commands.d overview
Table of contents
- utils
- ChangeActorValue (type alias)
- ChangeEnemyValue (type alias)
- CommandCode (type alias)
- CommandParams (type alias)
- ConditionalBranchParams (type alias)
- DataCommand (type alias)
- ExtractDataCommand (type alias)
- IterateActorArguments (type alias)
- MoveRoute (interface)
- RouteCommandCode (type alias)
- RouteMovementCommand (type alias)
- ShopGoods (type alias)
- TextWindowBackgroundType (type alias)
- TextWindowPositionType (type alias)
- ValueOperand (type alias)
- ValueOperation (type alias)
- VariableComparisonType (type alias)
- VariableOperationType (type alias)
- WaitMode (type alias)
utils
ChangeActorValue (type alias)
Signature
export declare type ChangeActorValue = [...IterateActorArguments, ValueOperation, ...ValueOperand]
ChangeEnemyValue (type alias)
Signature
export declare type ChangeEnemyValue = [EnemyID, ValueOperation, ...ValueOperand]
CommandCode (type alias)
Signature
export declare type CommandCode = DataCommand['code']
CommandParams (type alias)
Signature
export declare type CommandParams<TCode extends CommandCode> = ExtractDataCommand<TCode>['parameters']
ConditionalBranchParams (type alias)
Signature
export declare type ConditionalBranchParams =
| [0, SwitchID, 0 | 1] /* Switch */
/* Variable */
| [1, VariableID, 0, number, VariableComparisonType] /* Compare by value */
| [1, VariableID, 1, VariableID, VariableComparisonType] /* Compare by variable */
/* Self Switch */
| [2, SelfSwitchCharacter, 0 | 1]
/* Timer */
| [3, number /* Seconds */, 0 | 1 /* ≥ or ≤ */]
/* Actor */
| [4, ActorID, 0, undefined] /* In the Party */
| [4, ActorID, 1, string] /* Name */
| [4, ActorID, 2, ClassID] /* Class */
| [4, ActorID, 3, SkillID] /* Skill */
| [4, ActorID, 4, WeaponID] /* Weapon */
| [4, ActorID, 5, ArmorID] /* Armor */
| [4, ActorID, 6, StateID] /* State */
/* Enemy */
| [5, EnemyID, 0] /* Appeared */
| [5, EnemyID, 1, StateID] /* State */
/* Character */
| [6, CharacterID, Direction]
/* Gold */
| [7, number /* Amount */, 0 | 1 | 2 /* ≥, ≤, < */]
/* Item */
| [8, ItemID]
/* Weapon */
| [9, WeaponID, boolean]
/* Armor */
| [10, WeaponID, boolean]
/* Button */
| [11, string /* Key Name */, undefined | 0 | 1 | 2 /* Is Pressed (default), Is Triggered, Is Repeated */]
/* Script */
| [12, string]
/* Vehicle */
| [13, VehicleType]
DataCommand (type alias)
Signature
export declare type DataCommand = {
indent?: number | null
} & (
| RouteMovementCommand
/* Show Text */
| $<
101,
[
string /* Face Name */,
number /* Face Index */,
TextWindowBackgroundType,
TextWindowPositionType,
string /* Talker Name */
]
>
| $<401, [string]> /* Text */
/* Show Choices */
| $<
102,
[
string[] /* Choices */,
number /* Cancel Type */,
number /* Default Type */,
TextWindowPositionType,
TextWindowBackgroundType
]
>
| $<402, [number]> /* When [**] */
| $<403> /* When Cancel */
/* Input Number */
| $<103, [number /* Variable ID */, number /* Max Digits */]>
/* Select Item */
| $<104, [number /* Variable ID */, ItemType?]>
/* Show Scrolling Text */
| $<105, [number /* Speed */, boolean /* No Fast */]>
| $<405, [string]> /* Text */
/* Comment */
| $<108, [string]>
| $<408, [string]>
/* Skip */
| $<109>
