, Conditional Branch and Movement Route commands

🎮 RPG Maker Action Combat Documentation

Find all notetag, comment, conditional branch and other features of plugin RPG Maker Action Combat here

📝 Notetags

Put in notetag section of events

HP System Configuration for Events

<hp: value>

Setup a hp bar to the event

Case 1: <hp: 6> or <hp: 6 - 10>
This event has 6 hp or 6 - 10 hp
Case 2: <hp: Ghost>
This event get values and other stats/traits of enemy named "Ghost" from database (hp, def, exp, etc.)
Case 3: <hp: actor, 2>
This event get values and other stats/traits of actor id 2 from database (hp, def, exp, etc.)

HP Bar Customization

<hpy: x>
- Adjust offset y of the event hp bar
<hpColor: #00000>
- Change HP bar color for event
<hpScale: x>
- Scale the size of HP bar up. Default is 1.0
<radius: x>
- Adjust the radius that will show event hp bar when player is near
<hideHP>
- Hide hp bar from the event, visually

Damage System

<dmg: value>

The damage this event will deal to others. This only assign damage value to the event. To calculate damage, you need to use plugin command "+/- Event HP" or "+/- Actor HP"

Case 1: <dmg: 6> or <dmg: 6 - 10>
Deal 6 damage or a random number from the range 6 - 10
Case 2: <dmg: v[1]>
Deal damage from variable id 1 value
Case 3: <dmg: Fireball>
Deal damage from a skill in databases called Fireball, using its formula and traits
Case 4: <dmg: actor, 2, atk>
Deal damage using parameter Attack from actor id 2

Combat Timing

<cooldown: x>

Damage over time effects that will continue after x frames have passed

<cooldown: 15> Event will return true for collision checking every 15 frames instead of just once
Only for conditional branch checkcollide(eventId, notetag, "cooldown (write as is)")

Hitbox Configuration

<hitbox: width (tile), height (tile), offset x (pixel), offset (pixel)>

Hitbox of this event. Every event has the default hitbox is 1, 1, 0, 0 unless otherwise

<hitbox: 2, 2> or <hitbox: 3, 5, 15, 30>

Visual Customization

Color Effects

<hue: -180 to 180>

Hue the event, min -180, max 180, you can hue in Aseprite for preview

Position Adjustment

<sprite offset: x, y>

Offset the event's sprite. Only the sprite!

Experience & Rewards

<exp: x - y>

When an enemy is defeated, gain EXP for the whole party. Only usable if parameter Gain EXP from Enemy is on and should only be used for case <hp: 6>. If you use case <hp: Ghost>, EXP will automatically increase by the value from database without the need to assign this notetag

<exp: 5> or <exp: 5 - 10>

Movement & Interaction

<ignore>
- Only usable for movement route moveToClosest, which to not move to events with this notetag
<pass>
- Player can step on any event with this notetag regardless of where they're being placed
<platform: size>
- Transform the event into a platform. Characters stepping on platform will move along with it
<platform> - The platform has the size of 48 pixel
<platform: 80> - 80 pixel

💬 Comments

Put in comment command of events

Passive Events

<passive: x, y, z, etc>

The common event ids that this event will call in parallel. It's like calling a common event in a parallel event but on another layer that isn't being affected by any commands inside that event.

<passive: 1, 2, 3, 4, 5> or <passive: Player Attack, Player Defend>

Animation Control

<stepping speed: x>

Adjust the walking animation speed of the event. The lower the number, the faster the animation plays.

<stepping speed: 8>

Collision Area

<collisionRect: width, height, offset X, offset Y>

Expand your event collision area (not hitbox). All in tile unit

<collisionRect: 3, 3, 0, 0> Expand by 3 tiles horizontally and vertically
<collisionRect: 3, 3, 1, 1> Same but also make event sprite to be at the center

Hitbox Collision Control

<skip collision>

The event will be ignored from conditional branch checkCollide on any page with this comment

Child Events

<child of: x>

Make the event to be a child of another event/player. Child events are just regular events with attributes to move along with the player.

