development:technical-details:patches:maniac:new-maniac-commands
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| development:technical-details:patches:maniac:new-maniac-commands [2026/10/09 16:52] – [Zoom Screen] carbonara | development:technical-details:patches:maniac:new-maniac-commands [2026/11/09 14:57] (current) – carbonara | ||
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| ===== Get Save Info ===== | ===== Get Save Info ===== | ||
| - | //Player status: Supported //✅//; Requesting the name of the first party member is currently not supported and makes the command fail, requesting info from a null or negative save does not work// | + | //Player status: Supported// ✅//; Requesting the name of the first party member is currently not supported and makes the command fail, requesting info from a null or negative save does not work// |
| The Get Save Info command (セーブ情報の取得) allows to directly retrieve info from a save file. | The Get Save Info command (セーブ情報の取得) allows to directly retrieve info from a save file. | ||
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| * Level: Variable that should receive the level of the first party member of the save file. If there is no member in the party, the retrieved value will be 0. | * Level: Variable that should receive the level of the first party member of the save file. If there is no member in the party, the retrieved value will be 0. | ||
| * HP: Variable that should receive the current HP of the first party member of the save file. If there is no member in the party, the retrieved value will be 0. | * HP: Variable that should receive the current HP of the first party member of the save file. If there is no member in the party, the retrieved value will be 0. | ||
| - | * Name Destination: | + | * Name Destination: |
| * Picture ID for Face Graphic: Picture IDs that should be used to retrieve the FaceSets of the party members. The IDs to use can either be constants or values of variables. The pictures will be placed at coordinates 0, 0, using an overworld and battle picture layer 7 with a transparency of 100%, with the other parameters being the default picture parameters. | * Picture ID for Face Graphic: Picture IDs that should be used to retrieve the FaceSets of the party members. The IDs to use can either be constants or values of variables. The pictures will be placed at coordinates 0, 0, using an overworld and battle picture layer 7 with a transparency of 100%, with the other parameters being the default picture parameters. | ||
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| ===== Save ===== | ===== Save ===== | ||
| - | //Player status: Supported //✅//; Inaccuracies: | + | //Player status: Supported// ✅//; Inaccuracies: |
| The Save command (セーブの実行) allows to directly save on a requested save slot without using the save menu. | The Save command (セーブの実行) allows to directly save on a requested save slot without using the save menu. | ||
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| ===== Load ===== | ===== Load ===== | ||
| - | //Player status: Supported //✅//; Inaccuracies: | + | //Player status: Supported// ✅//; Inaccuracies: |
| The Load command (ロードの実行) allows to directly load a requested save slot without using the load menu. | The Load command (ロードの実行) allows to directly load a requested save slot without using the load menu. | ||
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| * Save Index: Save slot ID that will be used for the save file. The ID to use can either be a constant or the value of a variable. The range of valid save slots is [1; | * Save Index: Save slot ID that will be used for the save file. The ID to use can either be a constant or the value of a variable. The range of valid save slots is [1; | ||
| * Disable file check: If this option is ticked, attempting to load an empty save file will give the same result than when trying to load a corrupted save file instead of failing. | * Disable file check: If this option is ticked, attempting to load an empty save file will give the same result than when trying to load a corrupted save file instead of failing. | ||
| - | * Disable blackout: If this option is ticked, the screen will not turn black when a save file is loaded. ⚠️// This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// | + | * Disable blackout: If this option is ticked, the screen will not turn black when a save file is loaded. ⚠️ //This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// |
| Notes: | Notes: | ||
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| ===== Get Mouse Position ===== | ===== Get Mouse Position ===== | ||
