jetrotal / testing-stuff

https://jetrotal.github.io/testing-stuff/?game=TestGame-2000
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tpc guide - auto translation #1

Open jetrotal opened 2 years ago

jetrotal commented 2 years ago

◇Overview TPC! TPC! Pass the source file as the first argument and run Maker 2003 + Maniac Patch event commands and A tool to generate common events Grammar is loose and fluffy ◆ Boot option -en Output error log in suspicious English -pop Show error log in message box ◆Type of value Character string Enclose in "" or "" Numeric Decimal and Hexadecimal (0x***) Array [element 0, element 1, ...] block { element 0, element 1, ... } or bl { element 0, element 1, ... } Constant definitions Non-symbolic characters and numbers (the beginning is not allowed) and _ meta variable $definition name event command @command name subcommand .command name variable v[id] or v:id Switch s[id] or s:id String variable t[id] or t:id Variable Manipulation Expression `Expression ◆Comment // Line comment /**/ Range comment ◆Reserved words def defs defv deft vname sname tname cev mev mep bl v s t gv gs gt items actors members ev self player boats airships sys __fn __loop __if __id __str __defined ◆Common event cev [argument] Array Event ID Number Event ID .id(a) Event ID String Event name .name(a) Event name .auto Start condition Automatic start .parallel start condition parallel processing .beginBattle Starting condition At the start of the default battle .battleParallel Start condition Parallel processing in default battle .beCalled Start condition When called (default) .cond(n) Event appearance condition switch .ev(n) Others Execution details [Sample] cev 4, "qwe", .parallel, { // common event[4] name=qwe Parallel processing "msg" } ◆ Map event mev [argument] Array Number .id(n) Event ID String .name(n) event name .parent(n) .map(n) Map ID to place .pos(x, y) Placement position (square) The last specified map ID and event ID will be remembered The initial value of the map ID that was memorized when the event was created will be inherited. ◆Map event page mep [argument] Array Number .id(n) Page ID .ev Block Event Command .parent .mev Map Event ID .grandParent .map Map ID .decision Start condition When the decision key is pressed (default) .touched Start condition When touched by the main character .beTouched Start condition When touched from an event .auto Start condition Automatic start .parallel start condition parallel processing .body(a, b) Walking graphic a and position in file b .trans .transparent Make the walking graphic translucent .anim(*) Animation Settings .normal Normal (default) .fixDir Fixed orientation .step (Normal or fixed orientation) with step .fix Graphics completely fixed .spin 4 animations .noWalk Disable walking .priority(*) Priority type .low Below the normal character (default) .middle Does not overlap with normal characters .high Above normal characters .disableOverlap Does not overlap with another event .dir(*) Event Orientation .up .right .down Down (default) .left Left .pattern Graphic pattern .left .middle (default) .right .cond(*) Appearance condition Comparison operation Variable l is equal to r .sw1(n) Switch n is on .sw2(n) Switch n is on .item(n) Possess item n .actor(n) Hero n is at the party .timer1(n) Remaining seconds of timer 1 is less than or equal to n .timer2(n) Remaining seconds of timer 2 is less than or equal to n .action(*) Action .freq(n) Movement frequency .speed(n) Movement speed .repeat Repeat an action .skippable Ignore if not moveable (default) .unskippable Don't ignore regardless of moveability .random Random move .vert Up and down round trip .horiz Left and right round trip .approach Approach the hero .away Run away from the main character .custom(*) Block Designate movement route [Moving route] .moveUp .moveRight .moveDown .moveLeft .moveUpperRight .moveLowerRight .moveUpperLeft .moveLowerLeft .moveRandom .moveToward .moveAway .moveForward .faceUp .faceRight .faceDown .faceLeft .turnRight .turnLeft .turnBack .turnSide .turnRandom .turnToward .turnAway .pause .beginJump .endJump .fixDir .unfixDir .speedUp .speedDown .freqUp .freqDown .switchOn(id) .switchOff(id) .setBody(file, idx) .se(file, vol, pitch, balance) .beginThrough .endThrough .pauseAnim .resumeAnim .transUp .transDown The initial values of the map ID and event ID that were memorized when the page was created will be inherited. ◆ Setting switch/variable names sname/vname [argument] Array/Number Current ID String Name currently assigned to ID .expand(a) Secure the minimum number of elements a .shrink Remove trailing blank name elements .pad(a) Add an empty character name to a items from the current ID .pad(a) Add an empty character name to the specified range a .wipe Clear all original names .append Do not clear original name (default) ◆ Command notation @name.subname(arg1, arg2, ...) @name.subname arg1, arg2, ... @name.subname arg1 arg2 ... @name.subname { arg1 arg2 ... } Some arguments take additional arguments @name.subname arg1(subarg1, ...), arg2 As a general rule, command arguments are in no particular order (*there are exceptions), The order of arguments is fixed Unnecessary command arguments can be omitted. Subcommands with a fixed number of arguments return excess arguments. @timer.set5.timer2 The command above is interpreted as follows, @timer(.set(5, .timer2)) The return sets the value as expected @timer(.set(5), .timer2) If the argument is an array, the argument can be written between @name and .subname @pic.erase [10] @pic[10].erase The last @name described is remembered and can be omitted when using the same one continuously Also, arguments written between @name and .subname are inherited @pic[2].show "qwe" .move.pos(160, 120).time(6).wait //@> Move picture: [2] .erase //@> Erase Picture: [2] Multiple operations on the same item will be overwritten by the last change @party.item[1].add(5).sub(3) //@> Increase or decrease item: item[1] -= 3