Case 1: <child of: player>
Make event child of game player
Case 2: <child of: 2>
Make event child of event id 2
Case 3: <child of: Demon>
Make event child of the nearest event with name Demon
Case 4: <child of: <Demon>>
Make event child of the nearest event with notetag <Demon>

Child Positioning

<child offset: x, y>

Adjust position of the child from the parent

<child offset: 50, 0> - Will move along with its parent but with 50 pixel to the right

Clickable Events

<clickable: range>

Event with this comment can be activated via mouse click and only when the player is within range

<clickable> - Display outline and can be triggered if player is within 1 tiles
<clickable: 3> - Display outline and can be triggered if player is within 3 tiles

🔀 Conditional Branch

HP Monitoring

HP(eventId)

Check the current HP of an event or player

HP(1) > 0 or HP(this._eventId) <= 0 or HP('player') > 0
hpDecreased(eventId)

Check if the event just got its HP decreased

hpDecreased(this._eventId)
gotHit(eventId)

Check if the event just received damaged

gotHit(this._eventId)

Collision Checking

checkCollide(source, target, cooldown)

Check collision between events or the player. The hitbox is determined with notetag <hitbox>

Case 1: checkCollide(this._eventId, 'player')
Return true once if this event collides with player
Case 2: checkCollide(this._eventId, 'player', 8)
Return true if this event collided with player every 8 frames
Case 3: checkCollide(this._eventId, '<player bullet>')
Return true once if this event collided with any events with notetag <player bullet>
Case 4: checkCollide(this._eventId, ['<player bullet>', '<player fireball>'])
Return true once if this event collides with any events with notetags above
Case 5: checkCollide('player', ['<player bullet>', '<player fireball>'])
Return true once if player collides with any events with notetags above
Case 6: checkCollide(this._eventId, '<overTimeAttack>', 'cooldown')
Return true if this event collided with an event with said notetag every x frames
Case 7: checkCollide(this._eventId, 'region 1')
Return true if this event collided with region id 1
Case 8: checkCollide(this._eventId, 'impassable B')
Return true if this event collided with an impassable tile within tileset B
Case 9: checkCollide(this._eventId, 'impassable ABCDE')
Return true if this event collided with an impassable tile within tileset A3 A4 B C D E

Range Checking

checkRange(source, range, target, eyes direction, block region, exception)

Check range from source to target, like a detection system

Case 1: checkRange(this._eventId, 7, 'player')
Return true if this event is within 7 tiles from the player
Case 2: checkRange(this._eventId, 7, '<enemy>')
Return true if this event is within 7 tiles from any event with notetag <enemy>
Case 3: checkRange('player', 7, '<enemy>')
Return true if the player is within 7 tiles from any event with notetag <enemy>
Case 4: checkRange(this._eventId, 7, '<enemy>', 90)
Same as case 2 but will only check from the eye direction of source in 90-degree vision cone
Case 5: checkRange(this._eventId, 7, '<enemy>', 90, 1)
Same as case 4 but more realistic, as walls (region id 1) will block sight of events, good for stealthing
Case 6: checkRange(this._eventId, 7, '<enemy>', 90, 0, '<friendly>')
Same as case 4 but if the <enemy> event also has notetag <friendly>, it'll return false regardless
Case 7: checkRange(this._eventId, 7, 'region 9')
Return true if this event is within 7 tiles from region 9

Sound Detection

checkSound(source, max volume, range)

Check if there's any sound playing from other events around source event within x range.

checkSound(this._eventId, 50, 6) - Any sound above 50 volume playing from other events within 6 tiles

Local Variables

localVariable(eventId, var name)

Check local variable of an event

Case 1: localVariable(this._eventId) >= 5
Return true if default local variable of this event is >=5
Case 2: localVariable(this._eventId, 'fire') >=5
Return true if a local variable named 'fire' of this event is >=5
Case 3: localVariable(this._eventId) == "haha"
Return true if default local variable of this event is haha

Other Event Local Variables

Check local variable of another event that is nearby the source event

eventLocalVariable(source eventId, var name, direction)
Case 1: eventLocalVariable(this._eventId) >= 5
Return true if default local variable of the event underneath this event has value >=5
Case 2: eventLocalVariable(this._eventId, 'fire') >= 5
Return true if local variable named 'fire' of the event underneath this event has value >=5
Case 3: eventLocalVariable('player', 'default', 'front') == "haha"
Return true if default local variable of the event in front of player has value "haha"
Case 4: eventLocalVariable('player', 'fire', 'behind') == "haha"
Return true if local variable named "fire" of the event behind player has value "haha"

Percentage Checks

localPercentage(eventId, percentage)

Check local percentage of an event. It's similar to when you set a variable from range 1 ~ 50 or something and the result will be given randomly.

