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Table of Contents
Modified commands
This page lists the commands that received new features in the Maniac Patch.
This page is currently a stub, most commands still need to be filled.
Display Text Settings
Change Faceset
Control Variables
Change Party Member
Change State
Change Actor Name
Player status: Supported ✅
The Change Actor Name command allows to change the name of an actor.
The Maniac Patch supports the use of a variable or variable redirection for the ID of the actor, as well as using a string variable or string variable redirection for the name.
The common TPC syntax is
@actor[1].name "Alex"
, with the possibility to replace the actor ID by a variable or variable redirection, and the string by a string variable or string variable redirection.
Raw writing:
10610, "name", a, b, c
10610: Command codename: Name to use for the Actor. If a string variable or string variable redirection is used, this has no effect.a: Value to use for the Actor ID.b: Dictates whether constants, variables or variable redirections should be used:+1if the Actor ID to use should come from a variable.+2if the Actor ID to use should come from a variable redirection.+16if the Name to use should come from a string variable.+32if the Name to use should come from a string variable redirection.
c: If the Name is pulled from a string variable or string variable redirection, value to use for the string variable ID.
Change Actor Nickname
Player status: Supported ✅
The Change Actor Nickname command allows to change the nickname of an actor.
The Maniac Patch supports the use of a variable or variable redirection for the ID of the actor, as well as using a string variable or string variable redirection for the name.
The common TPC syntax is
@actor[1].nickname "None"
, with the possibility to replace the actor ID by a variable or variable redirection, and the string by a string variable or string variable redirection.
Raw writing:
10620, "nickname", a, b, c
10620: Command codenickname: Nickame to use for the Actor. If a string variable or string variable redirection is used, this has no effect.a: Value to use for the Actor ID.b: Dictates whether constants, variables or variable redirections should be used:+1if the Actor ID to use should come from a variable.+2if the Actor ID to use should come from a variable redirection.+16if the Nickame to use should come from a string variable.+32if the Nickame to use should come from a string variable redirection.
c: If the Nickname is pulled from a string variable or string variable redirection, value to use for the string variable ID.
Change Actor Graphic
Change Actor Faceset
Change System BGM
Change System SE
Change System Graphic
Player status: Supported ✅
The Change System Graphic command allows to change the system graphic.
The Maniac Patch supports the use of a string variable or string variable redirection for the name of the system graphic.
Common TPC syntax:
@sys.skin "Royal" .stretch .gothic
Where:
Royalis the name of the system graphic, with the possibility to replace it by a string variable or string variable redirection..stretchdefines the window background setting to use, with.stretchcorresponding to Stretch to Fit and.tiledto Tiled Pattern..gothicdefines the font to use, with.gothiccorresponding to RPG2000 (MS Gothic) and.minchoto RPG2000G (MS Mincho).
Raw writing:
10680, "name", a, b, c, d
10680: Command codename: Name of the system graphic. If a string variable or string variable redirection is used, this has no effect.a: Whether the window background should use the Stretch to Fit setting (0) or the Tiled Pattern setting (1).b: Whether the font to use should be RPG2000 (0) or RPG2000G (1).c: Whether the name of the system graphic should come from the command (0), from a string variable (1) or from a string variable redirection (2).d: If the system graphic should come from a string variable, ID of the string variable.
Battle Processing
Shop Processing
⚠️ This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.
Name Input Processing
⚠️ This option was added in development versions of the editor, and is as such not available in public versions, in addition to lacking a common TPC writing.
Set Vehicle Location
⚠️ This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.
Set Event Location
Swap Event Location
Hide Screen
⚠️ This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.
Player status: Unsupported ❌
The Hide Screen command allows to hide the screen.
The Maniac Patch supports the use of a variable or variable redirection for the transition value in addition to using a constant.
The following values determine the transition to use:
Negative value: Default0: Fadeout1: Random blocks across screen2: Random blocks from above3: Random blocks from below4: Close Blinds5: Horizontal Blinds6: Vertical Blinds7: Inwards8: Center Outwards9: Scroll Up10: Scroll Down11: Scroll Left12: Scroll Right13: Horizontal Split14: Vertical Split15: Quadrisection16: Zoom In17: Mosaic18: Raster Scroll19: Cut OutOther positive value: Glitched transition
Notes:
- For positive values, the transition values are internally processed on 8 bits, so a value above 255 will loop back to the value 0.
The common TPC syntax is
@scr.hide 1
, with the possibility to replace the constant by a variable or variable redirection.
