📝 All Plugin Commands explained

🎮 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.

Example: You have a "bullet" event in the template map, and you want to create more bullet 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. Support expressions.
  • 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: random(a,b) - Generate a random number, a is min, b is max number
    Case 6: <notetag> near: this/player/eventId - Spawn at the nearest event with notetag to a target
    Case 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 available
    Case 3: <notetag> - Point to an event with said notetag
    Case 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 C
    Case 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
Spawn in pixel requires Dot Move System plugin

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

Example: You shoot a black hole and when that black hole collides with enemies' 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 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: 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 available
    Case 3: this/player - Rotate to match this event or player direction
    Case 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:

Case 1: <enemyHitbox> - Destroy all dynamic events with this notetag
Case 2: <enemyHitbox> near: this/player/eventId - Destroy a dynamic event with this notetag that is near either this event/player/ or an eventId. You choose one

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 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 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 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

🎨 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.

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

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

🔄 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]."

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

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

Example: Any switches and variables that have [reset] in their name will be reset to false and 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
5 RPG Maker Action Combat Manual: 📝 All Plugin Commands explained 🎮 RPG Maker Action Combat - Plugin Commands Complete reference for all plugin commands available in RPG Maker Ac...
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