localPercentage(this._eventId, 50) - 50% chance this condition will return true

Equipment & Inventory Checks

Weapon Checks

equippedWeapon(id or name, slot)

Check if the player is equipping a weapon using its id or name

Case 1: equippedWeapon(1)
Check if player is equipping weapon id 1 in slot 1
Case 2: equippedWeapon(1, 2)
Check if player is equipping weapon id 1 in slot 2
Case 3: equippedWeapon('Long Sword')
Check if player is equipping weapon Long Sword in slot 1

Weapon Type Checks

equippedWeaponType(id or name, slot)

Return true if player is equipping a weapon with a certain type

equippedWeaponType('Sword') - Return true if player is equipping a weapon type "Sword" in slot 1

Weapon Notetag Checks

equippedWeaponNotetag(notetag, slot)

Return the value from the notetag box of equipped weapon

Case 1: equippedWeaponNotetag('capacity') >= 7
Return true if notetag box of equipped weapon in slot 1 has notetag <capacity: number> and number is >= 7
Case 2: equippedWeaponNotetag('element', 2) == 'fire'
Return true if notetag box of equipped weapon in slot 2 has notetag <element: fire>

Armor Checks

equippedArmor(id or name)

Return true if player is equipping an armor

equippedArmor(1) - Return true if player is equipping armor id 1 from database
equippedArmor('Skull Shield') - Return true if player is equipping armor named "Skull Shield"

Skill Checks

learnedSkill(actorId/name, skill iD/name)

Return true if an actor has learned a certain skill

learnedSkill('player', 'Fireball') - Return true if player has learned Fireball
learnedSkill('David', 'Blizzard') - Return true if actor named "David" has learned Blizzard

Inventory Quantity Checks

amount(type, id or name)

Return the amount of item/weapon/armor that the player possesses.

amount('item', 1) > 7 - Return true if player has more than 7 of item id 1
amount('armor', 'Heavy Armor') == 1 - Return true if player has 1 'Heavy Armor' in inventory
amount('weapon', 5) >= 4 - Return true if player has 5 weapon id 5 in inventory

Gamepad & Control Checks

checkGamepad()

Return true if a gamepad is connected

isRightStickPushed()

Return true if right stick of gamepad is being pushed

isLeftStickDegree(value)

Return true if left stick is being pushed to this degree (0 - 360)

Input.isTriggered('key')

Return true if key is pressed and released once (Requires Hendrix Keyboard Gamepad plugin)

Input.isTriggered('n') - Return true if button N just pressed
Input.isTriggered('leftclick') - Return true if just Left Clicked
Input.isTriggered('rightclick') - Return true if just Right Clicked
Input.isPressed('key')

Return true if key is being pressed and hold (Requires Hendrix Keyboard Gamepad plugin)

Direction & Target Lock Checks

checkDirection(target, number)

Check player's current direction. Support 8 directions.

Number: 4 -> left, 6 -> right. Basically, the trackpad. Support 8 directions
checkDirection(this._eventId, 8) or checkDirection('player', 9)

Target Locking

isLockingATarget(source)

See if the source is target locking something

isLockingATarget('player')
isLockingATarget(this._eventId)
isLockingATarget(1)
isBeingTargetLocked(target)

See if the target is being locked by something

isBeingTargetLocked('player')
isBeingTargetLocked(this._eventId)
isBeingTargetLocked(1)

Game States Checks

checkLevelUp()

Return true when party leader has just leveled up

partyLeader(id or name)

Return true if party leader matches id or name

partyLeader(1) or partyLeader('Reid')

Performance & Optimization

inViewport(eventId, extra buffer)

A useful conditional that is mostly used for performance optimization. It'll return true if events are on screen and will return false if it's offscreen.

inViewport(this._eventId) - Check with extra 5 pixels offscreen
inViewport(this._eventId, 48) - Check with extra 48 pixels offscreen

Movement & Platform Checks

inFrontIsImpassable(target)

Return true if in front of eventId or 'player' is an impassable tile or impassable events

inFrontIsImpassable(this._eventId) or inFrontIsImpassable('player')
onPlatform(target)

Return true if eventId or 'player' is standing on a platform event (event with notetag <platform>)

onPlatform(this._eventId) or onPlatform('player')
checkJump(target, state)

Return true if target is either started jumping, is jumping or landed

States: "startedJump", "jumping", "landed"
checkJump(this._eventId, 'startedJump') or checkJump('player', 'jumping')

Notetag & Name Checks

notetag(eventId, notetag) or notetag(notetag)

A versatile conditional branch that will either check if an event has a certain notetag or an event with a certain notetag exists on map.

