Additional Features en - yktsr/Text2Frame-MV GitHub Wiki

Additional Features (Incorporating Other Event Commands)

日本語 | English

In addition to messages, you can also incorporate event commands using specified notations. For example:

<=: 1, 2>
<CommonEvent: 3>
今日も一日がんばるぞい!

This will incorporate "Control Variables (assign constant 2 to variable 1)" and "Common Event (ID 3)" event commands before the message "今日も一日がんばるぞい!".

The following event commands are all supported:

  • Messages
    • (1) Show Choices
    • (2) Input Number
    • (3) Select Item
    • (4) Show Scrolling Text
  • Game Progression
    • (5) Control Switches
    • (6) Control Variables
    • (7) Control Self Switch
    • (8) Control Timer
  • Flow Control
    • (9) Conditional Branch
    • (10) Loop
    • (11) Break Loop
    • (12) Exit Event Processing
    • (13) Common Event
    • (14) Label
    • (15) Jump to Label
    • (16) Comment
  • Party
    • (17) Change Gold
    • (18) Change Items
    • (19) Change Weapons
    • (20) Change Armors
    • (21) Change Party Member
  • Actor
    • (22) Change HP
    • (23) Change MP
    • (24) Change TP
    • (25) Change State
    • (26) Recover All
    • (27) Change EXP
    • (28) Change Level
    • (29) Change Parameter
    • (30) Change Skill
    • (31) Change Equipment
    • (32) Change Name
    • (33) Change Class
    • (34) Change Nickname
    • (35) Change Profile
  • Movement
    • (36) Transfer Player
    • (37) Set Vehicle Location
    • (38) Set Event Location
    • (39) Scroll Map
    • (40) Set Movement Route
    • (41) Get On/Off Vehicle
  • Character
    • (42) Change Transparency
    • (43) Change Player Followers
    • (44) Gather Followers
    • (45) Show Animation
    • (46) Show Balloon Icon
    • (47) Erase Event
  • Picture
    • (48) Show Picture
    • (49) Move Picture
    • (50) Rotate Picture
    • (51) Tint Picture
    • (52) Erase Picture
  • Timing
    • (53) Wait
  • Screen
    • (54) Fadeout Screen
    • (55) Fadein Screen
    • (56) Tint Screen
    • (57) Flash Screen
    • (58) Shake Screen
    • (59) Set Weather Effect
  • Audio & Video
    • (60) Play BGM
    • (61) Fadeout BGM
    • (62) Save BGM
    • (63) Replay BGM
    • (64) Play BGS
    • (65) Fadeout BGS
    • (66) Play ME
    • (67) Play SE
    • (68) Stop SE
    • (69) Play Movie
  • Scene Control
    • (70) Battle Processing
    • (71) Shop Processing
    • (72) Name Input Processing
    • (73) Open Menu Screen
    • (74) Open Save Screen
    • (75) Game Over
    • (76) Return to Title Screen
  • System Settings
    • (77) Change Battle BGM
    • (78) Change Victory ME
    • (79) Change Defeat ME
    • (80) Change Vehicle BGM
    • (81) Change Save Access
    • (82) Change Menu Access
    • (83) Change Encounter
    • (84) Change Formation Access
    • (85) Change Window Color
    • (86) Change Actor Images
    • (87) Change Vehicle Image
  • Map
    • (88) Change Map Name Display
    • (89) Change Tileset
    • (90) Change Battle Back Ground
    • (91) Change Parallax
    • (92) Get Location Info
  • Battle
    • (93) Change Enemy HP
    • (94) Change Enemy MP
    • (95) Change Enemy TP
    • (96) Change Enemy State
    • (97) Enemy Recover All
    • (98) Enemy Appear
    • (99) Enemy Transform
    • (100) Show Battle Animation
    • (101) Force Action
    • (102) Abort Battle
  • Advanced
    • (103) Script
    • (104)-1 Plugin Command (RPG Maker MV)
    • (104)-2 Plugin Command (RPG Maker MZ, for advanced users)

This page provides detailed syntax and examples for all event commands that can be incorporated through Text2Frame. Due to the extensive nature of this content, please refer to the comprehensive examples in the Operation Check Text page, which demonstrates the syntax for all supported event commands.

Key Syntax Patterns

Basic Event Commands

Most event commands follow this pattern:

  • English notation: <CommandName: Argument1, Argument2, ...>
  • Japanese notation: <コマンド名: 引数1, 引数2, ...>
  • Abbreviated notation: <Abbr: Argument1, Argument2, ...>

Flow Control Commands

Commands like Conditional Branch, Loop, and Show Choices use opening and closing tags:

<If: Condition>
Content when condition is true
<Else>
Content when condition is false
<End>

Variables and Game Data

Variables can be referenced in multiple ways:

  • Variables[ID] or V[ID] or 変数[ID]
  • Game data: GameData[Type][ID][Parameter]
  • Constants: Direct number input
  • Random: Random[Min][Max] or R[Min][Max]
  • Script: Script[JavaScriptCode] or SC[JavaScriptCode]

Common Abbreviations

  • Face: <Face:>, <FC:>, <顔:>
  • Window Position: <WindowPosition:>, <WP:>, <位置:>
  • Background: <Background:>, <BG:>, <背景:>
  • Name: <Name:>, <NM:>, <名前:>
  • Switch: <Switch:>, <SW:>, <スイッチ:>
  • Common Event: <CommonEvent:>, <CE:>, <コモンイベント:>

Detailed Documentation

For comprehensive documentation on each command's syntax, parameters, and examples, please refer to:

  1. Operation Check Text - Contains working examples of all 104+ event commands
  2. Japanese Documentation - The complete 追加機能(その他イベントコマンドの組み込み) page contains extensive details for each command

Quick Reference Examples

(1) Show Choices

<ShowChoices: Background, WindowPosition, Default, Cancel>
<When: Choice1>
Content for choice 1
<When: Choice2>
Content for choice 2
<End>

(5) Control Switches

<Switch: 1, ON>          % Turn switch 1 ON
<Switch: 1-10, OFF>      % Turn switches 1-10 OFF

(6) Control Variables

<Set: 1, 2>              % Set variable 1 to 2
<Add: 1, Variables[2]>   % Add variable 2 to variable 1
<Sub: 1, Random[50][100]> % Subtract random 50-100 from variable 1

(9) Conditional Branch

<If: Switch[1], ON>
Content when switch 1 is ON
<Else>
Content when switch 1 is OFF
<End>

(13) Common Event

<CommonEvent: 2>         % Incorporate common event ID 2

(53) Wait

<Wait: 60>               % Wait 60 frames (1 second)

(54-55) Fadeout/Fadein

<Fadeout>                % Fade screen to black
<Fadein>                 % Fade screen in

(60) Play BGM

<PlayBGM: Castle1>       % Play with defaults
<PlayBGM: Castle2, 50, 80, 30> % Volume 50, pitch 80, pan 30

For the complete syntax reference and all available options for each command, please consult the original Japanese documentation or the operation check text samples.

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