🎮 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
Setup a hp bar to the event
This event has 6 hp or 6 - 10 hp
This event get values and other stats/traits of enemy named "Ghost" from database (hp, def, exp, etc.)
This event get values and other stats/traits of actor id 2 from database (hp, def, exp, etc.)
HP Bar Customization
Damage System
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"
Deal 6 damage or a random number from the range 6 - 10
Deal damage from variable id 1 value
Deal damage from a skill in databases called Fireball, using its formula and traits
Deal damage using parameter Attack from actor id 2
Combat Timing
Damage over time effects that will continue after x frames have passed
Hitbox Configuration
Hitbox of this event. Every event has the default hitbox is 1, 1, 0, 0 unless otherwise
Visual Customization
Color Effects
Hue the event, min -180, max 180, you can hue in Aseprite for preview
Position Adjustment
Offset the event's sprite. Only the sprite!
Experience & Rewards
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
Movement & Interaction
<platform: 80> - 80 pixel
💬 Comments
Put in comment command of events
Passive Events
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.
Animation Control
Adjust the walking animation speed of the event. The lower the number, the faster the animation plays.
Collision Area
Expand your event collision area (not hitbox). All in tile unit
<collisionRect: 3, 3, 1, 1> Same but also make event sprite to be at the center
Hitbox Collision Control
The event will be ignored from conditional branch checkCollide on any page with this comment
Child Events
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.
Make event child of game player
Make event child of event id 2
Make event child of the nearest event with name Demon
Make event child of the nearest event with notetag <Demon>
Child Positioning
Adjust position of the child from the parent
Clickable Events
Event with this comment can be activated via mouse click and only when the player is within range
<clickable: 3> - Display outline and can be triggered if player is within 3 tiles
🔀 Conditional Branch
HP Monitoring
Check the current HP of an event or player
Check if the event just got its HP decreased
Check if the event just received damaged
Collision Checking
Check collision between events or the player. The hitbox is determined with notetag <hitbox>
Return true once if this event collides with player
Return true if this event collided with player every 8 frames
Return true once if this event collided with any events with notetag <player bullet>
Return true once if this event collides with any events with notetags above
Return true once if player collides with any events with notetags above
Return true if this event collided with an event with said notetag every x frames
Return true if this event collided with region id 1
Return true if this event collided with an impassable tile within tileset B
Return true if this event collided with an impassable tile within tileset A3 A4 B C D E
Range Checking
Check range from source to target, like a detection system
Return true if this event is within 7 tiles from the player
Return true if this event is within 7 tiles from any event with notetag <enemy>
Return true if the player is within 7 tiles from any event with notetag <enemy>
Same as case 2 but will only check from the eye direction of source in 90-degree vision cone
Same as case 4 but more realistic, as walls (region id 1) will block sight of events, good for stealthing
Same as case 4 but if the <enemy> event also has notetag <friendly>, it'll return false regardless
Return true if this event is within 7 tiles from region 9
Sound Detection
Check if there's any sound playing from other events around source event within x range.
Local Variables
Check local variable of an event
Return true if default local variable of this event is >=5
Return true if a local variable named 'fire' of this event is >=5
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
Return true if default local variable of the event underneath this event has value >=5
Return true if local variable named 'fire' of the event underneath this event has value >=5
Return true if default local variable of the event in front of player has value "haha"
Return true if local variable named "fire" of the event behind player has value "haha"
Percentage Checks
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.
Equipment & Inventory Checks
Weapon Checks
Check if the player is equipping a weapon using its id or name
Check if player is equipping weapon id 1 in slot 1
Check if player is equipping weapon id 1 in slot 2
Check if player is equipping weapon Long Sword in slot 1
Weapon Type Checks
Return true if player is equipping a weapon with a certain type
Weapon Notetag Checks
Return the value from the notetag box of equipped weapon
Return true if notetag box of equipped weapon in slot 1 has notetag <capacity: number> and number is >= 7
Return true if notetag box of equipped weapon in slot 2 has notetag <element: fire>
Armor Checks
Return true if player is equipping an armor
equippedArmor('Skull Shield') - Return true if player is equipping armor named "Skull Shield"
Skill Checks
Return true if an actor has learned a certain skill
learnedSkill('David', 'Blizzard') - Return true if actor named "David" has learned Blizzard
Inventory Quantity Checks
Return the amount of item/weapon/armor that the player possesses.
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
Return true if a gamepad is connected
Return true if right stick of gamepad is being pushed
Return true if left stick is being pushed to this degree (0 - 360)
Return true if key is pressed and released once (Requires Hendrix Keyboard Gamepad plugin)
Input.isTriggered('leftclick') - Return true if just Left Clicked
Input.isTriggered('rightclick') - Return true if just Right Clicked
Return true if key is being pressed and hold (Requires Hendrix Keyboard Gamepad plugin)
Direction & Target Lock Checks
Check player's current direction. Support 8 directions.
Target Locking
See if the source is target locking something
isLockingATarget(this._eventId)
isLockingATarget(1)
See if the target is being locked by something
isBeingTargetLocked(this._eventId)
isBeingTargetLocked(1)
Game States Checks
Return true when party leader has just leveled up
Return true if party leader matches id or name
Performance & Optimization
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, 48) - Check with extra 48 pixels offscreen
Movement & Platform Checks
Return true if in front of eventId or 'player' is an impassable tile or impassable events
Return true if eventId or 'player' is standing on a platform event (event with notetag <platform>)
Return true if target is either started jumping, is jumping or landed
Notetag & Name Checks
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.