◇Event command @msg.show Show text @msg.opt Setting text options @msg.option Set text options @msg.face @msg.choice @msg.input @msg.inputNum @msg.hook @timer @party.money @party.item @party.member @actor.exp @actor.level @actor.param @actor.skill @actor.equip @actor.equipment @actor.hp @actor.mp @actor.state @actor.recoverAll @actor.damage @actor.name @actor.nickname @actor.face @actor.faceset @actor.body @actor.charset @actor.inputName @actor.class @actor.cmd @actor.multipleAct @player.setPos @player.getPos @player.trans @player.transparent @vehicle.body @vehicle.charset @vehicle.ride @vehicle.setPos @sys.bgm @sys.se @sys.skin @sys.transition @sys.call @sys.limitation @sys.gameover @sys.reset @sys.shutdown @sys.gameOpt @sys.gameOption @sys.wait @wait @sys.getInfo @sys.fullscreen @sys.partyMenu @sys.menuAccess @sys.loadMenu @sys.optionMenu @shop @inn @map.getPlayerPos @map.setPlayerPos @map.setVehiclePos @map.setEv @map.setEvPos @map.setEventPos @map.getTerrain @map.getEv @map.tileset @map.parallax @map.replaceTile @map.rewrite @scr.hide @scr.show @scr.tint @scr.flash @scr.shake @scr.scroll @scr.weather @btl.encounterRate @btl.begin @btl.atbMode @btl.hook @btl.atb @btl.cmdex @btl.getInfo @btl.forceEscape @btl.if @btl.cev @btl.abort @btl.backdrop @btl.anim @enemy.hp @enemy.mp @enemy.state @enemy.appear @pic.show @pic.move @pic.erase @pic.strpic @pic.getInfo @pic.setId @pic.setPixel @pic.drawTile @img.save @label.set @label.jump @goto @loop @countUp @countDown @while @doWhile @foreach @break @continue @bgm.play @bgm.stop @bgm.fadeout @bgm.store @bgm.restore @se.play @se.stop @movie.play @key.input @key.inputEx @anim.show @ev.setPos @ev.swap @ev.setAction @ev.setAnim @ev.flash @ev.execAction @ev.stopAction @ev.abort @ev.erase @ev.call @call @save.getInfo @save.save @save.load @gsave @mouse @comment @cmd @if v s t @raw ◆ Text display @msg.show [argument] String Text .br Line break Other Convert to string Multiple arguments are concatenated In addition, the following description in the source is interpreted as text display Single string "txt" or "sentence" ◆ Text option settings @msg.opt [argument] .opaq Normal window (default) .trans .transparent Transparent window .top Top placement .middle centered .bottom Bottom alignment (default) .varyPos Change the placement to match the main character .allowEventMove Allow moving events while viewing .size(a, b) Text window width a and height b 0, no change .font(a, b) Text window font name a and size b ◆ Face graphics settings @msg.face [argument] Character string File name String variable File name Numeric value File index Variable File index a..b Animated index a~b .left Left alignment (default) .right Right placement .hrev .hreverse Flip horizontally .force Forced change even in situations where movement is suppressed, such as when text is being displayed. [Arguments for animation] .interval(a, b, c) Wait time. Base frame a, random number increase/decrease b, flag c to limit random numbers to addition .fpc(a, b, c) Display time for one image. Base frame a, random number increase/decrease b, flag c to limit random numbers to addition .once Do not loop animation .loopback(a) Loop back after finishing the specified range. Flag a for whether to set an interval by wrapping ◆Display of options @msg.choice [argument] .case Each choice .cancel Cancel behavior [argument of case] String Choice text Others Execution details of options [argument for cancel] String Optional Choice Text Numeric Index of optional choices .ignore Ignore (default) Others Execution contents at the time of cancellation ◆ Numeric input processing @msg.input @msg.inputNum [argument] .digit(n) Number of digits .dst(n) Variable to receive result ◆ Controlling text processing @msg.hook .e Watch for \e in sentences .showing Monitor window creation .closing Observe window destruction .blit Monitor character drawing .cev(a) Common event a to receive notification .sys(v[a], t[b]) Head a of variables that receive arguments from the system, head b of string variables .user(v[a], t[b]) Head a of variables that receive arguments from the user, head b of string variables ◆ Timer operation @timer [argument] .set(n) seconds .start start .stop stop .show Show Timer .continueInBattle Continue during battle .timer1 Operate timer 1 (default) .timer2 Operate timer 2 ◆Increase/decrease in possession money @party.money [argument] .add(n) Increase value .sub(n) Decrease value ◆ Item increase/decrease @party.item [argument] Array Item ID .add(n) Increase value .sub(n) Decrease value ◆ Replacing members @party.member [argument] .add(n) Actor to join .sub(n) Leaving actor ◆Experience value increase/decrease @actor.exp [argument] Array Target actor ID .all Target all party members .add(n) Increase value .sub(n) Decrease value .notify Show level up message ◆ Level increase/decrease @actor.level [argument] Array Target actor ID .all Target all party members .add(n) Increase value .sub(n) Decrease value .notify Show level up message ◆Increase/decrease in stats @actor.param [argument] Array Target actor ID .all Target all party members .add(n) Increase value .sub(n) Decrease value .hp Change item to max HP .mp Increase or decrease items to maximum MP .atk Change item to attack power .def Change item to defense .mag Make the increase/decrease item mental .spd Make the increase/decrease item agility ◆ Increase/decrease in special skills @actor.skill [argument] Array Target actor ID .all Target all party members .add(n) Skill ID to learn .sub(n) Forgetting Special Skill ID ◆ Equipment change @actor.equipment [argument] Array Target actor ID .all Target all party members .add(n) Item ID to equip .removeWeapon Remove Weapon .removeShield Remove the shield .removeHelm Remove the helmet .removeArmor Remove Armor .removeAccessory Remove the decoration .clear Remove all equipment ◆HP increase/decrease @actor.hp [argument] Array Target actor ID .all Target all party members .add(n) Increase value .sub(n) Decrease value .possibleDie Allow Manipulation Death ◆MP increase/decrease @actor.mp [argument] Array Target actor ID .all Target all party members .add(n) Increase value .sub(n) Decrease value ◆ Change status @actor.state [argument] Array Target actor ID .all Target all party members .add(n) Status to add .sub(n) Status to release ◆ full recovery @actor.recoverAll [argument] Array Target actor ID .all Target all party members ◆ Dealing with damage @actor.damage [argument] Array Target actor ID .all Target all party members .value(n) Base damage .defModifier(n) Defense Influence .magModifier(n) Influence of Mental Strength .variance(n) Variance .dst(n) Variable to receive damage value Change the main character's name @actor.name [argument] Array Target actor ID String Name ◆ Title change of the main character @actor.nickname [argument] Array Target actor ID String Title ◆ change the walking graphics of the main character @actor.body [argument] Array Target actor ID Character string File name Numeric value File index .trans Make translucent ◆ change the main character's face graphic @actor.face [argument] Array Target actor ID Character string File name Numeric value File index ◆Vehicle graphics change @vehicle.body [argument] Character string File name Numeric value File index .boat Targets small boats .ship Target large ships .airship Target an airship ◆ Change system BGM @sys.bgm [argument] Character string File name .battle Target battle BGM .endBattle Target the battle end BGM .inn Target inn BGM .boat Target small ship BGM .ship Target large ship BGM .airship Target airship BGM .gameover Target game over BGM .opt(a, b, c, d) Set fade-in time, volume, tempo and balance of BGM ◆ Change system sound effects @sys.se [argument] .cursor Target Cursor SE .decision Target Decision SE .cancel Target Cancel SE .buzzer