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Description
◇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