/* Conditional Branch */
| $<111, ConditionalBranchParams>
/* Else */
| $<411>
/* Loop */
| $<112>
/* Repeat Above */
| $<413>
/* Break Loop */
| $<113>
/* Exit Event Processing */
| $<115>
/* Common Event */
| $<117, [CommonEventID]>
/* Label */
| $<118, [string]>
/* Jump to Label */
| $<119, [string]>
/* Control Switches */
| $<121, [SwitchID, SwitchID, 0 | 1]>
/* Control Variables */
| $<
122,
[
VariableID,
VariableID,
VariableOperationType,
...(
| [0, number] /* Constant */
| [1, VariableID] /* Variable */
| [2, number, number] /* Random */
/* Game Data */
| [
3,
...(
| [0, ItemID] /* Item */
| [1, WeaponID] /* Weapon */
| [2, ArmorID] /* Armor */
| [
3 /* Actor */,
ActorID,
/* Level, EXP, HP, MP, (param 0~7), TP */
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12
]
| [
4 /* Enemy */,
EnemyID,
/* HP, MP, (param 0~7), TP */
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
]
| [
5 /* Character */,
CharacterID,
/* Map X, Map Y, Direction, Screen X, Screen Y */
0 | 1 | 2 | 3 | 4
]
| [6, number] /* Party */
| [8, ActionDataType] /* Last */
| [
7,
(
| 0 /* Map ID */
| 1 /* Party Members */
| 2 /* Gold */
| 3 /* Steps */
| 4 /* Play Time */
| 5 /* Timer */
| 6 /* Save Count */
| 7 /* Battle Count */
| 8 /* Win Count */
/* Escape Count */
| 9
)
]
)
]
/* Script */
| [4, string]
)
]
>
/* Control Self Switch */
| $<123, [SelfSwitchCharacter, 0 | 1]>
/* Control Timer */
| $<124, [0, number] /* Start, Second */ | [1] /* Stop */>
/* Change Gold */
| $<125, [ValueOperation, ...ValueOperand]>
/* Change Items */
| $<126, [ItemID, ValueOperation, ...ValueOperand]>
/* Change Weapons */
| $<127, [WeaponID, ValueOperation, ...ValueOperand, boolean]>
/* Change Armors */
| $<128, [ArmorID, ValueOperation, ...ValueOperand, boolean]>
/* Change Party Member */
| $<129, [ActorID, 0, boolean] /* Add, initialie */ | [ActorID, 1] /* Remove */>
/* Change Battle BGM */
| $<132, [DataAudio]>
/* Change Victory ME */
| $<133, [DataAudio]>
/* Change Save Access */
| $<134, [0 | 1]>
/* Change Menu Access */
| $<135, [0 | 1]>
/* Change Encounter */
| $<136, [0 | 1]>
/* Change Formation Access */
| $<137, [0 | 1]>
/* Change Window Color */
| $<138, [Color]>
/* Change Default ME */
| $<139, [DataAudio]>
/* Change Vehicle BGM */
| $<140, [VehicleType, DataAudio]>
/* Transfer Player (Map, X, Y) */
| $<
201,
[
...(
| [0, MapID, number, number] /* Direct designation */
/* Designation by variables */
| [1, VariableID, VariableID, VariableID]
),
Direction,
number /* Fade type */
]
>
/* Set Vehicle Location */
| $<
202,
[
VehicleType,
...(
| [0, MapID, number, number] /* Direct designation */
/* Designation by variables */
| [1, VariableID, VariableID, VariableID]
)
]
>
/* Set Event Location */
| $<
203,
| [CharacterID, 0, number, number, Direction] /* Direct designation */
| [CharacterID, 1, VariableID, VariableID, Direction] /* Designation by variables */
| [CharacterID, 2, CharacterID, undefined, Direction] /* Exchange with another event */
>
/* Scroll Map */
| $<204, [Direction, number /* Distance */, number /* Speed */, boolean /* Wait */]>
/* Set Movement Route */
| $<205, [number /* Character ID */, MoveRoute]>
/* Movement Route */
| $<505, [RouteMovementCommand]>
/* Get on/off Vehicle */
