Category:Comment Tags (MV)

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CommentTags.png

Comment Tags are similar to Notetags. RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with an event or common event. Comment Tags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Comment Tags declared by the related plugin.

Here is a list of Comment Tag(s) that you may use.

Battle BGM Control

To make a specific battle play a certain BGM upon loading the battle, make a
comment in one of the Troop's event pages. Insert the following comment tags
to have it trigger a specific BGM to play when the battle starts.

Troop Event Comment Tags:

  <Battle BGM Name: filename>
  - Replace 'filename' with the filename of the BGM you wish to play at the
  start of battle without the file extension. The filename is also case
  sensitive. For example, if you wish to play Battle3.m4a, replace
  'filename' with only 'Battle3' and no '.m4a' in the tag. This is the only
  required tag. Once this tag is detected, only the remainder of the event
  page will be scanned. Other pages in the troop will be ignored.

  <Battle BGM Volume: x>
  - Replace 'x' with a number between 0 and 100. This determines the volume
  of the BGM being played when the battle starts. This is an optional tag.
  If not used, it will default to a volume of 90.

  <Battle BGM Pitch: x>
  - Replace 'x' with a number between 0 and 100. This determines the pitch
  of the BGM being played when the battle starts. This is an optional tag.
  If not used, it will default to a pitch of 0.

  <Battle BGM Pan: +x>
  <Battle BGM Pan: -x>
  - Replace 'x' with a number between -100 and 100. This determines the pan
  of the BGM being played when the battle starts. This is an optional tag.
  If not used, it will default to a pan of 0.

Common Event Menu

Common Events in RPG Maker MV do not have their own notetags. So to make up
for that, we'll be using comments instead. Simply create a comment event
within the common event that will be used inside of the menu and use any of
these comment tags:

Common Event Comment Tags:

  <Menu Name: x>
  - This changes the appearance of the common event's text when displayed in
  the common event menu list. If this tag isn't used, the text displayed
  will be the common event's name. You can use text codes.

  <Icon: x>
  - This changes the icon of the common event to x. If this tag isn't used,
  the icon used will be the one set in the plugin's parameters.

  <Picture: x>
  - This sets a picture to be associated with this common event when it is
  highlighted. If this isn't used, no picture will be displayed and it will
  be left empty.

  <Help Description>
   text
   text
  </Help Description>
  - This sets the help description used for the common event when it is
  selected in the common even menu list. If this tag isn't used, the text
  displayed will be the default text from the plugin's parameters.

  <Subtext>
   text
   text
  </Subtext>
  - This sets the subtext used for the common event menu's subtext window
  while this common event is selected in the common event menu list. If this
  text isn't used, the text displayed will be the default text from the
  plugin's parameters.

Event Click Trigger

To make an event click triggerable from anywhere on the screen, use either
notetags or comment tags to enable them to become clickable. If a notetag is
used, then this will apply to the whole event, no matter what page it is. If
only comment tags are used, it will only apply to that specific event page.

Event Notetag and Comment Tags

  <Click Trigger>
  - This will cause the event to be clickable from afar without needing the
  player to walk all the way up in front of it to trigger it.

Event Hitbox Resize

To make an event's hitbox larger, use either notetags or comment tags to
apply the hitbox enlargement. If a notetag is used, this will apply to the
event no matter what the page is. If a comment tag is used, it will
overwrite whatever setting the notetags have.

Event Notetag and Comment Tags:

  <Hitbox Up: x>
  <Hitbox Left: x>
  <Hitbox Right: x>
  <Hitbox Down: x>
  - This will expand the hitbox upward, left, right, or down by x. The value
  inserted for x will extend the hitbox that direction by that many tiles.
  If any of these notetags are used, it will make the event immobile, unable
  to move unless the movement type is set to "Through", allowing it to pass
  through anything.

Event Mini Label

Comment tags are 'notetags' used within the lines of an event's comments.
The reason I'm using the comment tags instead of the notetags is because
each page of an event can yield a different potential name.

To use this, make a comment within the event you wish to make the mini
label for and insert the following:

  <Mini Label: text>
  This will display the 'text' above the event. You can use text codes for
  this comment tag and it will create dynamic messages.

  <Mini Label Font Size: x>
  This will change the font size used for the mini label to x. If this tag
  isn't used, the font size will be the default value in the parameters.

  <Mini Label X Buffer: +x>
  <Mini Label X Buffer: -x>
  This will adjust the X buffer for the mini label by x value. If this tag
  isn't used, the X buffer will be the default value in the parameters.

  <Mini Label Y Buffer: +x>
  <Mini Label Y Buffer: -x>
  This will adjust the Y buffer for the mini label by x value. If this tag
  isn't used, the Y buffer will be the default value in the parameters.

