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TPC GUIDE - Auto Translation #1
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◇Event command@msg.show Show text @msg.opt Setting text options @msg.option Set text options @msg.face @msg.choice @msg.input @msg.inputNum @msg.hook
◆ Display Text Options
◆ Input Number
◆ TPC | Control Text Processing
◆ Timer Operation
◆ Change Party Member
◆Change Parameters
◆ Change Equipment
◆ Change State
◆ Recover All
◆ Damage Processing
◆ Change Actor Name
◆ Change Actor Nickname
◆ Change Actor Graphic
◆ Change Actor Faceset
◆ Change Vehicle Graphic
◆ Change System Graphic
◆ Change Screen Transition
◆ Change location
◆ Get Player Location
◆ Get On/Off Vehicle ◆Set Vehicle Location "
◆ Set Event Location
◆ Swap Event Location
◆ Get Terrain ID
◆ Flash Screen
◆ Weather Effect Settings
◆ Show/Hide Player
◆ Flash Event
◆ Set Move Route
◆ TPC | Add Move Route
◆ Wait for All Movement ◆ Stop All Movement ◆ Wait
◆ Memorize BGM ◆Play Memorized BGM
◆ Key Input Processing
◆ Change Parallax Back
◆ Change Tile
◆ Set Encounter Rate
◆ Set Teleportation Point ???????
◆ Teleportation On/Off ???????
◆ TPC | Call System Functions
◆ TPC | Control System Functions
◆Jump to Label
◆ Loop
◆ TPC | foreach
◆ Break Loop
◆Continue
◆ End Event Processing ◆ Call Event
◆ Comment
◆ Return to Title Screen ◆ MNC | Get Save Info
◆ MNC | End Load Processing (Do Nothing) ???????
◆ MNC | Get/Set Mouse Position
◆ MNC | Show String Picture
◆ MNC | Get Picture Info
◆ TPC | Edit Picture
◆TPC | Edit Picture (Tile)
◆ TPC | Output Image
◆ MNC | Key Input Processing EX
◆ MNC | Rewrite Map
◆ MNC | Control Variable Array
◆ MNC | Set Picture ID
◆ MNC | Set Game Option
◆ MNC | Call Command
◆ Conditional Branch
◆ TPC | If stringVar
◆ Control Switches
◆ TPC | Control String Variables
👆 Character string variable (numericalization)
👆 Character string variable (get length)
👆 Character string variable (search)
👆 Character string variable (search by regular expression)
👆 Character string variable (extracted by regular expression)
👆 String variable (split)
👆 Character string variable (file output)
👆 Character string variable (cut out one line)
◆ TPC | Get Game Info
◆ Change Actor Class
◆ Change Battle Commands
◆ Toggle ATB Wait Mode
◆ MNC | Control Battle
◆ MNC | Control ATB Gauge
◆ MNC | Battle Command EX
◆ MNC | Get Battle Info
◆ BT | Change Enemy HP
◆ BT | Change Enemy MP
◆ BT | Change Enemy State
◆ BT | Enemy Encounter
◆ BT | Change Battle Background
◆ BT | Show Animation
◆ BT | Action Times +
◆ BT | Force Escape
◆ BT | Conditional Branch
◆ BT | Call Common Event
◆ Name Input Processing
◆ Battle Processing
◆ Inn Processing
◆ Shop Processing
◆ Open Load Menu ◆ Open Video Option ◆ Toggle Fullscreen Mode
◆ Open Menu Screen ◆ Change Menu Access
◆Others
◇DirectiveSpecifies what operation to perform◆ Operation
◆ Loading blueprints
◆ Directory specification
◆ Operation settings when files are duplicated
◆ Read source file
◆Text option
◆ Optimization
◆ Grammar option
◇ Meta syntax◆Constant definition
◆ Switch/variable/character string variable definition
◆ Meta variables ◆ meta function
◆Loop
◆ Conditional branch
◆ ID acquisition
◆ String conversion
◆ Definition check
|
◇Overview
TPC! TPC!◆ 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
◆Common event
cev
◆ Map event
mev
◆Map event page
mep
◆ Setting switch/variable names
sname/vname
◆ Command notation
@name.subname(arg1, arg2, ...)
@name.subname arg1, arg2, ...
@name.subname arg1 arg2 ...
@name.subname {
arg1
arg2
...
}
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