| $<206>
/* Change Transparency */
| $<211, [0 | 1]>
/* Show Animation */
| $<212, [CharacterID, AnimationID, boolean /* Wait */]>
/* Show Balloon Icon */
| $<213, [CharacterID, BalloonIconID, boolean /* Wait */]>
/* Erase Event */
| $<214>
/* Change Player Followers */
| $<216, [0 | 1]>
/* Gather Followers */
| $<217>
/* Fadeout Screen */
| $<221>
/* Fadein Screen */
| $<222>
/* Tint Screen */
| $<223, [Color /* Tone */, number /* Duration */, boolean /* Wait */]>
/* Flash Screen */
| $<224, [Color /* Tone */, number /* Duration */, boolean /* Wait */]>
/* Shake Screen */
| $<225, [number /* Power */, number /* Speed */, number /* Duration */, boolean /* Wait */]>
/* Wait */
| $<230, [number]>
/* Show Picture */
| $<
231,
[
PictureID,
string /* Image Name */,
number /* Origin */,
0 | 1 /* Direct designation or Designation with variables */,
number | VariableID /* X */,
number | VariableID /* Y */,
number /* Scale X */,
number /* Scale Y */,
number /* Opacity */,
PIXI.BLEND_MODES /* Blend Mode */
]
>
/* Move Picture */
| $<
232,
[
PictureID,
string /* Image Name */,
number /* Origin */,
0 | 1 /* Direct designation or Designation with variables */,
number | VariableID /* X */,
number | VariableID /* Y */,
number /* Scale X */,
number /* Scale Y */,
number /* Opacity */,
PIXI.BLEND_MODES /* Blend Mode */,
number /* Duration */,
boolean /* Wait */,
PictureEasingType?
]
>
/* Rotate Picture */
| $<233, [PictureID, number]>
/* Tint Picture */
| $<234, [PictureID, Color /* Tone */, number /* Duration */, boolean /* Wait */]>
/* Erase Picture */
| $<235, [PictureID]>
/* Set Weather Effect */
| $<236, [WeatherType, number /* Power */, number /* Duration */, boolean /* Wait */]>
/* Play BGM */
| $<241, [DataAudio]>
/* Fadeout BGM */
| $<242, [number]> /* Duration */
/* Save BGM */
| $<243>
/* Resume BGM */
| $<244>
/* Play BGS */
| $<245, [DataAudio]>
/* Fadeout BGS */
| $<246, [number]> /* Duration */
/* Play ME */
| $<249, [DataAudio]>
/* Play SE */
| $<250, [DataAudio]>
/* Stop SE */
| $<251>
/* Play Movie */
| $<261, [string]>
/* Change Map Name Display */
| $<281, [0 | 1]>
/* Change Tileset */
| $<282, [TilesetID]>
/* Change Battle Background */
| $<283, [string, string]>
/* Change Parallax */
| $<
284,
[
string /* Name */,
boolean /* Loop X */,
boolean /* Loop Y */,
number /* Scroll X Speed */,
number /* Scroll Y Speed */
]
>
/* Get Location Info */
| $<
285,
[
VariableID,
(
| 0 /* Terrain Tag */
| 1 /* Event ID */
| (2 | 3 | 4 | 5) /* Tile ID (Layer 1 ~ 4) */
/* Region ID */
| -1
),
...(
| [0, number, number] /* Direct designation */
/* Designation by variables */
| [1, VariableID, VariableID]
)
]
>
/* Battle Processing */
| $<
301,
[
...(
| [0, TroopID] /* Direct designation */
| [1, VariableID] /* Designation by variables */
| [-1, undefined]
) /* Same as Random Encounters */,
boolean /* Can escape */,
boolean /* Can lose */
]
>
/* If Win */
| $<601>
/* If Escape */
| $<602>
/* If Lose */
| $<603>
/* Shop Processing */
| $<302, [...ShopGoods, boolean /* Purchase only */]>
| $<605, ShopGoods>
/* Name Input Processing */
| $<303, [ActorID, number /* Max length */]>
/* Change HP */
| $<311, [...ChangeActorValue, boolean /* Allow Death */]>
/* Change MP */