Target Buzzer SE .escape Target escape SE .enemyAttack Target enemy attack SE .enemyDamage Target enemy damage SE .actorDamage Targets allied damage SE .avoid Target avoid SE .defeat Target Repel SE .item Target item use SE .opt(a, b, c) Set SE volume, tempo and balance ◆ Change system graphics @sys.skin [argument] Character string File name .stretch .tiled Tile .gothic MS Gothic .mincho MS Mincho ◆ Change of screen switching method @sys.transition [argument] Numeric value Switching method .transfer_hide Move (delete) .transfer_show Move (show) .beginBattle_hide Begin battle (delete) .beginBattle_show Begin battle (show) .endBattle_hide End battle (delete) .endBattle_show Battle end (show) ◆ Change location ◆Move to the memorized location @map.setPlayer @player.setPos [argument] Array Map ID .pos(x, y) coordinates .retain Retain the orientation of the player (only when a constant is specified, default) .up Looking up (only when a constant is specified) .right Turn right (only when a constant is specified) .down Looking down (only when a constant is specified) .left Turn left (only when a constant is specified) ◆ Memories of places @map.getPlayerPos @map.getPlayer @player.getPos [argument] Argument 0 Map ID storage variable Argument 1 x-coordinate storage variable Argument 2 y-coordinate storage variable ◆Getting on and off the vehicle @vehicle.ride ◆Set the position of the vehicle @map.setVehicle @map.setVehiclePos @vehicle.setPos [argument] Array Map ID .pos(x, y) coordinates .boat Small boat .ship Large ship .airship .retain Retain orientation (default) .up Looking up .right Turn right .down Looking down .left Turn left ◆ Set event position @map.setEv @map.setEvPos @ev.setPos [argument] Array Event ID .player Protagonist .boat Small boat .ship Large ship .airship .self This event .pos(x, y) coordinates .retain Retain orientation (default) .up Looking up .right Turn right .down Looking down .left Turn left .face(x) Face x (up = 0, right, down, left) ◆ Swap event positions @ev.swap [argument] Array Event ID Numeric value ID to be exchanged .self Set the exchange target to this event ◆ Acquisition of terrain ID of specified position @map.getTerrain [argument] .pos(x, y) coordinates .dst(n) Destination ◆ Acquisition of event ID at specified position @map.getEv [argument] .pos(x, y) coordinates .dst(n) Destination ◆ Erasing the screen @scr.hide [argument] Number How to delete .default Follow system switching method (default) ◆ Screen display @scr.show [argument] Numeric value Display method .default Follow system switching method (default) ◆ Screen color change @scr.tint [argument] .rgbs(r, g, b, s) red, green, blue, saturation .time(n) Time to change n * 0.1 sec .wait Wait until completion ◆ Screen flash @scr.flash [argument] .rgbv(r, g, b, v) red, green, blue, strength .once(n) Execute only once Time n * 0.1 sec .begin(n) Flash start time n * 0.1 sec .end Flash end .wait Wait until completion ◆ Screen shake @scr.shake [argument] .value(a, b) Strength, Speed .once(n) Execute only once Time n * 0.1 sec .begin(n) Shake start time n * 0.1 sec .end Shake end .wait Wait until completion ◆Scrolling the screen @scr.scroll [argument] .fix fixed .unfix Unfix .restore Restore position .shift(n) Shift n squares .pxShift(h, v) Shift the specified value horizontally and vertically in units of pixels .set(x, y) Specify coordinates in pixels .up .right .down .left Direction when operation is shift .speed(n) When the operation is shift/restore Movement speed 1-6 . .time When the operation is pxShift/set Frame to move .wait Wait until completion .center When the operation is set Treat the specified value as the center coordinate .relative When the operation is set Treat the specified value as relative coordinates from the current position ◆ Weather effect settings @scr.weather [argument] .none None .rain .snow snow .mist Fog .sandstorm .weak Effect Strength Weak .medium Effect Strength Medium .strong Effect Strength Strong ◆ Picture display @pic.show [argument] Array Picture ID Character string File name String variable File name .pos(x, y) coordinates .center Center coordinates .topLeft Top left coordinates .bottomLeft Bottom left coordinates .topRight Upper right coordinate .bottomRight Bottom right coordinate .top top coordinate .bottom Bottom coordinates .left left coordinate .right right coordinate .scrollWithMap Linked map scroll .useChromakey With transparent color .chromakey(n) Specify whether to use transparent color .scale(n) Scale factor n% .scale2(a, b) Horizontal expansion rate a%, Vertical b% .trans(n) .transparency(n) Transparency .rgbs(r, g, b, s) Hue .rotate(n) Rotate effect .wave(n) Wave effect .angle(a, b) Angle designation effect a / b .multi Multiplication .add Add .overlay overlay .hrev .hreverse Flip horizontally .vrev .vreverse Flip vertically .hvrev .hvreverse Flip horizontally/vertically .repl(a, b) Replace letter a at the end of file name with variable b .grid(a, b) Split by a, b as a sprite sheet .cell(n) Display ID of the sprite sheet .anim(n) .animation(n) Animate the sprite sheet (display frame n per sheet) .rangeAnim(a, b, c) Animate with ID[b..c] (display frame a per frame) .once Play animation only once .repeat Play animation repeatedly .mapLayer Layers in fields .battleLayer Layer in battle .eraseWhenTransfer Erase when moving map .eraseWhenEndBattle Erase when the battle ends .affectedByTint Affected by screen tint .affectedByFlash Affected by screen flash .affectedByShake Affected by screen shake ◆ Move picture @pic.move [argument] Array Picture ID .pos(x, y) coordinates .center Center coordinates .topLeft Top left coordinates .bottomLeft Bottom left coordinates .topRight Upper right coordinate .bottomRight Bottom right coordinate .top top coordinate .bottom Bottom coordinates .left left coordinate .right right coordinate .scale(n) Scale factor n% .scale2(a, b) Horizontal expansion rate a%, Vertical b% .trans(n) .transparency(n) Transparency .rgbs(r, g, b, s) Hue (variables can be used) .rotate(n) Rotate effect .wave(n) Wave effect .angle(a, b) Angle designation effect a / b .multi Multiplication .add Add .overlay overlay .hrev .hreverse Flip horizontally .vrev .vreverse Flip vertically .hvrev .hvreverse Flip horizontally/vertically .time(n) travel time n * 0.1 sec .wait Wait until completion .relative Specify coordinates, magnification, and transparency as relative values .keepRgbs Do not change tint values .keepEffect Do not change special effects .keepBlend Do not change blend mode .keepFlip Do not change the flip state .keepTime Do not change duration ◆ Erase picture @pic.erase [argument] Array Picture ID .all Target all pictures ◆Display of battle animation @anim.show [argument] Array Battle Anime ID Numeric value Target event ID Variable Target event ID .target(n) Target event ID .player player .boat Small boat .ship Large ship .airship .self This