| - | //Player status: Supported //✅//; Inaccuracies: | + | //Player status: Supported// ✅//; Inaccuracies: |
| The Get Mouse Position command (マウス座標の取得) allows to retrieve the position of the mouse. | The Get Mouse Position command (マウス座標の取得) allows to retrieve the position of the mouse. | ||
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| * X Coordinate: Variable that should receive the X coordinate of the mouse. | * X Coordinate: Variable that should receive the X coordinate of the mouse. | ||
| * Y Coordinate: Variable that should receive the Y coordinate of the mouse. | * Y Coordinate: Variable that should receive the Y coordinate of the mouse. | ||
| - | * Ignore Window Size Ratio: If ticked, the mouse coordinate retrieved will ignore the window size ratio of the game instead of retrieving a position tied to the game screen. ⚠️// 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.// | + | * Ignore Window Size Ratio: If ticked, the mouse coordinate retrieved will ignore the window size ratio of the game instead of retrieving a position tied to the game screen. ⚠️ //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.// |
| Notes: | Notes: | ||
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| ===== Set Mouse Position ===== | ===== Set Mouse Position ===== | ||
| - | //Player status: Not supported with no plan to be supported //❌//; System specific, not exposed by SDL// | + | //Player status: Not supported with no plan to be supported// ❌//; System specific, not exposed by SDL// |
| The Set Mouse Position command (マウス座標の設定) allows to change the position of the mouse. | The Set Mouse Position command (マウス座標の設定) allows to change the position of the mouse. | ||
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| * X Coordinate: X coordinate of the mouse to use. | * X Coordinate: X coordinate of the mouse to use. | ||
| * Y Coordinate: Y coordinate of the mouse to use. | * Y Coordinate: Y coordinate of the mouse to use. | ||
| - | * Ignore Window Size Ratio: If ticked, the mouse coordinate position will be calculated by ignoring the window size ratio of the game. ⚠️// 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.// | + | * Ignore Window Size Ratio: If ticked, the mouse coordinate position will be calculated by ignoring the window size ratio of the game. ⚠️ //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.// |
| The coordinates to use can be set to either constants or value of variables, with the setting for it being shared for the two coordinates. | The coordinates to use can be set to either constants or value of variables, with the setting for it being shared for the two coordinates. | ||
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| ===== Control Shared Save ===== | ===== Control Shared Save ===== | ||
| - | //Player status: Supported //✅//; Global save status is set to be opened on boot if it exists, no file output limit.// | + | //Player status: Supported// ✅//; Global save status is set to be opened on boot if it exists, no file output limit.// |
| The Control Shared Save command (共有セーブの操作, | The Control Shared Save command (共有セーブの操作, | ||
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| ==== Behavior when Inactive ==== | ==== Behavior when Inactive ==== | ||
| - | //Player status: Supported //✅//; This option is linked to the EasyRPG Player setting Pause when focus lost, and as such does not use the value set in a save file.// | + | //Player status: Supported// ✅//; This option is linked to the EasyRPG Player setting Pause when focus lost, and as such does not use the value set in a save file.// |
| **Behavior when Inactive** defines if the window of the game should be put on hold (Wait) if put in the background or if it should stay active (Run). This info is stored in the save file, and the default mode is Wait. | **Behavior when Inactive** defines if the window of the game should be put on hold (Wait) if put in the background or if it should stay active (Run). This info is stored in the save file, and the default mode is Wait. | ||
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| ==== Fatal Mix ==== | ==== Fatal Mix ==== | ||
| - | //Player status: Supported //✅//; The FPS range is capped on the [10;500] range; FPS and Right Shift key are not kept if a save file is loaded or if the game is reset.// | + | //Player status: Supported// ✅//; The FPS range is capped on the [10;500] range; FPS and Right Shift key are not kept if a save file is loaded or if the game is reset.// |
| **Fatal Mix** allows to change the speed of the game, change the TestPlay mode and adjust the behaviour of the Right Shift key. | **Fatal Mix** allows to change the speed of the game, change the TestPlay mode and adjust the behaviour of the Right Shift key. | ||