| $<312, ChangeActorValue>
/* Change TP */
| $<326, ChangeActorValue>
/* Change State */
| $<313, [...IterateActorArguments, 0 | 1 /* Add | Remove */, StateID]>
/* Recover All */
| $<314, IterateActorArguments>
/* Change EXP */
| $<315, [...ChangeActorValue, boolean /* Show */]>
/* Change Level */
| $<316, [...ChangeActorValue, boolean /* Show */]>
/* Change Parameter */
| $<317, [...IterateActorArguments, ParamID, ValueOperation, ...ValueOperand]>
/* Change Skill */
| $<318, [...IterateActorArguments, 0 | 1 /* Learn | Forget */, SkillID]>
/* Change Equipment */
| $<319, [ActorID, EquipmentType, ItemID]>
/* Change Name */
| $<320, [ActorID, string]>
/* Change Class */
| $<321, [ActorID, ClassID, boolean /* Keep EXP */]>
/* Change Actor Images */
| $<
322,
[
ActorID,
...[string, number] /* Character Image (Name, Index) */,
...[string, number] /* Face Image (Name, Index) */,
string /* Battler Image */
]
>
/* Change Vehicle Image */
| $<323, [VehicleType, string, number]>
/* Change Nickname */
| $<324, [ActorID, string]>
/* Change Profile */
| $<325, [ActorID, string]>
/* Change Enemy HP */
| $<331, [...ChangeEnemyValue, boolean /* Allow Death */]>
/* Change Enemy MP */
| $<332, ChangeEnemyValue>
/* Change Enemy TP */
| $<342, ChangeEnemyValue>
/* Change Enemy State */
| $<333, [EnemyID, 0 | 1 /* Add | Remove */, StateID]>
/* Enemy Recover All */
| $<334, [EnemyID]>
/* Enemy Appear */
| $<335, [EnemyID]>
/* Enemy Transform */
| $<336, [EnemyID, EnemyID]>
/* Show Battle Animation */
| $<337, [EnemyID, AnimationID, boolean]>
/* Force Action */
| $<339, [...([0, EnemyID] | [1, ActorID]), SkillID, ActorID | EnemyID]>
/* Abort Battle */
| $<340>
/* Open Menu Screen */
| $<351>
/* Open Save Screen */
| $<352>
/* Game Over */
| $<353>
/* Return to Title Screen */
| $<354>
/* Script */
| $<355, [string]>
| $<655, [string]>
/* Plugin Command MV (deprecated) */
| $<356, [string]>
/* Plugin Command */
| $<357, [string /* Plugin File name */, string /* Command Name */, undefined, unknown[] /* Arguments */]>
)
ExtractDataCommand (type alias)
Signature
export declare type ExtractDataCommand<TCode extends CommandCode> = Extract<
DataCommand,
{
code: TCode
}
>
IterateActorArguments (type alias)
Signature
export declare type IterateActorArguments = [0, ActorID] | [1, VariableID]
MoveRoute (interface)
Signature
export interface MoveRoute {
list: RouteMovementCommand[]
repeat: boolean
skippable: boolean
wait: boolean
}
RouteCommandCode (type alias)
Signature
export declare type RouteCommandCode = RouteMovementCommand['code']
RouteMovementCommand (type alias)
Signature
export declare type RouteMovementCommand =
| $<typeof Game_Character.ROUTE_END, []>
| $<typeof Game_Character.ROUTE_MOVE_DOWN, undefined>
| $<typeof Game_Character.ROUTE_MOVE_LEFT, undefined>
| $<typeof Game_Character.ROUTE_MOVE_RIGHT, undefined>
| $<typeof Game_Character.ROUTE_MOVE_UP, undefined>
| $<typeof Game_Character.ROUTE_MOVE_LOWER_L, undefined>
| $<typeof Game_Character.ROUTE_MOVE_LOWER_R, undefined>
| $<typeof Game_Character.ROUTE_MOVE_UPPER_L, undefined>
| $<typeof Game_Character.ROUTE_MOVE_UPPER_R, undefined>
| $<typeof Game_Character.ROUTE_MOVE_RANDOM, undefined>
| $<typeof Game_Character.ROUTE_MOVE_TOWARD, undefined>