Case 1: notetag('<enemy>')
True if there's an event with notetag <enemy> on map
Case 2: notetag(this._eventId, '<enemy>')
True if the current event has notetag <enemy>
Case 3: notetag('<crop>', this._eventId)
True if an event with notetag <crop> is at the same position of current event
checkName(eventId)

Check if eventId's name is something

checkName(this._eventId) == "Santa"
checkNameOnMap(name)

Check if there's an event with this name on current map

checkNameOnMap('Santa')

📜 Script Call

Weapon Damage

equippedWeaponDmg(slot)

Return the attack value of weapon from database

Case 1: equippedWeaponDmg()
Return attack value of weapon that is equipped in slot 1
Case 2: equippedWeaponDmg(2)
Return attack value of weapon that is equipped in slot 2

Weapon Parameters

equippedWeaponParam(param, slot)

Return a value from a param of weapon in database

Case 1: equippedWeaponParam('atk')
Get Attack value of equipped weapon from slot 1
Case 2: equippedWeaponParam('def', 2)
Get Defense value of equipped weapon from slot 2

Collision Damage

$gameMap.event(CollisionManager.lastSourceEventId).getDamageFromNoteTag()

Return the damage from notetag <dmg: x-y> of the event just collided

Best to use with Control Variable. You'll almost never use this function, so ignore it

Characters & Sprites

The benefit of using these functions via a Script Call is they won't be affected by player movement, which is an issue of command Movement Route. But, unless you're making a complex mechanic, most of the time you won't use these.

Change Sprites

$gameMap.event(eventId).setImage('filename', character index) or $gamePlayer.setImage('filename', character index)
Case 1: $gameMap.event(this._eventId).setImage('$haha', 0)
Change this event image to $haha.png. This is a single file so character index should always be 0
Case 2: $gameMap.event(3).setImage('group', 1)
Change this event image to group.png and select index 1

Play Frames

$gameMap.event(eventId).playFrames(first frame, last frame, speed) or $gamePlayer.playFrames(first frame, last frame, speed)

Make event or player play frames from their spritesheet. Requires Hendrix Animation Solution plugin

$gamePlayer.playFrames(1, 6, 3) - Make player play from frame 1 to 6 by the speed of "wait 3" (just like Wait command) each frame

Set Frames

$gameMap.event(eventId).toFrame(frame index) or $gamePlayer.toFrame(frame index)

Make event or player set to a frame from their spritesheet. Requires Hendrix Animation Solution plugin

$gameMap.event(this._eventId).toFrame(3) - Change current event image to frame 3 of its spritesheet

Vortex Effects

sucking(eventId, notetag, range, speedboost)

Suck events to a character

Case 1: sucking(this._eventId, '<enemy>', 8)
Suck all events with notetag <enemy> within 8 tiles to current event
Case 2: sucking(this._eventId, '<enemy>', 8, 7)
Suck all events with notetag <enemy> within 8 tiles to current event whilst increasing the walking speed of those events to 7
Case 3: sucking('player', '<enemy>', 8)
Suck all events with notetag <enemy> within 8 tiles to player

Variable Access

localVar(event id, var name)

Return the value of local variable of an event.

localVar(this._eventId) or localVar(this._eventId, 'fire')

Direction Info

getDirection(target)

Get target's current direction

getDirection(this._eventId) or getDirection('player')

🏃 Movement Route

Call these script in a Set Movement Route command

Self Switch Control

selfSwitch(letter, true/false)

Same as Control Self Switch but you can call this in Movement Route.

selfSwitch('A', true) or selfSwitch('B', false)

Movement

dash(distance)

Move the player to the direction he's moving. Why use this instead of Move Forward? Because this supports 360 degrees and in pixel so it's compatible with Joystick.

dash(3)
setMoveSpeed(number)

By default, RPG Maker only supports max speed of 6. With this, you can break that limit.

setMoveSpeed(8)

Target Lock

lockTarget(target, range (10), autoSwitch (true), faceWhenIdle (true), runFreely (true), targetImage, indicatorPosition ('above'), indicatorAnimation ('pulse')

Make the character lock to a target. He/she will always look at this target. You'll find this feature common in action games