event .picTarget(a) Follow picture a .pos(a, b) Display at specified coordinates (a, b) .bind(a, b) Follow the value of variables (a, b) .buffer(a) Play in buffer a .reverse(a) Whether to reverse a .wait Wait until completion .tiled Arrange across the screen * picTarget/pos/bind cannot be used with tiled ◆ Change the transparent state of the hero @player.trans @player.transparent [argument] Numeric value Specify status with numeric value .on Transparent .off Unlock ◆Character flash @ev.flash [argument] Array Event ID .player player .boat Small boat .ship Large ship .airship .self This event .rgbv(r, g, b, v) red, green, blue, strength .time(n) Time taken for action n * 0.1 sec .wait Wait until completion ◆Specifying character actions @ev.setAction [argument] Array Event ID .act block subcommand .player player .boat Small boat .ship Large ship .airship .self This event .freq(n) Movement frequency .repeat Repeat an action .skippable Ignore if not moveable (default) .unskippable Do not ignore regardless of moveability [subcommand] .moveUp .moveRight .moveDown .moveLeft .moveUpperRight .moveLowerRight .moveUpperLeft .moveLowerLeft .moveRandom .moveToward .moveAway .moveForward .faceUp .faceRight .faceDown .faceLeft .turnRight .turnLeft .turnBack .turnSide .turnRandom .turnToward .turnAway .pause .beginJump .endJump .fixDir .unfixDir .speedUp .speedDown .freqUp .freqDown .switchOn(id) .switchOff(id) .setBody(file, idx) .se(file, vol, pitch, balance) .beginThrough .endThrough .pauseAnim .resumeAnim .transUp .transDown ◆ Character movement added @ev.addAction [argument] .moveUp(n) .moveRight(n) .moveDown(n) .moveLeft(n) .moveUpperRight(n) .moveLowerRight(n) .moveUpperLeft(n) .moveLowerLeft(n) .moveRandom(n) .moveRandom(n) .moveToward(n) .moveAway(n) .moveForward(n) Move n steps to each .move(a, b) Move b steps to a .faceUp .faceRight .faceDown .faceLeft .turnRight .turnLeft .turnBack .turnSide .turnRandom .turnToward .turnAway .face(a) Face a .pause .beginJump .endJump .jump (a), (b) Jump a on the x-axis and b on the y-axis from the current position .fixDir .unfixDir .setBody(file, idx) .se(file, vol, pitch, balance) .beginThrough .endThrough .pauseAnim .resumeAnim .speed(n) Set movement speed (-3~2) .freq(n) Set movement frequency (0-7) .switch(id, val) Switch ID, boolean .trans(n) Transparency setting (0~7) [Argument a of .move] 00: Move up ... 11: Forward [.face argument a] 00: Look up ... 10: Face opposite the main character ◆ Execution of all specified actions @ev.execAction ◆ Canceling all specified actions @ev.stopAction ◆ Weight @sys.wait @wait [argument] Number Time n * 0.1 sec Variable Time n * 0.1 sec .input Wait for key input instead of time .frame Make time units frames ◆ BGM performance @bgm.play [argument] Character string File name String variable File name .opt(a, b, c, d) Fade-in time, volume, tempo, balance @bgm.stop ◆ Fade out of BGM @bgm.fadeout [argument] Numeric value Fade out time ◆ Current BGM @bgm.store ◆Play memorized BGM @bgm.restore ◆ Playing sound effects @se.play [argument] Character string File name String variable File name .opt(a, b, c) Volume, Tempo, Balance @se.stop ◆ Playing movies @movie.play [argument] Character string File name .pos(a, b) Coordinates .size(a, b) Display size ◆ Processing of key input @key.input [argument] .dst(n) Variable to receive result .wait wait until pressed .elapsed Variable to receive time until pressed .decision .cancel .number .symbol .shift .down .left .right .up .lclick .rclick .mclick .wheelDown .wheelUp ◆ CHIPSET CHANGE @map.tileset [argument] Numeric Tileset ID Variable Tileset ID ◆ Changing the distant view @map.parallax [argument] Character string File name .hloop Loop horizontally .vloop Loop vertically .hscroll(n) Auto scroll horizontally .vscroll(n) Auto scroll vertically ◆ Chip replacement @map.replaceTile [argument] Array Original Chip ID Number Chip ID to replace .lower Lower .upper Upper Change the number of steps for enemy appearance @btl.encounterRate [argument] Number Steps ◆ Calling the save screen (calling the system function) @sys.call [argument] .saveMenu Save screen .loadMenu Load screen .partyMenu Party Menu .optionMenu Options window .licenseMenu License Window .debugMenu Debug Window .toggleScreen Toggle full screen mode .f12 GAME RESET .pause Pause (debug window only) ◆ Change prohibition of saving (control of system functions) @sys.limitation [argument] .saveMenu Disable save screen .partyMenu Ban party menu .toggleScreen Disable screen switching (F4) .optionMenu Disable option window (F5) .debugMenu Disable debug window (F9) .f12 Disable game reset (F12) ◆ Label settings @label.set [argument] Numeric value Label number Character string Label name (number automatically assigned) The following description is also possible (label name): ◆Jump to specified label @label.jump @goto [argument] Numeric value Label number Character string Label name (number automatically assigned) ◆ Repeated processing Infinite loop/number of times @loop [argument] Number variables Switch Loop count .inf Infinite loop (default) .dst Variable that receives the index (only when specifying the number of times) Others Loop content Count Up/Count Down @countUp / @countDown [argument] Range Range to count .dst Variable to receive index Others Loop content Conditional loops @while / @doWhile [argument] Comparison operations Conditional expressions (==, >=, <=, >, <, !=) .dst Variable to receive index Others Loop content Element enumeration @foreach [Arguments for temporary arrays] Array Elements to enumerate (constants, variables, variable numbers) .dst element, variable receiving index Others Loop content [Arguments for pointer arrays] variable head of array .cnt Number of elements .dst element, variable receiving index Others Loop content [Arguments for map events] .mev .dst Variable to receive event ID, index Others Loop content ◆ Suspending repeated processing @break [argument] Numeric value Number of blocks to escape .level(n) Number of blocks to exit ◆Repeat Skip @continue [argument] Numeric value Number of blocks to escape .level(n) Number of blocks to exit ◆ Suspending event processing @ev.abort ◆ Temporary deletion of events @ev.erase ◆ Event call @ev.call @call [argument] .cev(n) .cmn(n) .common(n) Common Event ID .mev(a, b) .map(a, b) map event ID, page ◆ Notes @comment [argument] Character string Comment content ◆ Game over @sys.gameover ◆ Return to title @sys.reset ◆ Shutdown @sys.shutdown ◆ Acquisition of save information @save.getInfo [argument] Array Save number .datetime(a, b) Variables that receive date and time .leader(a, b) Variable that receives the leader member's level and HP .level(a) Variable to receive the level of the first member .hp(a) Variable to receive the HP of the first member .name(a) A string variable that receives the name of the first member .face(a, b, c, d) Picture ID to draw the member's