| $<typeof Game_Character.ROUTE_MOVE_AWAY, undefined>
| $<typeof Game_Character.ROUTE_MOVE_FORWARD, undefined>
| $<typeof Game_Character.ROUTE_MOVE_BACKWARD, undefined>
| $<typeof Game_Character.ROUTE_JUMP, [number, number]> /* x, y */
| $<typeof Game_Character.ROUTE_WAIT, [number]>
| $<typeof Game_Character.ROUTE_TURN_DOWN, undefined>
| $<typeof Game_Character.ROUTE_TURN_LEFT, undefined>
| $<typeof Game_Character.ROUTE_TURN_RIGHT, undefined>
| $<typeof Game_Character.ROUTE_TURN_UP, undefined>
| $<typeof Game_Character.ROUTE_TURN_90D_R, undefined>
| $<typeof Game_Character.ROUTE_TURN_90D_L, undefined>
| $<typeof Game_Character.ROUTE_TURN_180D, undefined>
| $<typeof Game_Character.ROUTE_TURN_90D_R_L, undefined>
| $<typeof Game_Character.ROUTE_TURN_RANDOM, undefined>
| $<typeof Game_Character.ROUTE_TURN_TOWARD, undefined>
| $<typeof Game_Character.ROUTE_TURN_AWAY, undefined>
| $<typeof Game_Character.ROUTE_SWITCH_ON, [SwitchID]>
| $<typeof Game_Character.ROUTE_SWITCH_OFF, [SwitchID]>
| $<typeof Game_Character.ROUTE_CHANGE_SPEED, [number]>
| $<typeof Game_Character.ROUTE_CHANGE_FREQ, [number]>
| $<typeof Game_Character.ROUTE_WALK_ANIME_ON, undefined>
| $<typeof Game_Character.ROUTE_WALK_ANIME_OFF, undefined>
| $<typeof Game_Character.ROUTE_STEP_ANIME_ON, undefined>
| $<typeof Game_Character.ROUTE_STEP_ANIME_OFF, undefined>
| $<typeof Game_Character.ROUTE_DIR_FIX_ON, undefined>
| $<typeof Game_Character.ROUTE_DIR_FIX_OFF, undefined>
| $<typeof Game_Character.ROUTE_THROUGH_ON, undefined>
| $<typeof Game_Character.ROUTE_THROUGH_OFF, undefined>
| $<typeof Game_Character.ROUTE_TRANSPARENT_ON, undefined>
| $<typeof Game_Character.ROUTE_TRANSPARENT_OFF, undefined>
| $<typeof Game_Character.ROUTE_CHANGE_IMAGE, [string, number]>
| $<typeof Game_Character.ROUTE_CHANGE_OPACITY, [number]>
| $<typeof Game_Character.ROUTE_CHANGE_BLEND_MODE, [PIXI.BLEND_MODES]>
| $<typeof Game_Character.ROUTE_PLAY_SE, [DataAudio]>
| $<typeof Game_Character.ROUTE_SCRIPT, [string]>
ShopGoods (type alias)
Signature
export declare type ShopGoods = [...([0, ItemID] | [1, WeaponID] | [2, ArmorID]), ...([0, undefined] | [1, number])]
TextWindowBackgroundType (type alias)
Signature
export declare type TextWindowBackgroundType = 0 /* Window */ | 1 /* Dim */ | 2
TextWindowPositionType (type alias)
Signature
export declare type TextWindowPositionType = 0 /* Top */ | 1 /* Middle */ | 2
ValueOperand (type alias)
Signature
export declare type ValueOperand = [0, number] /* Constant */ | [1, VariableID]
ValueOperation (type alias)
Signature
export declare type ValueOperation = 0 /* Value */ | 1
VariableComparisonType (type alias)
Signature
export declare type VariableComparisonType =
| 0 /* Equal to */
| 1 /* Greater than or Equal to */
| 2 /* Less than or Equal to */
| 3 /* Greater than */
| 4 /* Less than */
| 5
VariableOperationType (type alias)
Signature
export declare type VariableOperationType = 0 /* Set */ | 1 /* Add */ | 2 /* Sub */ | 3 /* Mul */ | 4 /* Div */ | 5
WaitMode (type alias)
Signature
export declare type WaitMode =
| ''
| 'message'
| 'transfer'
| 'scroll'
| 'route'
| 'animation'
| 'balloon'
| 'gather'
| 'video'
| 'action'
| 'image'
| 'effect'
| 'movement'