Raw writing:
11010, "", a, b
11010: Command codea: Value to use for the Transition.b: Whether the value to use should be a constant (0), a variable (1) or a variable redirection (2).
Show Screen
⚠️ This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.
Player status: Unsupported ❌
The Show Screen command allows to show the screen.
The Maniac Patch supports the use of a variable or variable redirection for the transition value in addition to using a constant.
The following values determine the transition to use:
Negative value: Default0: Fade in1: Random blocks across screen2: Random blocks from above3: Random blocks from below4: Open Blinds5: Horizontal Blinds6: Vertical Blinds7: Inwards8: Center Outwards9: Scroll Down10: Scroll Up11: Scroll Right12: Scroll Left13: Join Horizontally14: Join Vertically15: Omnidirectional16: Zoom Out17: Mosaic18: Raster Scroll19: Cut InOther positive value: Glitched transition
Notes:
- For positive values, the transition values are internally processed on 8 bits, so a value above 255 will loop back to the value 0.
The common TPC syntax is
@scr.show 1
, with the possibility to replace the constant by a variable or variable redirection. To use the default transition, the value must be replaced by .default.
Raw writing:
11020, "", a, b
11020: Command codea: Value to use for the Transition.b: Whether the value to use should be a constant (0), a variable (1) or a variable redirection (2).
Flash Event
⚠️ This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.
Scroll Map
The Scroll Map command in RPG Maker 2000 only allowed shifting the camera by tiles.
Maniac expands the command by allowing to move and set the camera position using pixels, adds the instant movement speed for the camera, and adds the possibility to lock the camera in a put place by ignoring any camera shifting that could happen by using a command teleporting the player.
Fix
Player status: Stronger Fixing not supported ❌
Fix allows to fix the camera position.
The patch adds the parameter Stronger Fixing: if ticked and that a player teleportation occurs on the current map, the camera will stay still instead of moving. ⚠️ This option was added in development versions of the editor, and is as such not available in public versions, in addition to lacking a common TPC writing.
Common TPC writing of the default fix command:
@scr.scroll .fix
Raw writing:
11060, "", a
11060: Command codea: Whether Stronger Fixing should be disabled (0) or enabled (9).
Unfix
Player status: N/A
Unfix allows to unfix the camera position. No change was made to this function in the patch.
Common TPC writing:
@scr.scroll .unfix
Raw writing:
11060, "", 1
Shift Position (Tile)
Player status: Instant speed not supported ❌
Shift Position (Tile) (known as Shift Position in the original engine) allows to move the camera by a set amount of tiles.
The patch adds a new shift speed, Instant (known as Immediately in the patch).
The command has the following fields:
- Direction: In which the direction the camera should move. The options are Up, Right, Down and Left.
- Speed: At which speed the camera should move. The options are the following:
- Instant
- x8 Slower
- x4 Slower
- x2 Slower
- Normal
- x2 Faster
- x4 Faster
- Distance: By how many tiles the camera should move.
- Wait for Completion: If ticked, the game will wait that the camera finishes moving before processing the rest of the code of the event.
Common TPC syntax:
@scr.scroll .shift 1 .up .speed 0 .wait
Where:
.shift 1is the distance in tiles..updictates the direction, with the possibility to use either.up,.right,.downor.left.0is the speed to use, where 0 is Instant, 1 is x8 Slower, 2 is x4 Slower….waitdictates if Wait for Completion is set. If omitted, Wait for Completion will not be enabled.
Raw writing:
11060, "", 2, b, c, d, e
11060: Command codeb: Whether the camera should move up (0), right (1), down (2) or left (3).c: By how many tiles the camera should move.d: Which speed should be used for the camera speed:0: Instant1: x8 Slower2: x4 Slower3: x2 Slower4: Normal5: x2 Faster6: x4 Faster
e: Whether Wait for Completion should be disabled (0) or enabled (1).
Return to Origin
Player status: Instant speed not supported ❌
Return to Origin makes the camera returns to its original position.
The patch adds a new shift speed, Instant (known as Immediately in the patch).
The command has the following fields:
- Speed: At which speed the camera should move. The options are the following:
- Instant
- x8 Slower
- x4 Slower
- x2 Slower
- Normal
- x2 Faster
- x4 Faster
- Wait for Completion: If ticked, the game will wait that the camera finishes moving before processing the rest of the code of the event.