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| ==== Maximum Number of Pictures ==== | ==== Maximum Number of Pictures ==== | ||
| - | //Player status: Unsupported //❌//; The Player dynamically handles picture limits so it does not need it as much as Maniac does for optimisation.// | + | //Player status: Unsupported// |
| **Maximum Number of Pictures** defines the maximum picture ID that can be used, with the default value being 1000. | **Maximum Number of Pictures** defines the maximum picture ID that can be used, with the default value being 1000. | ||
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| ==== Mouse Text Window Operation ==== | ==== Mouse Text Window Operation ==== | ||
| - | //Player status: Partially supported //ℹ️//; The right mouse button is not mapped, and the left mouse button behaves like a regular interaction key for text boxes// | + | //Player status: Partially supported// ℹ️//; The right mouse button is not mapped, and the left mouse button behaves like a regular interaction key for text boxes// |
| - | ⚠️// This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// | + | ⚠️ //This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// |
| If **Mouse Text Window Operation** is enabled, the mouse will be able to be used in text boxes. | If **Mouse Text Window Operation** is enabled, the mouse will be able to be used in text boxes. | ||
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| //Player status: Unsupported// | //Player status: Unsupported// | ||
| - | ⚠️// This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// | + | ⚠️ //This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// |
| **Position of Battle Screen** defines where the interface should be displayed on the screen during battles. | **Position of Battle Screen** defines where the interface should be displayed on the screen during battles. | ||
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| //Player status: Unsupported// | //Player status: Unsupported// | ||
| - | ⚠️// This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// | + | ⚠️ //This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// |
| **Maximum Number of Animations** defines the maximum animation ID that can be used. | **Maximum Number of Animations** defines the maximum animation ID that can be used. | ||
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| //Player status: Unsupported// | //Player status: Unsupported// | ||
| - | ⚠️// This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// | + | ⚠️ //This option is not directly accessible through the Maniac editor, and requires using TPC, raw writing or another tool.// |
| **Face Size** defines which size should be used for FaceSets displayed in message boxes. | **Face Size** defines which size should be used for FaceSets displayed in message boxes. | ||
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| ===== Control String Variables ===== | ===== Control String Variables ===== | ||
| - | ⚠️// This command is not directly accessible through the Maniac editor, and requires using the community plugin, TPC, raw writing or another tool.// | + | ⚠️ //This command is not directly accessible through the Maniac editor, and requires using the community plugin, TPC, raw writing or another tool.// |
| FIXME | FIXME | ||
| Line 590: | Line 590: | ||
| ==== Tile IDs ==== | ==== Tile IDs ==== | ||
| - | ⚠️// While this command is accessible through the Maniac editor and can be written, assigning a value to be a variable or variable redirection is incorrectly done and incorrectly displayed in the list. Use TPC, raw writing or another tool to properly write the command.// | + | ⚠️ //While this command is accessible through the Maniac editor and can be written, assigning a value to be a variable or variable redirection is incorrectly done and incorrectly displayed in the list. Use TPC, raw writing or another tool to properly write the command.// |
| //Player status: Supported// ✅ | //Player status: Supported// ✅ | ||
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| ==== Game Screen Pixels ==== | ==== Game Screen Pixels ==== | ||
| - | ⚠️// While this command is accessible through the Maniac editor and can be written, assigning a value to be a variable or variable redirection is incorrectly done and incorrectly displayed in the list. Use TPC, raw writing or another tool to properly write the command.// | + | ⚠️ //While this command is accessible through the Maniac editor and can be written, assigning a value to be a variable or variable redirection is incorrectly done and incorrectly displayed in the list. Use TPC, raw writing or another tool to properly write the command.// |