face graphic ◆ Executing save @save.save [argument] Array Save number .res(n) .result(n) Variable to receive save result ◆ Executing load @save.load [argument] Array Save number .disableFileCheck Disable file content checking .disableBlackout Disable blackout on load ◆ Acquisition/setting of mouse coordinates @mouse [argument] .getPos(a, b) Variable to receive coordinates .setPos(a, b) Coordinates to set ◆Display of character string picture @pic.strpic [argument] Array Picture ID String Drawing Text .pos(a, b) Display position .center Center coordinates .topLeft Top left coordinates .bottomLeft Bottom left coordinates .topRight Upper right coordinate .bottomRight Bottom right coordinate .top top coordinate .bottom Bottom coordinates .left left coordinate .right right coordinate .scrollWithMap Linked map scroll .useChromakey With transparent color .chromakey(n) Set transparent color .scale(n) Scale factor n% .scale2(a, b) Horizontal expansion rate a%, Vertical b% .trans(n) Transparency n% .rgbs(r, g, b, s) Hue .size(a, b) Picture size .font(a, b) Font name, font size .skin(a) Graphic filename to use for drawing .noframe Disable window borders .noGradation Disable character gradation .noShadow Disable character shadows .noPadding Disable padding outside characters .nobg Don't draw window backgrounds .stretch Stretch drawing .tiled Tile .bold .charSpacing(n) Character spacing .lineSpacing(n) Line spacing .spacing(a, b) Character/line spacing .rotate(n) Rotate effect .wave(n) Wave effect .angle(a, b) Angle designation effect a / b .multi Multiplication .add Add .overlay overlay .hrev .hreverse Flip horizontally .vrev .vreverse Flip vertically .hvrev .hvreverse Flip horizontally/vertically .mapLayer Layers in fields .battleLayer Layer in battle .eraseWhenTransfer Erase when moving map .eraseWhenEndBattle Erase when the battle ends .affectedByTint Affected by screen tint .affectedByFlash Affected by screen flash .affectedByShake Affected by screen shake ◆ Get picture information @pic.getInfo [Argument for rectangle] Array Picture ID .baseRect(a, b, c, d) Rectangle without scaling .currentRect(a, b, c, d) The current rectangle .goalRect(a, b, c, d) Rectangle after moving .xywh Let the rectangle be x, y, w, h .ltrb Let the rectangle values ​​be left, top, right, bottom .cewh Let the rectangle values ​​be cx, cy, w, h [Argument for pixels] Array Picture ID .pixel(a, b, c, d) Rectangle to get (xywh) .dst(a) Result destination .ignoreA Ignore pixel alpha .dynamic Get value with effect .static Get value without effect (default) ◆ Picture editing @pic.setPixel [argument] Array Picture ID .xywh(a, b, c, d) Rectangle to change .src(a) Start of variable number where pixel information is stored .opaq Always set pixel A to 0xFF regardless of the specified value. .skipTrans .skipTransparent Do not apply transparent pixel data ◆Picture Editing (Tile) @pic.drawTile [argument] Array Picture ID .xywh(a, b, c, d) Rectangle to change .src(a) Start of variable number where tile ID is stored .lower Draw the lower layer .upper Draw the upper layer .single (n) Draw with a single tile n .range (n) Read tile IDs in the specified range from variable n .disableAutoTile Disable auto-tiling in underlying drawing .wipe Clear the specified range before drawing .tilesetId (n) Tileset to use for drawing .pattern (n) Anime pattern *The tile ID is the same as the "Rewrite map" command. * Use the current map by specifying 0 for tilesetId * Use the same pattern as the map by specifying -1 for the pattern ◆ Image output @img.save [argument] .screen Target the game screen .pic(a) Target pictures .static (Picture) Does not reflect color tone/flash .dynamic (Picture) Reflect color and flash .opaq Make all pixels opaque (for pictures) .dst(n) Output file name ◆ Key input processing EX @key.inputEx [argument] .keybd Get keyboard status .keybdWithBind Get keyboard state with bind .keyCode(n) Get key state for code n .joy Get joypad status .getBind Get the joypad binding status .setBind Set joypad binding state .src(n) .dst(n) Start of variable used to get or set ◆ Rewriting the map @map.rewrite [argument] .pos(a, b) Start point of rewriting position .size(a, b) Rewriting range .xywh(a, b, c, d) Starting point and range of rewrite position .lower Make the target the lower layer .upper Make the target the upper layer .single(n) Rewrite with a single tile n .range(n) Read tile IDs in the specified range from variable n .disableAutoTile Disable auto-tile processing when rewriting the lower layer ◆ Manipulating variable arrays Copy v[tag1].copy(v[tag2], count) Swap values v[tag1].swap(v[tag2], count) Ascending sort v[tag1].sort(count) Descending sort v[tag1].sortDescending(count) Shuffle v[tag1].shuffle(count) Enumeration of values v[tag1].enum(beg, count) Dereference v[tag1].deref(v[tag2], count) Binary operations v[tag1].***(v[tag2].count) .add .sub .mul .div .mod .or .and .xor .shl .shr [Sort/Shuffle Options] .sync(a) Head a of the array to be operated in conjunction ◆ Operation of shared save Open/Close/Save/Save and Close @gsave.open @gsave.close @gsave.save @gsave.saveAndClose Switch/variable/string variable operations gs[a].***(s[b], count) gv[a].***(v[b], count) gt[a].***(t[b], count) copyto copyTo Copy from shared save copy from copyfrom copy to shared save ◆ Change picture ID @pic.setId [argument] Array Picture ID .move(a, b) move length b to a .swap(a, b) Exchange ID for length b with a .slide(a, b) Shift ID by length b .ignoreError Do not make an error for an out-of-range ID operation ◆ Game option settings @sys.gameOpt [argument] .pauseWhenInactive Pause When Inactive .runWhenInactive Continue running when inactive .fatal(a, b, c) Set FPS, test play, message skip .picLimit(n) Set the picture ID limit .animLimit(n) Set the upper limit for the number of battle animations displayed .fullFrame No frame skip .oneFifth Skip rendering once every 5 frames .oneThird Skip rendering once every 3 frames .oneHalf Skip rendering once every two frames .mouse.disableMsgProcession(n) . .btlOrigin Specify the display position of the default battle screen .center center .topLeft .bottomLeft .topRight .bottomRight .top Top .bottom .left left .right .winFaceSize(a, b) Text window face graphic width a, height b * Arguments for this command can be properly divided into multiple commands except for items that overlap ◆ Command call @cmd [argument] Numeric value Command code String Command string argument Array Each argument when directly specifying a numeric argument `[(expr), ...] Arguments when specifying numeric arguments in a formula .args(a, b) Variable head a and number of elements b when specifying numeric arguments in a variable array ◆ Conditional branch @if ・Switch s[n] [argument] .isOn Switch is ON (default) .isOff Switch is OFF ・Variables l (op) r [op] Comparison operations Variable comparisons (==, >=, <=, >, <, !