Common TPC syntax:
@scr.scroll .restore .speed 0 .wait
Where:
0is the speed to use, where 0 is Instant, 1 is x8 Slower, 2 is x4 Slower….waitdictates if Wait for Completion is set. If omitted, Wait for Completion will not be enabled.
Raw writing:
11060, "", 3, 0, 0, d, e
11060: Command coded: Which speed should be used for the camera speed:0: Instant1: x8 Slower2: x4 Slower3: x2 Slower4: Normal5: x2 Faster6: x4 Faster
e: Whether Wait for Completion should be disabled (0) or enabled (1).
Shift Position (Pixel)
Player status: Partially supported ℹ️; Game can crash if a movement of less than 3 pixels on both axises is done, negative wait does not give the same result than a null wait, see EasyRPG Player issues #3668 and #3669
Shift Position (Pixel) is a new function of the patch, and allows moving the camera by a set amount of pixels.
The command has the following fields:
- X: By how many pixels should the camera move horizontally, with the possibility to use a constant, variable or variable redirection. Using a positive value will move the camera to the right, while using a negative value will move the camera to the left.
- Y: By how many pixels should the camera move vertically, with the possibility to use a constant, variable or variable redirection. Using a positive value will move the camera down, while using a negative value will move the camera up.
- Speed: Pace at which the camera should move in speed units, with the possibility to use a constant, variable or variable redirection.
- Unit of Speed:
- Amount of movement per frame: The camera movement will be done in X * 0.001 pixel per frame, where X corresponds to the Speed value.
- Movement frame: The camera movement will be done in X frames, where X corresponds to the Speed value.
- Wait for Completion: If set, the game will wait that the camera finishes moving before processing the rest of the code of the event. ⚠️ While this option is shown and can be ticked in the Maniac editor, it is incorrectly assigned and the parameter will be removed if altered through the editor. Use TPC, raw writing or another tool to assign this parameter.
TPC syntax:
@scr.scroll .pxShift 1, 2 .speed 3 .wait
Where:
1corresponds to the X value, with the possibility to use a constant, a variable or variable redirection.2corresponds to the Y value, with the possibility to use a constant, a variable or variable redirection.3corresponds to the Speed value, with the possibility to use a constant, a variable or variable redirection..speedcorresponds to the Unit of Speed parameter, with.speedcorresponding to Amount of movement per frame and.timeto Movement frame..waitcorresponds to the Wait for Completion parameter. If omitted, the property will not be set.
Raw writing:
11060, "", a, b, c, d, e, f
11060: Command codea: Whether the Unit of Speed to use should be Amount of movement per frame (4) or Movement frame (5).b: Defines if the the values to use are constants, variables or variable redirections:+1if the X to use should be a variable.+2if the X to use should be a variable redirection.+16if the Y to use should be a variable.+32if the Y to use should be a variable redirection.+256if the Speed to use should be a variable.+512if the Speed to use should be a variable redirection.
c: Value to use for X.d: Value to use for Y.e: Whether Wait for Completion should be disabled (0) or enabled (1).f: Value to use for Speed.
Set Position (Pixel)
Player status: Partially supported ℹ️; Game can crash if a movement of less than 3 pixels on both axises is done, negative wait does not give the same result than a null wait, Based on Center and overal camera position can not be accurate, see EasyRPG Player issues #3668, #3669, #3670, #3671
Set Position (Pixel) is a new function of the patch, and allows defining the position of the camera in pixels.
The command has the following fields:
- X: X coordinate to which the camera should move, with the possibility to use a constant, variable or variable redirection.
- Y: Y coordinate to which the camera should move, with the possibility to use a constant, variable or variable redirection.
- Speed: Pace at which the camera should move in speed units, with the possibility to use a constant, variable or variable redirection.
- Unit of Speed:
- Amount of movement per frame: The camera movement will be done in X * 0.001 pixel per frame, where X corresponds to the Speed value.
- Movement frame: The camera movement will be done in X frames, where X corresponds to the Speed value.
- Wait for Completion: If set, the game will wait that the camera finishes moving before processing the rest of the code of the event. ⚠️ While this option is shown and can be ticked in the Maniac editor, it is instead assigned to the Based on Center parameter. Use TPC, raw writing or another tool to assign this parameter.
- Based on Center: If set, the top-left corner of the map for the camera will no longer be considered to be 0, 0: this will instead be the case for the center of the screen (160, 120 with the default screen resolution).⚠️ The option that needs to be ticked in the Maniac editor to assign this parameter is Wait for Completion, not Based on Center.