| - | //Player status: Supported //✅//; Colours retrieved can be slightly off due to the different rendering.// | + | //Player status: Supported// ✅//; Colours retrieved can be slightly off due to the different rendering.// |
| **Game Screen Pixels** allows to retrieve the colour of pixels displayed on the screen. | **Game Screen Pixels** allows to retrieve the colour of pixels displayed on the screen. | ||
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| ==== Command Interpreter State ==== | ==== Command Interpreter State ==== | ||
| - | //Player status: Partially supported //ℹ️//; Battle events do not have all their values retrieved correctly yet, battle common event types are not supported, type of execution for Player Touch and Event Touch can be inaccurate, see [[https:// | + | //Player status: Partially supported// ℹ️//; Battle events do not have all their values retrieved correctly yet, battle common event types are not supported, type of execution for Player Touch and Event Touch can be inaccurate, see [[https:// |
| **Command Interpreter State** allows to retrieve the position in the code where the command was used. | **Command Interpreter State** allows to retrieve the position in the code where the command was used. | ||
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| ==== Actor Face Graphic ==== | ==== Actor Face Graphic ==== | ||
| - | //Player status: Supported //✅//; The empty message box index quirk is not supported.// | + | //Player status: Supported// ✅//; The empty message box index quirk is not supported.// |
| '' | '' | ||
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| ==== Actor Body Graphic ==== | ==== Actor Body Graphic ==== | ||
| - | //Player status: Supported //✅//; Requesting the dynamic sprite of a vehicle also receives sprites set through the Set Move Route command.// | + | //Player status: Supported// ✅//; Requesting the dynamic sprite of a vehicle also receives sprites set through the Set Move Route command.// |
| **Actor Body Graphic** allows to retrieve the CharSet of a hero or of an event. | **Actor Body Graphic** allows to retrieve the CharSet of a hero or of an event. | ||
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| ==== Camera Position ==== | ==== Camera Position ==== | ||
| - | //Player status: Supported //✅//; Coordinates on looping maps for the edges are incorrectly reported, see [[https:// | + | //Player status: Supported// ✅//; Coordinates on looping maps for the edges are incorrectly reported, see [[https:// |
| **Camera Position** allows to retrieve the position of the camera. The position of the camera retrieved corresponds to the top-left corner pixel of the screen compared to the map placement. | **Camera Position** allows to retrieve the position of the camera. The position of the camera retrieved corresponds to the top-left corner pixel of the screen compared to the map placement. | ||
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| ==== Screen Shake Value ==== | ==== Screen Shake Value ==== | ||
| - | //Player status: Supported //✅ | + | //Player status: Supported// ✅ |
| **Screen Shake Value** allows to retrieve by how many pixels the screen was shifted on the left by the Shake Screen command. | **Screen Shake Value** allows to retrieve by how many pixels the screen was shifted on the left by the Shake Screen command. | ||
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| ==== Current BGM ==== | ==== Current BGM ==== | ||
| - | //Player status: Supported //✅ | + | //Player status: Supported// ✅ |
| **Current BGM** allows to retrieve the infos of the current music. | **Current BGM** allows to retrieve the infos of the current music. | ||
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| ===== Output Image ===== | ===== Output Image ===== | ||
| - | //Player status: Supported //✅//; Appending the .png in the filename does not add it as part of the filename, outputting with an invalid character displays a warning, Show Picture loads the new file when used so no overwriting shenanigan, file output limit not supported/ | + | //Player status: Supported// ✅//; Appending the .png in the filename does not add it as part of the filename, outputting with an invalid character displays a warning, Show Picture loads the new file when used so no overwriting shenanigan, file output limit not supported/ |
| The Output Image command (画像の出力) allows to output a screenshot of the game or a displayed picture and write it in the folder of the game. | The Output Image command (画像の出力) allows to output a screenshot of the game or a displayed picture and write it in the folder of the game. | ||
