TBSE Command List (Base) - theoallen/RMMZ GitHub Wiki

Below is a comprehensive list of the base commands that are available in TBSE. (This wiki is under construction)

DISCLAIMER: THE PLUGIN IS NOT YET FINISHED. LIST AND IMAGES SHOWN BELOW ARE SUBJECT TO CHANGE

Table of contents:

  1. Set Pose
  2. Set Pose (Cell Pick)
  3. Move
  4. Anchor Position
  5. Action Effect
  6. Play Animation
  7. Alter Effect
  8. Change Target
  9. Change State
  10. Force Action
  11. Visible & Flips
  12. Check Collapse
  13. Perform Collapse
  14. Force Result

1. Set Pose

Set Pose

This command is to set the sprite pose. A comprehensive explanation of how it works is explained here.

2. Set Pose (Cell pick)

Set pose cell

Similar to set pose. The difference is this command uses the (x,y) position of the sprite sheet instead of the frame index.

3. Move

Move

This command orders the subject battler to move to a certain position depends on the relativity based on the option. The options are shown as follows.

Move explanation

When paired with multiple targets, it will use the center coordinate from all of the targets as the coordinate pivot.

... A comprehensive explanation is under construction ...

4. Anchor Position

Anchor pos

Set new home position based on the relative position. By default, every battler will return to its original home position after doing an action. Use this to set the new home position so that it will not return to its original position. X and Y axis fields are the offset coordinate.

5. Action Effect

Action Effect

Use this command to invoke effect from the item/skill. Such as to deliver damage to the target, heal them, or else. Use this command multiple times for multiple hits.

... A comprehensive explanation is under construction ...

6. Play Animation

play anim

Play animation to the target battlers. Whether plays on self or the current target. An optional wait for the animation completion. However, doing so will block you from doing other action motions simultaneously.

... A comprehensive explanation is under construction ...

7. Alter Effect

Alter Effect

Alter the effect of carried skill/item. Whether to use a different skill ID, change the scale of the damage dealt, or change the damage formula. This does not apply the effect to the target battlers. Other options might be coming if requested.

8. Change Target

Change target

This command is used to dynamically change the target. For example, to deliver damage to the enemies and heal allies. The options are as follow:

  • Point of View = (First/Third Person) interprets what does the scope means using the selected point of view. For example, the "all allies" scope means the player characters in third-person view. However, if you're using the first-person view and the action sequence is used by the enemy, it will be translated as the troop members.
  • Scope = Various target scope
  • Include dead battler = Whether or not the dead are included in the target list.
  • Filter = An advanced filter using JS syntax

The scope options are as follow:

  • Revert = Revert the target to the original target
  • All = All battlers. Allies, and enemies alike
  • All (Except user) = All battlers. Allies, and enemies alike. Except for the user.
  • All Opponents = All of the hostile units.
  • All Allies = All of the friendly units.
  • Other Opponents = All of the hostile units, excluding the previous target.
  • Other Allies = All of the friendly units, excluding the previous target.
  • Random Opponent = Random hostile unit. It may select the same target twice.
  • Random Ally = Random friendly unit. It may select the same target twice.
  • Next Opponent = Random hostile unit. It will not select the same target twice.
  • Next Ally = Random friendly unit. It will not select the same target twice
  • Next Random = Random friend/hostile unit. It may select the same target twice.
  • Self = Target self.

... A comprehensive explanation is under construction ...

9. Change State

Change state

Change (add/remove) the state of either the targets or self.

10. Force Action

Force Action

For all of the targets to perform an action sequence designated in the common event.

11. Visible & Flip

Toggles1 Toggles2

A toggleable command to set the visibility and flipping off the sprite ON/OFF

12. Check Collapse

Check Collapse

This command is to check whether the target battlers are eligible to perform collapse motion. When they are, they will perform a collapsing effect.

... A comprehensive explanation is under construction ...

13. Perform Collapse

Perform Collapse

This command is used to perform a collapsing effect from the default RPG Maker. This is best used in the collapse motion and not anywhere else.

... A comprehensive explanation is under construction ...

14. Force Result

Force Result

This command is to force the result of the application of the item/skill. Whether or not it will miss, hit, critical, or if the target evades the attack. The options are as follow:

Options

  • Default = Stop forcing the result (revert back).
  • Hit = Whether the next attack is going to hit or miss.
  • Evade = Whether the target is going to evade the attack or not.
  • Critical = Whether the application of the skill yields critical or not.

Result

  • Roll = Using a default roll method. If it yields true, all the next following attacks will follow. For example, if by using roll, the battler rolled a critical and they will do 10 hit attacks, all 10 hit attacks will yield a critical attack. Otherwise, it will not.
  • Success = The result is forced to succeed until reset.
  • Fail = The result is forced to fail until reset.

... A comprehensive explanation is under construction ...