  <Always Show Mini Label>
  This will make the mini label to always be shown, even when the plugin
  command to hide mini labels is used.

  <Mini Label Range: x>
  The player will have to be within x tiles of this event in order for the
  mini label to appear visibly.

  <Mini Label Require Facing>
  This will require the player to be facing the direction of the event in
  order for the mini label to appear.

Event Proximity Activate

By default, each event page has zero proximity features. They have to be
added manually per event page using comment tags. You can use the following
comment tags to give each event page a proximity activation range.

---

Comment Tags:

  <Activation Square: x>
  - Creates an activation range around the event in the form of a square,
  x tiles to the left, right, above, and below the event. This makes the
  activation range look like a square.

  <Activation Radius: x>
  - Creates an activation range around the event requiring the player to be
  within x tiles of the event (difference of x and y positions). Think of
  this more like a diamond.

  <Activation Row: x>
  - Creates an activation range spanning horizontally from the event. The
  row's horizontal range is the whole map, but the vertical range is x tiles
  above and below the event. If x is 0, then the player must be exactly on
  the same vertical tile as the event.

  <Activation Column: x>
  - Creates an activation range spanning vertically from the event. The
  row's vertical range is the whole map, but the horizontal range is x tiles
  left and right of the event. If x is 0, then the player must be exactly on
  the same horizontal tile as the event.

---

Event proximity activations behave differently depending on the event page's
trigger type. Here is how the event page will activate based on the trigger:

  Action Button
  - As long as the player is within the event's proximity range, pressing
  the OK button will activate the event.

  Player Touch
  - If the player moves within the event's proximity range, the event will
  automatically activate. This will not occur if the event moves into range
  of the player, however. The player can also press the OK button to trigger
  the event.

  Event Touch
  - If the player moves within the event's proximity range or vice versa,
  the event will automatically activate. The player can also press the OK
  button to trigger the event.

  Autorun
  - If the player moves within the event's proximity range or vice versa,
  the event will automatically activate. There is no escaping this autorun
  unless you have a way of turning it off.

  Parallel
  - If the player moves within the event's proximity range or vice versa,
  the event will automatically activate. The player is granted a few frames
  of movement each time the parallel process loops.

Event Region Trigger

By default, event pages have no Region Triggers. They have to be added
manually per event page using comment tags. You can use the following
comment tags to give each event page a region trigger.

---

Comment Tags:

  <Region Trigger: x>
  <Region Triggers: x, x, x>
  - Replace 'x' with the ID's of the regions you wish to let the event
  trigger if the player is standing within a tile with that region ID and
  triggering the event page's activation trigger requirements.

---

Event region triggers behave differently depending on the event page's
trigger type. Here is how the event page will activate based on the trigger:

  Action Button
  - As long as the player is within the matching region ID, pressing
  the OK button will activate the event.

  Player Touch
  - If the player moves within the matching region ID, the event will
  automatically activate. The player can also press the OK button to trigger
  the event.

  Event Touch
  - If the player moves within the matching region ID, the event will
  automatically activate. The player can also press the OK button to trigger
  the event.

  Autorun
  - If the player moves within the matching region ID, the event will
  automatically activate. There is no escaping this autorun unless you have
  a way of turning it off.

  Parallel
  - If the player moves within the matching region ID, the event will
  automatically activate. The player is granted a few frames of movement
  each time the parallel process loops.

Event Sprite Offset

To offset sprites using comments, make comments for each event page you want
the sprite to be offset in using the comment tags below:

Comment Tags:

  <Sprite Offset X: +n>
  <Sprite Offset X: -n>
  - Replace 'n' with the number of pixels you wish to offset the horizontal
  position of the sprite by. A positive number moves the sprite to the
  right. A negative number moves the sprite to the left.
  *NOTE*: This will take priority over event notetag sprite offsets.

  <Sprite Offset Y: +n>
  <Sprite Offset Y: -n>
  - Replace 'n' with the number of pixels you wish to offset the vertical
  position of the sprite by. A positive number moves the sprite down. A
  negative number moves the sprite up.
  *NOTE*: This will take priority over event notetag sprite offsets.

  <Sprite Offset: +x, +y>
  <Sprite Offset: -x, -y>
  - If you wish to put sprite offset information on one line, use the above
  comment tag instead. Replace 'x' and 'y' with the values to offset the
  sprite by. Positive x will move the sprite right. Negative x will move the
  sprite left. Positive y will move the sprite down. Negative y will move
  the sprite up.
  *NOTE*: This will take priority over event notetag sprite offsets.