- Relative Position: If set, the coordinates specified will be calculated depending on the current camera position. ⚠️ The option that needs to be ticked in the Maniac editor to assign this parameter is Based on Center.
TPC syntax:
@scr.scroll .set 1, 2 .speed 3 .center .relative .wait
Where:
1corresponds to the X value, with the possibility to use a constant, a variable or variable redirection.2corresponds to the Y value, with the possibility to use a constant, a variable or variable redirection.3corresponds to the Speed value, with the possibility to use a constant, a variable or variable redirection..speedcorresponds to the Unit of Speed parameter, with.speedcorresponding to Amount of movement per frame and.timeto Movement frame..centercorresponds to the Based on Center parameter. If omitted, the property will not be set..relativecorresponds to the Relative Position parameter. If omitted, the property will not be set..waitcorresponds to the Wait for Completion parameter. If omitted, the property will not be set.
Raw writing:
11060, "", a, b, c, d, e, f
11060: Command codea: Whether the Unit of Speed to use should be Amount of movement per frame (6) or Movement frame (7).b: Defines if the the values to use are constants, variables or variable redirections:+1if the X to use should be a variable.+2if the X to use should be a variable redirection.+16if the Y to use should be a variable.+32if the Y to use should be a variable redirection.+256if the Speed to use should be a variable.+512if the Speed to use should be a variable redirection.
c: Value to use for X.d: Value to use for Y.e: Defines which parameters are used:+1if Wait for Completion is set.+2if Based on Center is set.+4if Relative Position is set.
f: Value to use for Speed.
Show Picture
Move Picture
Erase Picture
Player status: Supported ✅; Erasing pictures in batch with the first value bigger than the second value does not work, see EasyRPG Player issue #3590
The original Erase Picture command in RPG Maker 2000 only allowed to erase one picture at a time by specifying its ID, which was expanded in the English release of RPG Maker 2003 by adding batch erase and erase with a variable ID.
Maniac expands the commands by adding three other modes:
- Variable ID: Erases the picture by specifying a variable redirection.
- Batch (Variable): Erases a batch of pictures by specifying the values to use through variables.
- All: Erases all pictures.
TPC writing:
@pic[1].erase
to erase a single picture, with the possibility to replace the value by a variable or variable redirection.
@pic[1..2].erase
to erase a batch of pictures, with the possibility to replace the two values by variables (the two values must both be constants or variables, it is not possible to mix types).
@pic.erase .all
to erase all pictures.
Raw writing:
11130, "", a, b, c
a: Value to use for the picture ID. Set to 0 if all pictures are set to be deleted.b: Whether a single picture should be deleted (0), a single picture through variable (1), a single picture through variable redirection (4), if a batch of pictures should be erased (2), if a batch of pictures should be erased through variables (3), or if all pictures should be erased (5).c: If set to batch, value to use for the second picture ID of the batch.
Show Animation
Wait
Player status: Supported ✅
The original Wait command in RPG Maker 2000 only allowed to erase wait by specifying a tenth of a second, and was later expanded with the possibility to wait for a key press.
In the Maniac patch, the command was expanded by allowing to use a variable or variable redirection for the value, and by allowing to wait in frames of a second (1/60s) instead of tenths of a second.
TPC writing:
@wait 1
to wait for X tenths of a second (where X is the value), with the possibility to replace the value by a variable or variable redirection.
@wait 1 .frame
to wait for X frames (where X is the value), with the possibility to replace the value by a variable or variable redirection.
@wait .input
to wait for a key input.
Raw writing:
11410, "", a, b, c
a: Value to use for the wait. Set to 0 if set to wait for a key input.b: Whether the wait should be in tenths of a second (0), in frames (256), or whether the wait should be for a key input (1).c: If the wait is not set to key input, whether the wait value to retrieve should be a constant (0), a variable (1), or a redirection of variable (2).
Play BGM
Fadeout BGM
⚠️ This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.
Player status: Unsupported ❌
The Fadeout BGM command allows to fadeout the music.
The Maniac Patch supports the use of a variable or variable redirection for the fadeout value in addition to using a constant.
Notes:
- Internally, the unit used for the command is milliseconds, not seconds: for instance, if you want to fadeout the music by 5 seconds, then the value to use should be 5000.
The common TPC syntax is
@bgm.fadeout 5000
, with the possibility to replace the constant by a variable or variable redirection.
Raw writing:
11520, "", a, b
11520: Command codea: Value to use for the Fadeout.b: Whether the value to use should be a constant (0), a variable (1) or a variable redirection (2).
