🎮 RPG Maker Action Combat - Plugin Commands
Complete reference for all plugin commands available in RPG Maker Action Combat
Green text: Commonly used Yellow text: Optional parameters
🌟 Event Spawning & Management
Spawn Event
Spawn an Event from the Template Map to the Current Map.
- 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. Support expressions.
- X Y Position: The position where you want to spawn the event.
Case 1: this - Spawn on the position of current eventCase 2: player - Spawn on where the player is standingCase 3: region 5 - Spawn on all region 5 tilesCase 4: cursor - Spawn at mouse cursor positionCase 5: random(a,b) - Generate a random number, a is min, b is max numberCase 6: <notetag> near: this/player/eventId - Spawn at the nearest event with notetag to a targetCase 7: 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 availableCase 3: <notetag> - Point to an event with said notetagCase 4: this/player - Rotate to match this event or player direction
- 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 CCase 2: impassable events - Not spawn on events that block movement
- Spawn in front: Spawn in front of the target if true. Only usable if X Y Position is 'this' or 'player'
- 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 the events you spawned from Template Map
Event 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 event
- 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 eventCase 2: number - near event id x
Create Dynamic Event
Create an event that contains some properties that will only last an amount of time before it destroys itself. Best used to create hitboxes.
- 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: This also supports all cases similar to Spawn Event command
- 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 availableCase 3: this/player - Rotate to match this event or player directionCase 4: Other expressions
- Follow Target: Make this event follows a target like movement route moveToPosition
- Target: player, or an event with <notetag>
- Speed: Movement speed of this event
Destroy Dynamic Event
Destroy all events created dynamically
Notetag to match:
Destroy Regular Event
Destroy normal events you create with traditional method
❤️ HP & Health Management
Increase / 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 eventCase 2: all - any events with hpCase 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 - 10Case 2: - damage
- if the event just collided has notetag <dmg: 15> then it deals 15 damage
Case 3: Other expressions - Use Actor ATK & Weapon: Use actor's ATK value. It also takes account of the traits of the equipped weapon
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 eventCase 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
🎨 Visual Effects & Display
Pop Text Value
Display a number onto an event, useful when showing damage dealt.
- Event Id: Support this for current event, number for event id, player for game player
- 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 player's ATK value. It also takes account of the trait of equipped weapon
- 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
Character Effects
Play certain sprites effect on character like spin, rotate, bounce, etc.
- Target: The target these effect affect onto
- Effect: Select an effect
- Origin: Change the origin or character sprite
- Duration: The duration of the effect/animation
- Intensity: The intensity of the effect/animation
- Wait for completion: Proceed to next command only when duration has completed its cycle
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
Camera Update
Stop/Resume camera focusing on player
Freeze Time
Freeze all events and player for an amount of time
Pause Events
Pause all events (except the event calling this command) from moving or processing commands
🎮 Event Control & Behavior
Collision Status
Make the current event return false/true when using conditional branch checkColilde. Meaning, let's say you set it to false for event B, checkCollide condition when detects event A collided event B, it won't return true.
- Event Collisions: True or false
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 idCase 2: event name - an event with said nameCase 3: event notetag - an event with said notetag
- The Parent:
Case 1: this for current event, number for an event idCase 2: playerCase 3: event nameCase 4: event notetagCase 5: none - Reset
Change Event Hitbox
Change the hitbox of an event dynamically.
- 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
🔄 Switches & Variables
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. Support extra self switch set via naming Swiches as "self switch [name]."
- State: On or Off
- Comment to search for: a comment
- Event Id:
Case 1: empty - the event calling this commandCase 2: number - Event IdCase 3: <notetag> - Any event with these notetagCase 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
Quick Reset Switches & Variables
Reset all switches with a specific keyword in their name to false, Reset all variables with a specific keyword in their name to 0
🎮 Player Controls & Actions
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
Player Jump
Make player jump!
- Jump Height: How tall the player can jump
- Jump Power: How fast the player jump/fall
Target Lock
Make player locks onto an event. Player will always look at this event. This is a common gameplay mechanic that you'll often see in action games.
- What do you want?: Enable, Disable the feature or Switch to next nearby target to lock onto
- Look at Notetag: Lock to a nearby event with this notetag
- Rage: Events within this range will be lockable
- Auto Switch Target: Automatically switch the the most nearest target
- Player Run Freely: When player dashing/running, player won't look at locked target
- Indicator Image: Show this image on the locked target
- Indicator Position: Show the image to either top, middle or foot of the locked target
- Indicator Animation: Have the image to be animated