Case 1: lockTarget('player')
Make the character locks to player
Case 2: lockTarget('<enemy>')
Make the character locks to a nearby event with notetag <enemy> within 10 tiles. Will auto switch to nearest target
Case 3: lockTarget('<enemy>', 7, false)
Make the character locks to a nearby event with notetag <enemy> within 7 tiles and will only lock to that event, ignoring nearer options
You can add more param to have more cases:
faceWhenIdle (true/false)
Character looks at locked target when not moving
runFreely (true/false)
Character looks at locked target when running/dashing (if character is player)
targetImage ('filename in picture folder without .png')
Display this image (indicator) on locked target
indicatorPosition ('above' or 'middle' or 'foot')
Position of indicator image on the locked target
indicatorAnimation ('pulse' or 'static' or 'updown')
Animation of indicator image

Turn Toward Target

turnToward(target, force direction, max distance)

Turn the character direction to the target.

Case 1: turnToward('mouse or gamepad')
Turn character to cursor or gamepad right stick
Case 2: turnToward(2)
Turn character to event id 2
Case 3: turnToward('<enemy>')
Turn character to nearby event with notetag <enemy>
Case 4: turnToward('<enemy>', false, 7)
Same as above, but won't turn to events that are out of reach by 7 tiles
Case 5: turnToward('mouse or gamepad', true)
Direction Fix the character when calling this command. Can be unlocked with Direction Fixed OFF.
Case 6: turnToward('playerLockedTarget')
Turn character to the target that player is locking
Case 7: turnToward('eventLockedTarget')
Turn character to the target that current event is locking

360-Degree Rotation

rotateTo(x, y)

Rotate the character (360 degrees) to a target. Best for projectiles.

Case 1: rotateTo('mouse or gamepad')
Rotate to cursor or right stick if gamepad is connected
Case 2: rotateTo('player moving direction')
Rotate the character to the player moving direction
Case 3: rotateTo(15, 30)
Rotate the character to map coordination x15 y30
Case 4: rotateTo(1)
Rotate the character to event id 1
Case 5: rotateTo('<enemy>')
Rotate the character to nearby event with notetag <enemy>
Case 6: rotateTo('<enemy>', 7)
Rotate the character to any event with notetag <enemy> within 7 tiles distance
Case 7: rotateTo('playerLockedTarget')
Rotate character to the target that player is locking
Case 8: rotateTo('eventLockedTarget')
Rotate character to the target that current event is locking

Direction Sharing

shareDirection(target)

Make the character have the same direction as the target

Case 1: shareDirection('player')
Share the same direction of game player
Case 2: shareDirection(15)
Share the same direction of event id 15
Case 3: shareDirection('<enemy>')
Share the same direction of a nearby event with notetag <enemy>
Case 4: shareDirection('playerLockedTarget')
Share the same direction of the target that player is locking
Case 5: shareDirection('eventLockedTarget')
Share the same direction of the target that current event is locking

Random Jumping

jumpToNearby(max distance, jump on another event)

Jump the character to nearby positions from its current position. I use it for loots dropping from monsters or from a chest.

jumpToNearby(3) - Jump to nearby tiles within 3 tiles distance, not on events
jumpToNearby(3, true) - Same but will jump on other events if they're in the way

Targeted Jumping

jumpTo(x, y)

A versatile command that will jump the character to a target

Case 1: jumpTo(5)
Jump the character to event Id 5
Case 2: jumpTo(15, 30)
Jump the character to map coordination x15, y30
Case 3: jumpTo('player')
Jump the character to game player
Case 4: jumpTo('player', 5)
Jump the character to game player but limit up to 5 tiles
Case 5: jumpTo('forward', 3)
Jump the character forward from where it's currently facing by 3 tiles
Case 6: jumpTo('backward', 3)
Jump the character backward from where it's currently facing by 3 tiles
Case 7: jumpTo('away', 3)
Jump the character away from the game player by 3 tiles
Case 8: jumpTo('cursor')
Jump to Cursor location
Case 9: jumpTo('right stick', 3)
Jump to to right stick degree by 3 tiles
Case 10: jumpTo('<enemy>', 3)
Jump the character to the nearby event with notetag <enemy> within 3 tiles distance
Case 11: jumpTo('playerLockedTarget')
Jump the character to the target that player is locking
Case 12: jumpTo('eventLockedTarget')
Jump the character to the target that current event is locking

Teleportation

teleportTo(target, min distance, max distance)

