Player, Actors & Party

Actors

$game_actors[ID]

Change HP

$game_actors[ID].hp #Total health $game_actors[ID].change_hp(HP, enable_death)

$game_variables[1] = ($game_actors[12].hp * 0.05).to_i $game_actors[12].change_hp(-$game_variables[92], false)

Change MP

$game_actors[ID].mp $game_party.members.each { |actor| actor.mp += value }

Change State

actor = $game_actors[id]actor.remove_state(state_id)actor.result.clear

$game_party.members.each { |actor| actor.remove_state(state_id) } $game_party.clear_results

Recover All

$game_actors[id].recover_all

$game_party.members.each { |actor| actor.recover_all }

Change EXP

$game_actors[id].exp

$game_actors[id].change_exp(new_exp, show)

$game_party.members.each { |actor| actor.change_exp(new_exp, show) }

$game_actors[id].change_exp($game_actors[id].exp + new_exp, show) #or you can use variable to store your actor: actor = $game_actors[id] exp = $game_variables[1] actor.change_exp(actor.exp + exp, true)

Get/Change Level

$game_actors[id].level

$game_actors[id].change_level(new_level, show)

$game_party.members.each { |actor| actor.change_level(new_level, show) }

Change parameters

$game_actors[id].add_param(pid, value)

$game_party.members.each { |actor| actor.add_param(pid, value) }

Change skills

$game_actors[id].learn_skill(sid) $game_actors[id].forget_skill(sid)

$game_party.members.each { |actor| actor.learn_skill(sid) } $game_party.members.each { |actor| actor.forget_skill(sid) }

Change Equipment

$game_actors[id].change_equip_by_id(slot, equip_id) if $game_actors[id]

Change name

$game_actors[id].name = "New_Name" if $game_actors[id]

Change nickname

$game_actors[id].nickname = "New_Nickname" if $game_actors[id]

Change class

$game_actors[id].change_class(cid) if $game_actors[id] and $data_classes[cid]

Party Members Related

$game_party.add_actor(actor_id)

$game_party.remove_actor(actor_id)

partyMem = $game_party.members $game_party.remove_actor(partyMem[memPos].id)

$game_party.members[index].id

$game_actors[id].index

# Actor Level $game_actors[n].level # Actor HP $game_actors[n].hp # Actor Max HP $game_actors[n].mhp # Actor MP (current) $game_actors[n].mp # Actor Max MP (total) $game_actors[n].mmp # Actor Attack $game_actors[n].atk # Actor Defense $game_actors[n].def # Actor MagAtk $game_actors[n].mat # Actor MagDef $game_actors[n].mdf # Actor Agility $game_actors[n].agi # Actor Luck $game_actors[n].luk # Actor Pharmacology $game_actors[n].pha

$game_troop.members[index].stat

# Where ID is the id of the single actor (found in database - F9)# HP are value of new HP# enable_death is true or falseWith .hp command, you can permanently increase/decrease actor's HP.With .change_hp command you can heal/wound the actor.Example for Single Actor:# enable_death is true or false# Where ID is the id of the single actor (found in database - F9)Example for Entire Party# enable_death is true or false# Value is the change to make (a positive or negative amount to be added to the current hp)5 will make someone with HP 10 go to 15-5 will make someone with HP 10 go to 5 so it's not SETTING the value, but adjusting it.You need to damage actor for X% of his overal HP? No problem!In this case, we'll take overall HP of 12th actor and we'll take 5% of it (0.05, you need to divide your percentage /100) and store it into Variable 1. Then we'll call change_hp script and enter "minus Variable 1". That means his HP will be decreased by 5%. If you want to increase it, just leave there a positive value. Second parameter is "enable_death". Which means, if his HP reaches 0 he'll be dead (or GameOver if it's your main character). Enter true / false values.Careful! MP has NOT any method called "change_mp" like HP.# Where ID is the id of the single actor (found in database - F9)# Value is a positive or negative amount to be added to the current mp.Add State For Single ActorRemove State For Single Actor# Where ID is the id of the single actor (found in database - F9)# state_id is the id of the state you want to add or removeAdd State For Entire PartyRemove State For Entire Party# state_id is the id of the state you want to add or removeFor Single Actor# Where ID is the id of the single actor (found in database - F9)For Entire PartyFor Single Actor# Where ID is the id of the single actor (found in database - F9)For Entire Party# Show is boolean statement - true / false - if you want to show level up message and list of new skills if the exp past the current level.# new_exp is value that you want to SET exp to. If you want to just ADD exp to your actor, use this code:Of course, you can use positive or negative value for exp.For Single ActorFor Entire Party# Where ID is the id of the single actor (found in database - F9)# show is true or false (as above, for level up and skills messages)# new_level is the level you want to change them to (not an adjustment)# If you WANT to make an adjustment, you have to get current level and add a new value to it (similar as above).For Single ActorFor Entire Party# Where ID is the id of the single actor (found in database - F9)# pid is the parameter id (0=MHP, 1=MMP, 2=ATK, 3=DEF, 4=MAT, 5=MDF, 6=AGI, 7=LUK)# value is the amount to add or subtractFor Single ActorFor Entire Party# Where ID is the id of the single actor (found in database - F9)# sid is the id of the skill to learn or forget# Where ID is the id of the single actor (found in database - F9)# slot is the slot number (0=weapon, 1=shield, 2=head, 3=body, 4=accessory)# equip_id is the weapon or armor id# Where ID is the id of the single actor (found in database - F9)# New_Name is your new name. Don't forget the " " symbols.# Where ID is the id of the single actor (found in database - F9)# New_Nickname is your new nickname. Don't forget the " " symbols.# Where ID is the id of the single actor (found in database - F9)# cid is the class idChange party memberAdd Actor by IDRemove Actor by IDRemove Actor by Party Position# Where ID is the id of the single actor (found in database - F9)# memPos - Numerical identifier of actor within current party. 0 = 1st member, 1 = 2nd member, etcTo reference who's in a particular position in the lineup# where index is the position (starting at 0 for the leader)To reference where someone is in the lineup# where id is the actor idActor's stats# Where n is number of Nth actor.# Enemy Troop Stats (use this only in battle!)# where stat = hp or mp or param(id)# where id = 0:MHP, 1:MMP, 2:ATK, 3:DEF, 4:MAT, 5:MDF, 6:AGI, 7:LUK