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Game_System object which contains GameSystem settings, such as the current sounds/music effects, encounters, playtime, save game details and version info.
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Game_Temp object for temporary things such as triggering Common Events and fades. Hash of all the maps in the game in the form of MapID to RPG::MapInfo mappings. RPG::System object which contains a plethora of System settings such as transport settings, armor types, battle details, currency unit, game title, follower settings, switches, etc.
#Rpg maker ace resources how to#
Stick around and read up on this list of game data, variable, game objects and event equivalents to learn how to achieve all those things through code instead of GUI.Ĭontains all the RPG::Actor objects (all available actors) and their Actor settings (name, nickname, face, face_id, class, etc)Īrray of RPG::Class objects which contain Class settings such as exp_for_level, exp_params, learnings and params.Īrray of RPG::Skill objects which contain Skill settings such as message1, message2, mp_cost, tp_cost, types and required types.Īrray of RPG::Item objects which contain Item settings such as if it is consumable, get_item_count, itype_id, key_item? and price.Īrray of RPG::Weapon objects which contain Weapon settings such as animation_id, performance and wtype_id.Īrray of RPG::Armor objects which contain Armor settings such as atype_id and performance.Īrray of RPG::Enemy objects which contain Enemy settings such as actions, battler_hue, battler_name, drop_items, exp, gold and params.Īrray of RPG::Troop objects which contain Troop settings such as members, name and pages.Īrray of RPG::State objects which contain State settings such as auto_removal_timing, chance_by_damage, max_turns, message1-4, min_turns, priority, remove_at_battle_end, remove_by_damage, remove_by_restriction, remove_by_walking, restriction and steps_to_remove.Īrray of RPG::Animation objects with Animation settings such as animation1_hue, animation1_name, animation2_name, animation2_hue, frame_max, frames, name, position, timings, to_screen? and similar setters.Īrray of RPG::Tileset objects with Tileset settings such as flags, id, mode, name, note and tileset_names.Īrray of RPG::CommonEvent objects with Common Event settings such as autorun?, id, list, name, parallel?, switch_id and trigger. You can achieve a lot of things through events using the RPG Maker VX Ace events interface, but what if you want to consolidate those things in a single script? Automate them from inside your script calls? Page Contents Script Equivalents of Events