=) ・String variable String variable (op) String [op] .eq l is the same as r .neq l is not r .contains l contains r .notContains l does not contain r [argument] .ignoreCase Ignore Case ・Money .money [argument] .geq(n) Have more than n money .leq(n) Your money is n or less ・Timers 1 and 2 .timer1 .timer2 [argument] .geq(n) Remaining seconds is n or more .leq(n) Remaining seconds less than or equal to n ・Items .item [argument] Array Item ID .exists Own item .notExists I don't own the item ・Main character . [argument] Array Hero ID .isMember The main character is at the party .isNamed(n) The main character's name is n .level.geq(n) Hero's level is n or higher .hp.geq(n) Hero's HP is n or more .hasSkill(n) Hero can use special skill n .isEquip(n) Hero is equipped with item n .hasState(n) Hero is in state n ・Character .ev [argument] Array Character ID .player .boat .ship .airship .self Special Events [argument for orientation] .facingUp facing up .facingRight .facing right .facingDown facing down .facingLeft facing left [Argument for existence check] .exists ・Vehicles .boat .ship .airship .isDriven ・Formula `expr any expression ・Other .triggeredByDecision Start with decision key .bgmHasLooped BGM goes around .saveExists save exists .testPlay Test play enabled .atbWaitMode ATB wait enabled .fullscreen Full screen state .rightAfterLoad Right after loading .enableJoy Joypad enabled .active Window Active .canOutput File output possible .elif(...) Conditional branching in other cases and execution contents when it is satisfied .else(n) What to do otherwise Others Execution details when the conditions are met ◆ Switch operation s[n].on s[n].off s[n].toggle s[n] = 1 s[n] = 0 ◆ Manipulating variables [Operation Details] v[a] = b Assignment v[a] += b Addition v[a] -= b subtract v[a] *= b Multiplication v[a] /= b Division v[a] %= b remainder v[a] |= b Or v[a] &= b And v[a] ^= b Xor v[a] <<= b Shl v[a] >>= b Shr [Special Operands] item[a].count The number of possessions of item a item[a].equipCount Equip count of item a actor[a].level Level of hero a actor[a].exp Current experience of hero a actor[a].hp HP of hero a actor[a].mp MP of hero a actor[a].mhp Maximum HP of hero a actor[a].mmp Maximum MP of hero a actor[a].atk Attack power of hero a actor[a].def Defense of hero a actor[a].mag Mental strength of main character a actor[a].spd Agility of hero a actor[a].weapon Weapon ID of hero a actor[a].shield Shield ID of hero a actor[a].armor Armor ID of hero a actor[a].helm Helm ID of hero a actor[a].accessory Accessory ID of hero a actor[a].id ID of actor a actor[a].gauge ATB gauge for hero a actor[a].reqExp Exp required for hero a's next level member[a].*** *** of party member a (same as .actor) ev[a].mapId Map ID of event a ev[a].x X coordinate of event a ev[a].y Y coordinate of event a ev[a].dir Orientation of event a ev[a].scrx Screen X of event a ev[a].scry Screen Y of event a ev[a].id ID of event a enemy[a].hp HP of enemy character a enemy[a].mp MP of enemy character a enemy[a].mhp Maximum HP of enemy character a enemy[a].mmp Maximum MP of enemy character a enemy[a].atk Attack power of enemy character a enemy[a].def Defense of enemy character a enemy[a].mag Character a's mental strength enemy[a].spd Agility of enemy character a enemy[a].id ID of enemy character a enemy[a].gauge Enemy character a's ATB gauge sys.money Money sys.timer1 Remaining seconds of timer 1 sys.timer2 Remaining seconds of timer 2 sys.memberCount Number of party members sys.saveCount Number of saves sys.battleCount Number of battles sys.winCount Number of wins sys.loseCount Number of losses sys.escapeCount Number of escapes sys.tick MIDI playing position sys.date Date sys.time Time sys.frame Elapsed frame sys.version Version of Maniacs rnd(a, b) pow sqrt sin cos atan2 min max abs clamp muldiv divmul between Mathematical functions that can be used in variable manipulation expressions lerp(a, b, t, td) a + (t / td) * (b - a) sum(id, cnt) Total value of v[id]..v[id+cnt-1] amin(id, cnt) Minimum of v[id]..v[id+cnt-1] amax(id, cnt) Maximum value of v[id]..v[id+cnt-1] ◆ String variables (assignment, concatenation) t[n] t[v[n]] t[a..b] t[v[a]..v[b]] [Operation Details] .asg Assignment .cat Concatenation [string operand] String Value .min(n) Minimum number of characters .extract Variable expansion within strings [numeric operand] Number Value .min(n) Minimum number of digits [Switch Operands] Switch Value .min(n) Minimum number of characters [name operand] .actor[a].name .skill[a].name .item[a].name .enemy[a].name .troop[a].name .terrain[a].name .element[a].name .state[a].name .anim[a].name .tileset[a].name .s[a].name .v[a].name .t[a].name .cev[a].name .class[a].name .anim2[a].name .map[a].name .mev[a].name .member[a].name Data type .static Get database value .dynamic Get game data value .extract Variable expansion within strings [description operand] .actor[a].desc .skill[a].desc .item[a].desc .member[a].desc Data type .static Get database value .dynamic Get game data value .extract Variable expansion within strings [operands of concatenation] .cat(a, b, c) String .extract Variable expansion within strings [insert operand] .ins(a, b, c) base string a, index b, insertion string c .extract Variable expansion within strings [operand for partial deletion] .rem .remove(a, b, c) base string a, index b, number of characters c .extract Variable expansion within strings [operand for replacement] .rep(a, b, c) base string a, search string b, replacement string c .extract Variable expansion within strings [operand of replacement (regular expression)] .exrep(a, b, c) .exRep(a, b, c) Base String a, Search Term b, Replacement String c .first Only replace the first matching string .extract Variable expansion within strings [Cut Operand] .subs(a, b, c) base string a, index b, number of characters c .extract Variable expansion within strings [array operand] .join(a, b, c) delimiter a, first element b, number of elements c .extract Variable expansion within strings [file operands] .file(a) File name a .sjis Set encoding to shift-jis .utf8 Set encoding to utf-8 .extract Variable expansion within strings ◆ Character string variable (numericalization) [Target] t[n] t[v[n]] t[a..b] t[v[a]..v[b]] [Operation Details] .toNum(a, *) Numericalize and output to variable a [*(optional)] .extract Variable expansion within strings .hex Convert as hexadecimal ◆ Character string variable (get length) [Target] t[n] t[v[n]] t[a..b] t[v[a]..v[b]] [Operation Details] .getLen(a) Output length to variable a ◆ Character string variable (search) [Target] t[n] t[v[n]] t[a..b] t[v[a]..v[b]] [Operation Details] .inStr(a, b, *) Output the occurrence position of string a to variable b [*(optional)] .beg(a) Search start position (number of characters) .extract Variable expansion in search strings .hex Convert as hexadecimal numbers when expanding numbers ◆ Character string variable (search by regular expression) [Target] t[n] t[v[n]] t[a..b] t[v[a]..v[b]] [Operation Details] .exInStr(a, b, *) Output the occurrence position of search term a to variable b [*(optional)] .beg(a) Search start position (number of characters) .extract Variable expansion in search strings .hex Convert as hexadecimal numbers when expanding numbers ◆ Character string variable (extracted by regular expression) [Target] t[n] t[v[n]] t[a..b] t[v[a]..v[b]] [Operation Details] .exMatch(a, b, c, *) Output capture of search term a to b, appearance position to c [*(optional)] .beg(a) Search start position (number of characters) .extract Variable expansion in search strings .hex Convert as hexadecimal numbers when expanding numbers ◆ String variable (split) [Target] t[n] t[v[n]] t[a..b] t[v[a]..v[b]] [Operation Details] .split(a, b, c, *) Output the array split by string a to string variable b and the number of splits to variable c. [*(optional)] .extract Variable expansion within split strings .hex Convert as hexadecimal numbers when expanding numbers ◆ Character string variable (file output) [Target] t[n] t[v[n]] t[a..b] t[v[a]..v[b]] [Operation Details] .toFile(a, *) Output to file name a [*(optional)] .sjis Set encoding to shift-jis .utf8 Set encoding to utf-8 .extract Variable expansion of file name strings .hex Convert as hexadecimal numbers when expanding numbers ◆ Character string variable (cut out one line) [Target] t[n] t[v[n]] t[a..b] t[v[a]..v[b]] [Operation Details] .popLine(a, *) Output the extracted line to a [*(optional)] .extract String variable expansion .hex Convert as hexadecimal numbers when expanding numbers ◆ Acquisition of game information @sys.getInfo [common arguments] Variable Result destination .dst Result destination [Map Size] .mapSize Get w, h of map -> dst[0] ~ dst[1] [Tile ID] .tiles(x, y, w, h) Get the tile ID of the map rectangle xywh .lower Get Lower .upper Get upper -> dst[0] ~ dst[w*h] [Resolution] .winSize Get window w, h -> dst[0] ~ dst[1] [Screen pixel data] .pixel(x, y, w, h) Get the pixels in the map rectangle xywh .ignoreA Ignore pixel alpha -> dst[0] ~ dst[w*h] [Event Information] .interpreter.current(n) Get call hierarchy n* of running event ・Hierarchy 0: Running n>0: up the call hierarchy n<0: trace from the first event ・Contents of output dst[0] Event type* dst[1] Event ID dst[2] Page ID dst[3] Start condition* dst[4] line being executed ・Event type 01: Map Event 02: Common Event 04: Battle Event ・Reason for calling 00: Enter key 01: Contact 02: Touched 03: Automatic start 04: Parallel processing 05: Call 06: Battle Begins 07: Parallel processing (in combat) [Chipset ID] .tilesetId [Face image] .face .actor[n] Target actor n .win Target text window settings .static Get project data .dynamic Get running data .dst (a), (b) File destination T[a], index V[b] [Walking graph] .body .actor[n] Target actor n .ev[n] Target map event n .static Get project data .dynamic Get running data .dst (a), (b) File destination T[a], index V[b] [Camera Position] .camera [Shake] .shake Screen shake value x, y [BGM] .bgm .dst (a), (b) File output destination T[a], fade-in/volume/tempo/balance V[b..b+3] ◆ Change occupation @actor.class [argument] Array Actor ID Numeric Occupation ID Variable Occupation ID .initLevel Set level to 1 .keepLevel Keep Level .keepSkill Keep Skills .initSkill Learn special skills according to level .addSkill Add Skill .keepParams Keep stats .halveParams Halves stats .level1Params Makes stats equivalent to level 1 .initParams Set ability values ​​according to level .showMsg Show level up message ◆ Change of battle command @actor.cmd [argument] Array Actor ID Numeric value Command ID Variable Command ID .add Add command .sub Delete command .all (When deleting) Specify all commands ◆ Switch battle weight @btl.atbMode [argument] .toggle Switch ON/OFF of weight ◆ Battle processing control @btl.hook [argument] .atb ATB gauge increase/decrease .damagePop Damage Pop .targeting Targeting .addState Add state .paramBuff Targets ability value changes other than HP .none Release control .cev(a) Common event used for control .var(a) Start of variables used for control ◆ Operation of the ATB gauge @btl.atb [argument] Array (In the case of a single unit) Target ID .actor Make the target an actor .member Make the target a member .party Target the entire party .enemy Make the target an enemy character .troop Target all enemies .set(a) Set gauge .add(a) Add gauge .sub(a) Subtract gauge .percent Make a value a percentage ◆ Combat command change EX @btl.cmdex [argument] .change(a) "change" command .fight(a) "fight" command .auto(a) The "automatic" command .escape(a) Escape command .win(a) "Win" command .lose(a) Set "Lose" command (disabled with 0) ◆ Acquisition of battle information @btl.getInfo [argument] .actor(a) Set the target to actor a .member(a) Set the target to member a .party Target the entire party .enemy(a) Target is enemy character a .troop Target all enemies .buff Status Correction .state State .element Attribute .misc Other .list Member List .alive Survivor List .canMove Available list .dst(a) Start of output variables Increase/decrease HP of enemy characters @enemy.hp [argument] Array Target ID .add(a) Increase .sub(a) decrease .percent Make a value a percentage .possibleDie Allow Manipulation Death Increase/decrease MP of enemy character @enemy.mp [argument] Array Target ID .add(a) Increase .sub(a) decrease Change the state of the enemy character @enemy.state [argument] Array Target ID .add(a) grant .sub(a) Unlock The appearance of enemy characters @enemy.appear [argument] Array Target ID ◆ Change battle background @btl.backdrop [argument] Character string Target file ◆ Battle animation display (during battle) @btl.anim [argument] Array Anime ID .troop Targets all enemies .enemy(a) Targets a single enemy character a .party Target all allies .actor(a) Targets a single ally .wait Wait until completion ◆ Consecutive attack @actor.multipleAct [argument] Array Hero ID .cmd(a) Target command .times(a) Repeat times ◆ 100% Escape @btl.forceEscape [argument] .party Target all allies .troop Targets all enemies .enemy(a) Targets a single enemy a .cancelIfSideAttack You can't escape with a side attack ◆ Conditional branching (during battle) @btl.if [argument] ・Switch s[n] [argument] .isOn Switch is ON (default) .isOff Switch is OFF ・Variables l (op) r [op] Comparison operations Variable comparisons (==, >=, <=, >, <, !