RPG Maker MV / MZ Script Call List

BitPokit

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This was posted in 2015?? Why am I just now seeing this?? :kaosigh:

Anyway, sorry for necro but this is amazing and just what I needed! Thank you so much! :LZSsmile:
 

_Shadow_

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This was posted in 2015?? Why am I just now seeing this?? :kaosigh:

Anyway, sorry for necro but this is amazing and just what I needed! Thank you so much! :LZSsmile:

Because you just decided to browse the forum deeper I guess. :)
I think this thread is an exception to the necroposting rule, so you are probably okay.
 

Eliaquim

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How can i add script calls that are missing?
I put it there and someone you will put in the list?
Or i make a comment on the list?
 

Archeia

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How can i add script calls that are missing?
I put it there and someone you will put in the list?
Or i make a comment on the list?
This discussion thread exists for a reason. Just post your suggestions here.

@Poryg
There is no way I will let anyone access my reference list.
This is also in no way any official documentation. This exists as an eventer's reference guide.
 

Oddball

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Would i be able to use $gameActors.actor(actorId).exp > (InsertNumberHere) to check if an actors EXP is greater than a certain number?

I'd like to know if a shop using EXP is possible
 

Zarsla

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@Oddball
It would be
$gameActors.actor(actorId).currentExp() > number
Besides that yeah.
If you want to use exp as a currency to by things from shops, there's a plugin for that.
 

Oddball

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@Oddball
It would be
Besides that yeah.
If you want to use exp as a currency to by things from shops, there's a plugin for that.

It can also be done through events, which dont clash with any plugins
 

jjleroy

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oops, I should have put this here.
Is there a way to save the Evasion Rate of an actor in a variable?

I tried $gameActors.actor(1).xparam(1)
and actor.eva

but neither of them worked...
 

Ossra

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@jjleroy Both '$gameActors.actor(1).xparam(1)' and '$gameActors.actor(1).eva' will return the proper values. The problem is that $gameVariables.setValue() will perform 'Math.floor()' on each value that is being set. So, a 0.05 evasion rate will turn into 0 when floor'ed. Bypass the 'setValue' function and set the data directly : $gameVariables._data[variableId] = $gameActors.actor(1).eva.
 

Hahasea

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Does anyone know a script call for forcing an exit out of the main menu to the map? I think in VX there was a gotomap kind of command, but I don't see anything like that in this spreadsheet.

(I have a custom menu item made with YEP Common Event Menu & YEP Main Menu Manager, and neither of those have that kind of command either.)
 

Ossra

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@Hahasea You should be able to use 'SceneManager.pop()'. That should go back to the previous scene which should be the map, if you are in the menu system.
 

Hahasea

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@Hahasea You should be able to use 'SceneManager.pop()'. That should go back to the previous scene which should be the map, if you are in the menu system.
Hmm, that doesn't seem to be working. Forgive me, I'm still learning how to work with this kind of thing, do I just input:

SceneManager.pop();

in the script field, or do I need to do something extra? And does putting something in the brackets change the effect?

Thanks.
 

Ossra

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@Hahasea Hmm, perhaps I am not understanding where you are putting the code. Are you calling a common event through the Main Menu Manager to create a Common Event Menu?
 

Hahasea

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@Ossra Yes, I'm using Main Menu Manager to call a common event menu created in YEP's Common Event Menu plugin.
Through this menu it calls a selection of text box messages, and by default, when the text box closes, the main menu opens up again. I'd like to stop it from re-opening the main menu after the text box. Ideally there'd just be a script call for 'close menu' in the same way that there's one for 'open menu'. Frustrating that there's not.
 

Ossra

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@Hahasea Hmm, that is strange ... whenever I choose an option, the Common Event Menu closes to the map. I go into the menu, select my test command which opens up the Common Event Menu, and then I choose the option I entered there. The option is linked to an empty Common Event, so once it runs, the Common Event Menu closes to the map. Could you show some code, a screen shot, or some kind of example?
 

Hahasea

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@Ossra Ah, I figured out what was causing it, it was my fault. Thanks for the assistance!
 

jjleroy

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@jjleroy Both '$gameActors.actor(1).xparam(1)' and '$gameActors.actor(1).eva' will return the proper values. The problem is that $gameVariables.setValue() will perform 'Math.floor()' on each value that is being set. So, a 0.05 evasion rate will turn into 0 when floor'ed. Bypass the 'setValue' function and set the data directly : $gameVariables._data[variableId] = $gameActors.actor(1).eva.

THANK YOU SO MUCH!!! I would never have guessed!!!!!

Is there a way to change the evasion rate of an actor in a damage formula?
I tried target.eva += 0.5 but nothing happened...
 

Ossra

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@Hahasea Aah, not a problem!

@jjleroy By the time the damage formula is calculated, the hit has already landed on the target. So the evasion boost would not come into effect until the next hit.
 

jjleroy

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@Hahasea Aah, not a problem!

@jjleroy By the time the damage formula is calculated, the hit has already landed on the target. So the evasion boost would not come into effect until the next hit.

I see, but is

target.eva = x

the right way to set the EVA rate for an actor?
 

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