Play SE
Key Input Processing
Change Tileset
Player status: Supported ✅
The Change Tileset command allows to change the tileset used on the current map.
The Maniac Patch supports the use of a variable or variable redirection for the tileset value in addition to using a constant.
The common TPC syntax is
@map.tileset 1
, with the possibility to replace the constant by a variable or variable redirection.
Raw writing:
11710, "", a, b
11710: Command codea: Value to use for the tileset.b: Whether the value to use should be a constant (0), a variable (1) or a variable redirection (2).
Change Parallax Background
Call System Functions (Open Save Menu)
⚠️ The functions of this command are not directly accessible through the Maniac editor, and require using the community plugin, TPC, raw writing or another tool.
Player status: Partial support ℹ️; Window mode only does toggle and also opens the save menu, settings menu softlocks the game by infinitely opening the save menu, license menu is not supported; as the debug menu is opened on the window of the game, whether it should be paused or not does not matter
In the Maniac patch, the Open Save Menu command was reworked to also allow opening other menus, and was renamed to Call System Functions.
It can as such be used to open other existing menus that had their own command, as well as opening some new menus and triggering new functions.
The following options can be selected:
- Save Menu: Opens the save menu. This is the original function of the command.
- Load Menu: Opens the load menu. Same behaviour than the Open Load Menu command.
- Party Menu: Opens the main menu. Same behaviour than the Open Menu Screen command.
- Toggle Window/Fullscreen: Changes the screen mode between window mode and fullscreen mode. Same behaviour than the Toggle Fullscreen Mode command.
- Window Mode: Changes the screen mode to window mode.
- Fullscreen Mode: Changes the screen mode to fullscreen mode.
- Media Option: Opens the settings menu. Same behaviour than the Open Video Options command.
- Debug Menu: Opens the debug menu. As the Maniac patch replaced the original debug menu by a window that opens outside of the game, it can be specified whether the game should be paused or not when it opens.
- License Window: Opens the license menu. This is a new menu from the Maniac patch which opens in a separate window and displays the license of the patch and of the various components it uses.
- F12 (Reset): Resets the game. Same behaviour than the Return to Title Screen command.
Common TPC syntax:
@sys.call .saveMenu
@sys.call .loadMenu
@sys.call .partyMenu
@sys.call .screenMode .toggle
@sys.call .screenMode .window
@sys.call .screenMode .fullScreen
@sys.call .f12
@sys.call .licenseMenu
@sys.call .optionMenu
@sys.call .debugMenu
@sys.call .debugMenu .pause
Raw writing:
11910, "", a, b
11910: Command codea: Whether the save menu (0), load menu (1), main menu (2), settings menu (4), debug menu (5), license menu (6) should be opened, game be reset (7), or whether the screen mode should be changed (3).b: Only matters if theavalue is set to screen mode or debug menu. For the screen mode, 0 corresponds to a toggle, 1 to window mode and 2 to fullscreen mode. For the debug menu, 0 corresponds to not pausing the game while 1 corresponds to pausing the game.
Control System Functions (Change Save Access)
⚠️ The functions of this command are not directly accessible through the Maniac editor, and require using the community plugin, TPC, raw writing or another tool.
Player status: Unsupported ❌
In the Maniac patch, the Change Save Access command was reworked to also allow controlling other menus, and was renamed to Call System Functions.
The command dictates the status of all its menus at the same time, and only dictates if they can be opened by the player or not. It does not affect the use of the commands that trigger those functions.
The following menus/functions can be controlled:
- Save Menu
- Party Menu
- Toggle Window/Fullscreen (F4)
- Media Option (F5)
- Debug Menu (F9)
- Reset (F12)
The command can be written as-is through TPC, with each menu entry able to be removed if you want to still be able to use it:
@sys.limitation {
.saveMenu
.partyMenu
.toggleScreen
.optionMenu
.debugMenu
.f12
}
Raw writing:
11960, "", a, b
11960: Command codea: Whether only the save menu should be disallowed (0), allowed (1) (original RPG Maker functions), or whether the command should dictate the control of all menus (-1).b: Dictates which menus should be altered:+1if the save menu should be disabled.+4if the party menu should be disabled.+8if the screen toggling should be disabled.+16if the settings menu should be disabled.+32if the debug menu should be disabled.+128if game reset should be disabled.
Conditional Branch
Loop
Break Loop
End Event Processing
⚠️ The options of this command were added in development versions of the editor, and are as such not available in public versions, in addition to lacking common TPC writings.