Event Step Animation Options

To offset sprites using comments, make comments for each event page you want
the sprite to be offset in using the comment tags below:

Comment Tags:

  <Step Animation: Left to Right>
  - Makes the event sprite's step behavior go from frame 0 to 1 to 2, then
  back to 0 instead of looping backwards.
  *NOTE*: This will take priority over event notetag step animations.

  <Step Animation: Right to Left>
  - Makes the event sprite's step behavior go from frame 2 to 1 to 0, then
  back to 2 instead of looping forwards.
  *NOTE*: This will take priority over event notetag step animations.

  <Step Animation: Spin Clockwise>
  <Step Animation: Spin CW>
  - Makes the event sprite's step behavior spin itself clockwise.
  *NOTE*: This will take priority over event notetag step animations.

  <Step Animation: Spin CounterClockwise>
  <Step Animation: Spin CCW>
  <Step Animation: Spin AntiClockwise>
  <Step Animation: Spin ACW>
  - Makes the event sprite's step behavior spin itself counterclockwise.
  *NOTE*: This will take priority over event notetag step animations.

Icons on Events

The easiest way to attach icons to events would be to use notetags and/or
comment tags. Using notetags will make the icon always attached to the event
while using comment tags will make the icon attached to the event only if
the page containing the comment tag is active.

  <Icon on Event: n>
  - Replace 'n' with the icon you wish to attach to the event.

  <Icon on Event Buffer X: +x>
  <Icon on Event Buffer X: -x>
  - Replace 'x' with the buffer amount for X. For X, a negative number moves
  it left and a positive one moves it right.

  <Icon on Event Buffer Y: +y>
  <Icon on Event Buffer Y: -y>
  - Replace 'y' with the buffer amount for Y. For Y, a negative number moves
  it up and a positive one moves it down.

  <Icon on Event Buffer: +x, +y>
  <Icon on Event Buffer: -x, -y>
  - Replace 'x' and 'y' with the respective buffer values you wish to apply.
  For X, a negative number moves it left and a positive one moves it right.
  For Y, a negative number moves it up and a positive one moves it down.

Keep in mind these notetags and comment tags only work for events. They do
not work on the player character. If you wish to apply icons to the player
character, you'd have to use one of the methods below.

Keyboard Config

If you're using Button Common Events, you can make certain Common Events
able to be bound to the keyboard using Comment Tags. To make a Comment Tag,
use a Comment Event inside of your Common Event, and insert the following to
achieve the desired effect:

Comment Tag:

  <Config Key: text>
  This is the text displayed on the keyboard if this common event is bound
  to a keyboard key. If this text isn't used, then the text displayed will
  be the common event's name.

  <Config Text: text>
  This is the text displayed when selecting a key to bind for the keyboard
  key. This is the text displayed in the selection list. If this text isn't
  used, then the text displayed will be the common event's name.

  <Config Required>
  This makes the common event required to be bound on the keyboard before
  the player can exit the configuration menu. In order for this to work
  properly, there needs to be a Button Common Event bound for this common
  event as well.

Proximity Compass

<Compass Icon: x>
- This will set the event's icon to x.

<Compass Proximity: x>
- This icon will only appear on the compass if the player is within x tiles.

Synchronized Event Movement

This plugin uses Comment Targets. First, open up the event and page you want to synchronize with a target. Then create a comment in it. Use the following text inside the comment for the desired effect:

  <Move Synch Target: Player>
  <Move Synch Target: Event x>
  - This will synchronize this event's movement with the player or event x.
  - When using event x, replace 'x' with ID of event.
  - If this comment tag isn't present, the event will not synch movements.
  <Move Synch Type: Random>
  <Move Synch Type: Approach>
  <Move Synch Type: Away>
  <Move Synch Type: Custom>
  <Move Synch Type: Mimic>
  <Move Synch Type: Reverse Mimic>
  <Move Synch Type: Mirror Horizontal>
  <Move Synch Type: Mirror Vertical>
  - This will change the behavior of a synchronized event.
  - Random: Events will move in random but valid directions.
  - Approach: Events will approach their targets.
  - Away: Events will move away from their targets.
  - Custom: Events will follow the page's assigned custom move route.
  - Mimic: Events will move the same direction their targets move.
  - Reverse Mimic: Events will move the opposite direction of their targets.
  - Mirror Horizontal: Events will move as if there's a horizontal mirror.
  - Mirror Vertical: Events will move as if there's a vertical mirror.
  - If this comment tag isn't present, the event will default to 'random'.
  <Move Synch Delay: x>
  - Replace 'x' with the number of steps to wait for the target to move
  before it moves itself. For example, if x is 2, then the event will move
  once every time the target moves 2 steps.
  - If this comment tag isn't present, the event will default to 1 step.