True if there's an event with notetag <enemy> on map
True if the current event has notetag <enemy>
True if an event with notetag <crop> is at the same position of current event
Check if eventId's name is something
Check if there's an event with this name on current map
📜 Script Call
Weapon Damage
Return the attack value of weapon from database
Return attack value of weapon that is equipped in slot 1
Return attack value of weapon that is equipped in slot 2
Weapon Parameters
Return a value from a param of weapon in database
Get Attack value of equipped weapon from slot 1
Get Defense value of equipped weapon from slot 2
Collision Damage
Return the damage from notetag <dmg: x-y> of the event just collided
Characters & Sprites
Change Sprites
Change this event image to $haha.png. This is a single file so character index should always be 0
Change this event image to group.png and select index 1
Play Frames
Make event or player play frames from their spritesheet. Requires Hendrix Animation Solution plugin
Set Frames
Make event or player set to a frame from their spritesheet. Requires Hendrix Animation Solution plugin
Vortex Effects
Suck events to a character
Suck all events with notetag <enemy> within 8 tiles to current event
Suck all events with notetag <enemy> within 8 tiles to current event whilst increasing the walking speed of those events to 7
Suck all events with notetag <enemy> within 8 tiles to player
Variable Access
Return the value of local variable of an event.
Direction Info
Get target's current direction
🏃 Movement Route
Call these script in a Set Movement Route command
Self Switch Control
Same as Control Self Switch but you can call this in Movement Route.
Movement
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.
By default, RPG Maker only supports max speed of 6. With this, you can break that limit.
Target Lock
Make the character lock to a target. He/she will always look at this target. You'll find this feature common in action games
Make the character locks to player
Make the character locks to a nearby event with notetag <enemy> within 10 tiles. Will auto switch to nearest target
Make the character locks to a nearby event with notetag <enemy> within 7 tiles and will only lock to that event, ignoring nearer options
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
Turn the character direction to the target.
Turn character to cursor or gamepad right stick
Turn character to event id 2
Turn character to nearby event with notetag <enemy>
Same as above, but won't turn to events that are out of reach by 7 tiles
Direction Fix the character when calling this command. Can be unlocked with Direction Fixed OFF.
Turn character to the target that player is locking
Turn character to the target that current event is locking
360-Degree Rotation
Rotate the character (360 degrees) to a target. Best for projectiles.
Rotate to cursor or right stick if gamepad is connected
Rotate the character to the player moving direction
Rotate the character to map coordination x15 y30
Rotate the character to event id 1
Rotate the character to nearby event with notetag <enemy>
Rotate the character to any event with notetag <enemy> within 7 tiles distance
Rotate character to the target that player is locking
Rotate character to the target that current event is locking
Direction Sharing
Make the character have the same direction as the target
Share the same direction of game player
Share the same direction of event id 15
Share the same direction of a nearby event with notetag <enemy>
Share the same direction of the target that player is locking
Share the same direction of the target that current event is locking
Random Jumping
Jump the character to nearby positions from its current position. I use it for loots dropping from monsters or from a chest.
jumpToNearby(3, true) - Same but will jump on other events if they're in the way
Targeted Jumping
A versatile command that will jump the character to a target
Jump the character to event Id 5
Jump the character to map coordination x15, y30
Jump the character to game player
Jump the character to game player but limit up to 5 tiles
Jump the character forward from where it's currently facing by 3 tiles
Jump the character backward from where it's currently facing by 3 tiles
Jump the character away from the game player by 3 tiles
Jump to Cursor location
Jump to to right stick degree by 3 tiles
Jump the character to the nearby event with notetag <enemy> within 3 tiles distance
Jump the character to the target that player is locking
Jump the character to the target that current event is locking
Teleportation
A versatile command that will teleport the character to a target
Teleport the character to map coordination x15, y30
Teleport the character to the player position
Teleport the character to a nearby event with notetag <enemy>
Teleport to nearby event outside minimum distance of 3 tiles
Teleport to a random location around a nearby event, between 3 and 7 tiles away from that event
Teleport forward by 5 tiles. Won't teleport to impassable tiles.
Teleport forward by 5 tiles. Will teleport anywhere passable except impassable tiles from tileset A3, A4 and B.
Teleport to the target that player is locking
Teleport to the target that current event is locking
Pixel Movement (Requires DotMoveSystem)
A versatile command that will move the character to a target in pixel
Move the character to map coordination x15, y30
Move to cursor or right stick if gamepad is connected
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
Move the character to game player position by 1 pixel unit
Move the character to game player position till reached
Move to game player position with additional x - 0.5 tile and y + 6 tiles
Move the character to nearby event with notetag <enemy>
Move the character to an event that its page has comment crop
Move to target and also rotate the character along the path. Best for projectiles.
Move to the target that player is locking
Move to the target that current event is locking
Grid-Based Pathfinding
Move the character to a target grid-based, support pathfinding.
Move the character to game player
Move the character to nearby event with notetag <enemy>
Same as case 2 but with perfect pathfinding, automatically avoids obstacles. Best for ground characters.
Same as case 3 but move until it reaches its destination with just one command.
Same as case 4, but if the event <enemy> also has notetag <friendly> then it won't chase said event.
Move to the target that player is locking
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.
Make character play its spritesheet from first frame to last frame with a certain speed
Make character set its current frame to a another frame from its spritesheet
⭐ Additional Features
Extended Self Switches
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