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| ==== Game Screen ==== | ==== Game Screen ==== | ||
| - | //Player status: Supported //✅//; The first colour in the index is not set to a transparent colour// | + | //Player status: Supported// ✅//; The first colour in the index is not set to a transparent colour// |
| By specifying **Game Screen**, a screenshot of the game will be taken and be output in the requested location. | By specifying **Game Screen**, a screenshot of the game will be taken and be output in the requested location. | ||
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| ==== Picture ==== | ==== Picture ==== | ||
| - | //Player status: Supported //✅//; Outputting a picture that does not exist writes a 1x1 black pixel// | + | //Player status: Supported// ✅//; Outputting a picture that does not exist writes a 1x1 black pixel// |
| By specifying **Picture**, | By specifying **Picture**, | ||
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| ===== Zoom Screen ===== | ===== Zoom Screen ===== | ||
| - | //Player status: Not yet supported ❌; A work-in-progress pull request to implement the command exists: [[https:// | + | //Player status: Not yet supported// ❌//; A work-in-progress pull request to implement the command exists: [[https:// |
| The Zoom Screen command (画面のズーム) allows to zoom in on the screen while in the overworld. | The Zoom Screen command (画面のズーム) allows to zoom in on the screen while in the overworld. | ||
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| ===== Control Self Variable ===== | ===== Control Self Variable ===== | ||
| - | ⚠️// This command 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.// | + | ⚠️ //This command 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.// |
| //Player status: Unsupported// | //Player status: Unsupported// | ||
| Line 1245: | Line 1245: | ||
| ===== Change Troop Member ===== | ===== Change Troop Member ===== | ||
| - | ⚠️// This command 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.// | + | ⚠️ //This command 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.// |
| FIXME | FIXME | ||
| Line 1251: | Line 1251: | ||
| ===== Control Media Option ===== | ===== Control Media Option ===== | ||
| - | ⚠️// This command 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.// | + | ⚠️ //This command 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.// |
| //Player status: Unsupported// | //Player status: Unsupported// | ||
| Line 1266: | Line 1266: | ||
| * Window - Use interpolation: | * Window - Use interpolation: | ||
| * Window - Keep size within display: In window mode, whether the size of the window should not be kept within display (0) or if should be kept within display (1). | * Window - Keep size within display: In window mode, whether the size of the window should not be kept within display (0) or if should be kept within display (1). | ||
| - | * Fullscreen - Allow uneven pixel size: In fullscreen mode, whether having an uneven pixel size should be disallowed (0) or allowed (1). ⚠️// The option that needs to be set in the Maniac editor to assign this parameter is Fullscreen - Ignore aspect ratio for stretching, not Fullscreen - Allow uneven pixel size.// | + | * Fullscreen - Allow uneven pixel size: In fullscreen mode, whether having an uneven pixel size should be disallowed (0) or allowed (1). ⚠️ //The option that needs to be set in the Maniac editor to assign this parameter is Fullscreen - Ignore aspect ratio for stretching, not Fullscreen - Allow uneven pixel size.// |
| - | * Fullscreen - Ignore aspect ratio for stretching: In fullscreen mode, whether the aspect ratio for stretching should not be ignored (0) or if it should be ignored (1). ⚠️// The option that needs to be set in the Maniac editor to assign this parameter is Fullscreen - Use interpolation, | + | * Fullscreen - Ignore aspect ratio for stretching: In fullscreen mode, whether the aspect ratio for stretching should not be ignored (0) or if it should be ignored (1). ⚠️ //The option that needs to be set in the Maniac editor to assign this parameter is Fullscreen - Use interpolation, |
| - | * Fullscreen - Use interpolation: | + | * Fullscreen - Use interpolation: |
| * Audio - Volume: Volume of the engine. The range of value accepted is [0;100]. | * Audio - Volume: Volume of the engine. The range of value accepted is [0;100]. | ||
| * Show FPS: Whether FPS should not be shown (0) or if they should be shown (1). | * Show FPS: Whether FPS should not be shown (0) or if they should be shown (1). | ||
development/technical-details/patches/maniac/new-maniac-commands.1791564749.txt.gz · Last modified: by carbonara