A versatile command that will teleport the character to a target

Case 1: teleportTo(15, 30)
Teleport the character to map coordination x15, y30
Case 2: teleportTo('player')
Teleport the character to the player position
Case 3: teleportTo('<enemy>')
Teleport the character to a nearby event with notetag <enemy>
Case 4: teleportTo('<enemy>', 3)
Teleport to nearby event outside minimum distance of 3 tiles
Case 5: teleportTo('<enemy>', 3, 7)
Teleport to a random location around a nearby event, between 3 and 7 tiles away from that event
Case 6: teleportTo('forward', 5)
Teleport forward by 5 tiles. Won't teleport to impassable tiles.
Case 7: teleportTo('forward', 5, 'A3 A4 B')
Teleport forward by 5 tiles. Will teleport anywhere passable except impassable tiles from tileset A3, A4 and B.
Case 8: teleportTo('playerLockedTarget')
Teleport to the target that player is locking
Case 9: teleportTo('eventLockedTarget')
Teleport to the target that current event is locking

Pixel Movement (Requires DotMoveSystem)

moveToPosition(x, y, rotate along)

A versatile command that will move the character to a target in pixel

Case 1: moveToPosition(15, 30)
Move the character to map coordination x15, y30
Case 2: moveToPosition('mouse or gamepad')
Move to cursor or right stick if gamepad is connected
Case 3: moveToPosition('forward') moveToPosition('forward', 'tile')
Move the character to wherever it's rotated to (support 360 degrees) by 1 pixel per call.
Best for projectiles. Add "tile" to move by 1 tile per call
Case 4: moveToPosition('player')
Move the character to game player position by 1 pixel unit
Case 5: moveToPosition('player', 'player')
Move the character to game player position till reached
Case 6: moveToPosition('player - 0.5', 'player + 6')
Move to game player position with additional x - 0.5 tile and y + 6 tiles
Case 7: moveToPosition('<enemy>')
Move the character to nearby event with notetag <enemy>
Case 8: moveToPosition('comment: crop')
Move the character to an event that its page has comment crop
Case 9: moveToPosition('cursor', true)
Move to target and also rotate the character along the path. Best for projectiles.
Case 10: moveToPosition('playerLockedTarget')
Move to the target that player is locking
Case 11: moveToPosition('eventLockedTarget')
Move to the target that current event is locking

Grid-Based Pathfinding

moveToClosest(target, perfect pathfinding?, wait till finish?, exception)

Move the character to a target grid-based, support pathfinding.

Case 1: moveToClosest('player')
Move the character to game player
Case 2: moveToClosest('<enemy>')
Move the character to nearby event with notetag <enemy>
Case 3: moveToClosest('<enemy>', true)
Same as case 2 but with perfect pathfinding, automatically avoids obstacles. Best for ground characters.
Case 4: moveToClosest('<enemy>', true, true)
Same as case 3 but move until it reaches its destination with just one command.
Case 5: moveToClosest('<enemy>', true, true, '<friendly>')
Same as case 4, but if the event <enemy> also has notetag <friendly> then it won't chase said event.
Case 6: moveToClosest('playerLockedTarget')
Move to the target that player is locking
Case 7: moveToClosest('eventLockedTarget')
Move to the target that current event is locking

Character Sprites

Make your character play animation with a spritesheet, unlimited frame. A very important feature to upper the quality of your game as characters animations are the soul of every game.

These commands require Hendrix Animation Solution plugin
playFrames(first frame, last frame, speed)

Make character play its spritesheet from first frame to last frame with a certain speed

playFrames(1, 6, 3) - Play current spritesheet from frame 1 to 6, with the speed of 3 (like Wait 3 frames)
toFrame(frame index)

Make character set its current frame to a another frame from its spritesheet

toFrame(3) - Switch current frame to frame 3

⭐ Additional Features

Extended Self Switches

self switch X

If an event with a page has a switch named self switch X, that switch becomes a self-switch of that page. This feature is to break the limitation of having only 4 self switches A B C D

💡 Tip: This allows you to have unlimited self switches beyond the default A, B, C, D limitation. Simply name any switch "self switch [name]" and it will function as a self switch for that event. To switch page to custom created self switch [name], use plugin command Control Self Switch and switch via a comment
5 RPG Maker Action Combat Manual: 📝 All Notetag, Comments, Conditional Branch and Movement Route commands 🎮 RPG Maker Action Combat Documentation Find all notetag, comment, conditional branch and other features of plugin RPG Make...
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