RPG Maker MV / MZ Script Call List

SwiftSign

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I know it’s possible to check if an actor has a particular skill, but is it also possibly to blindly check which skills an actor has with a script call?
 

Poryg

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Open dev console in game via f8, type in $gameActors.actor(1), hit enter and see for yourself.
 

Archeia

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UPDATED: June 16, 2018 (JST)
- Added Get All Items Script Call (including not getting blank ones)
- Added Get All Skills
- Added Change Tileset Z Value
- Added Set Destination
- Updated Change Armor
- Updated Recover All
- Updated Movement Command Syntax to use setValue than setVariable
 

Archeia

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UPDATED: June 28, 2018 (LA, CA)
- Added Check Player Location
- Added Check Player Direction
- Added Change Player Camera Position
- Added Change Map Camera
 
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katoriina

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I'm pretty new at this javascript business- and I realize this is a very simple question. But I have no idea how to do it. xP

I just need to know the script call for checking to see if the party leader has a particular armor equipped.
 

JayA

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I did not know this sheet existed until now. Super useful! Thanks!
 

Nitroshock6

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Is there a way to have the script call on all current battling members (non reserve)? This is the formula I have right now but am unsure how to replace "$gameActor.actors(2)"

{ ( $gameActor.actors(2).gainHp($gameActors.actor(2).mat*1.5) )

};

Edit: Thank you so much
 
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Astfgl66

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@Nitroshock6 :
Code:
$gameParty.battleMembers().forEach(function(member){member.gainHp(your_formula_here)})
 

Archeia

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UPDATED (9/22/2018, PHILIPPINES TIMEZONE)
ADDED 2 NEW SCENE CONTROL COMMANDS
- Copy Position of the Player/Event/Object
- Copy just the direction of the Player/Event/Object

Is there a way to call a function where all allies recover HP and MP? I know there was in VX Ace but tracing it in MV when I recently migrated... well, I'm kind of spinning in my head.

UPDATED RECOVER ALL
- Forgot to heal MP as well.
- Added new zoom calls.
 
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Tiamat-86

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this list is missing
$gameParty.hasItem($dataItems[itemId])

this list has "change item" but not "check for item"
 

poppicha

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Excuse me. I want a script call to check if enemy doesn't have any state affect.

Like $gameTroop.member()[0].(doesn't have any state affect);
I don't know what to insert.
 

Andar

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Excuse me. I want a script call to check if enemy doesn't have any state affect.
Such a script call doesn't exist. you have to make a loop that checks for every state, it can't be a single line.

what you could do is request a plugin that gives you a new function for that, and then call that new function.
 

Astfgl66

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@poppicha, @Andar
Code:
$gameActors.actor(actorId)._states.length === 0
$gameTroop.members()[enemyIndex]._states.length === 0

States are stored in an array, if the array length is 0 it means there is currently no state affecting the actor.
Note that this doesn't account for passive states because those are usually stored in a different array.
 

Jewelraffe

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(First post woot)

I know about both the Change Equipment event thingy and the script call, but how would you unequip everything for your whole party? Without the tedium that is Change Equips for every slot for every actor who could be present at that point? Thanks! :D
 
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Zarsla

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@Jewelraffe
for(k=0; k< $gameParty.size(); k++){
var member = $gameParty.members()[k];
for(j=0; j < member.equips().length; j++){
if(member.equips()[j] !== null){
member.changeEquip(j, null);
}

}
}
 

Jewelraffe

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@Jewelraffe
for(k=0; k< $gameParty.size(); k++){
var member = $gameParty.members()[k];
for(j=0; j < member.equips().length; j++){
if(member.equips()[j] !== null){
member.changeEquip(j, null);
}

}
}

Oh nice! It works perfectly, thanks! :D
 

Kagemaru

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In the system section of the list, there's only script calls for the system music(Battle BGM, victory & defeat MEs, ect) but nothing for the system sounds. Is there a reason for that? If possible, could someone tell me how I could change the battle start SE(The SE during the battle transition) with a script call?? Thanks!
 
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Is there a way to use the "check player location" call to check if a player isn't at that coordinate? Yes, I realize that I could set variables to be player X and player Y, but in order to check that I'd have to have an event set to parallel. Otherwise it just reports the values from when the variables are initialized. (I'm using QMap, for reference, which allows you to set a JavaScript condition for whether an object appears on the map or not.)
 

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