=) ・Main character . Array Hero ID .canMove ~ can move .use(a) ~ selects a ・Enemy character .enemy Array Enemy character number .canMove ~ can move .isTarget is the target .hasState(a) Is in state a .elif(...) Otherwise, the conditional branch and what to do if it is met .else(n) What to do otherwise Others Execution contents when the conditions are met ◆ Calling common events @btl.cev [argument] Number Variable Event ID ◆Interruption of battle @btl.abort ◆ Name input processing @actor.inputName [argument] Array Actor ID .kana Katakana is selected by default .preset Put the current name into input mode ◆ Battle handling @btl.begin [argument] .troop Enemy groups spawned .normal Normal battle format .back_actor Back attack (enemy ← ally) .back_enemy Back attack (ally ← enemy) .side_actor Side attack (enemy ← ally) .side_enemy Side attack (ally ← enemy) .backdropFile(a) Battle background file namea .backdropId(a) Battle background terrain ID a .shallow Looking down .deep Deep type .disableEscape No Escape .enableEscape Event interrupted by escape .enableGameover Game over on defeat .preempt .disableFlash Disable Flash .win Branching when winning .lose Branch when defeated .escape Branches when escaping ◆ Dealing with the inn @inn [argument] .msg(a) Message type (0..2) .cost(a) Price .stay Branch when staying .leave Branch when not staying ◆ Shop processing @shop [argument] Number Item ID .msg(a) Message type (0..2) .normal normal .buyOnly Buy Only .sellOnly Sell Only .goods(a, b) Head a of variable storing item ID, number of elements b .transaction Branching when trading .noTransaction Branch when not trading ◆ Calling the loading screen @sys.loadMenu ◆ Calling the option screen @sys.optionMenu ◆ Switch to full screen mode @sys.fullscreen [argument] .toggle Toggle (default) ◆ Calling the menu screen @sys.partyMenu ◆ Change menu prohibition @sys.menuAccess [argument] .on ALLOW .off Prohibit ◆Others @raw [argument] Argument 0 is the command code Argument 1 is a string argument Generate a command considering argument 2 and later as numeric arguments
◇Directive Specifies what operation to perform ◆ Operation Specify one #doNothing Do nothing (default) #apply Read the files associated with the items mentioned in the source, Update content Commands that don't belong anywhere are ignored #toClip Outputs the item described in the source to the clipboard IDs for common events, map events, and event pages are ignored #bin2text Convert game project data into text The text is in a unique format that follows the blueprint, not tpc If the tpc source code contains common events, etc., the changes will be applied before output. For map data, a 4-digit ID will be added to the end of the specified file name. *Don't forget to make a backup for troubleshooting. [bin2text arguments] .db(n) Text file n to output the converted database .map(n) Text file n to output converted map data .tree(n) Text file n that outputs the converted map tree Array Target map ID #text2bin Generate game project data from text The text is in a unique format that follows the blueprint, not tpc If the tpc source code contains common events, etc., the changes will be applied before output. For map data, a 4-digit ID will be added to the end of the specified file name. *Don't forget to make a backup for troubleshooting. [text2bin arguments] .db(n) File n that outputs the generated database .map(n) File n to output generated map data .tree(n) File n that outputs the generated map tree Array Target map ID ◆ Loading blueprints #blueprints [argument] .db(n) Load database blueprint file n .map(n) Load map data blueprint file n .tree(n) Load map tree blueprint file n Required when updating files or outputting clips other than event commands ◆ Directory specification #directory [argument] String Directory to use for input/output Required when updating files ◆ Operation settings when files are duplicated #copyMode [argument] .backup Back up and overwrite (default) .force Overwrite as is Take the backup in the same place as the 2003 extension editor (specified directory)/Backup/(date and time).zip ◆ Read source file #include "src" [argument] String File name to read Add source text at the position you write If you write other than at the beginning of the line, it will fail. ◆Text option #msg [argument] .none None (default) .instant Append "\>" to all lines ◆ Optimization #optimize [argument] A number Specifies the optimization level Default is 0 (none) *Currently, only distinction between 0 (disabled) and 1 or more (enabled) ◆ Grammar option #brace [argument] .does Forms part of the arguments [argument] .not Forms part of the argument [argument] .represent Form part of the arguments [argument] .the Forms part of the arguments [argument] .start Forms part of the arguments [argument] .of Forms part of the arguments [argument] .the form part of the arguments [argument] .argument .arguments Do not recognize braces as argument opening symbols Abbreviations for event command names cannot be used when setting
◇ Meta syntax ◆Constant definition def Assign a value to any defined name If you omit the value, it is assumed to be a number and assigned in order starting with the initial value 0. If a number is specified, the value after that +1 will be the default value Some values, such as event command names, do not work well even if defined [Sample] def qwe = 33 def { a = 6 b // b is 7 c //c is 8 d="aaa" e //e is 9 } ◆ Switch/variable/character string variable definition defs / defv / deft Assign Maker switches/variables/string variables to any defined name The basics are the same as def, but only numeric values ​​or range values ​​can be placed on the right side, and the default value when omitted is 1. [Sample] defv qwe = 10 //qwe is v[10] ◆ Meta variables $variable name ◆ meta function __fn [argument] 0th is meta function name Meta variables that receive arguments from the first to number-of-arguments-1 The last argument is what to do [Sample] __fn qwe $a $b { @comment $b @msg.show $a } qwe("abcd" "efgh") ◆Loop __loop [Argument (number of times)] 0th is the number of executions A meta variable whose first receives the index (optional) The execution contents after the second [argument (element enumeration)] An array containing the elements enumerated by the 0th A meta variable whose first receives the element (optional) a meta variable whose second receives the index (optional) Execution contents after the 3rd [Sample] __loop 5 $i { @msg.face "Actor1" $i } __loop ["qwe" "rty" "uio"] $e { $e } __loop ["qwe" "rty" "uio"] $e $i { @msg.face $e $i } ◆ Conditional branch __if [argument] 0th condition What to do when the first is true The second is .elif or .else (optional) [.elif arguments] Same as __if [.else arguments] 0th is the execution content [Sample] __if qwe == 2 { "if" } .elif qwe == 3 { "elif" } .else { "else" } ◆ ID acquisition __id [argument] Maker variables (v, s, t) ◆ String conversion __str [argument] any value *Multiple arguments are concatenated in the order they are given. ◆ Definition check __defined Checks if the given argument is a definition or metavariable with a value [argument] any value
jetrotal commented 2 years ago

https://wikiwiki.jp/viprpg-dev/2003/%E6%8B%A1%E5%BC%B5%E3%83%91%E3%83%83%E3%83%81/TPC#fd3a15eb

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