Self Switches & Variables (YEP)

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This is a plugin created for RPG Maker MV.

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Masterarbeit Writer

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Introduction

RPG Maker MV comes with Self Switch functionality. However, the number of
Self Switches provided is a mere 4 in total, not enough for some of the more
complex events. This plugin will let you extend the number of Self Switches.
Self Variables, on the other hand, do not exist in RPG Maker MV, so this
plugin will provide functionality for that as well.

Instructions

In order to set up your custom Self Switches and Self Variables, you must
first do a few things.

  1. Open up your Switches/Variables list in the editor.
  2. Name the Switch to have 'Self Sw' in its name.
     - or -
     Name the Variable to have 'Self Var' in its name.

Now, any time you use these following event commands, if the Self Switch or
Self Variable is the focus, it will be used instead of the actual Switch or
actual variable:

  Self Switches:
    - Control Switches
    - Conditional Branch
    - Set Movement Route (Switch ON/Switch Off)

  Self Variables:
    - Show Text (using the \v[x] codes)
    - Input Number
    - Select Item
    - Control Variables
    - Conditional Branch
    - Change Gold
    - Change Items
    - Change Weapons
    - Change Armors
    - Change HP
    - Change MP
    - Change TP
    - Recover All
    - Change EXP
    - Change Level
    - Change Parameter
    - Change Skill
    - Change Equipment
    - Change Enemy HP
    - Change Enemy MP
    - Change Enemy TP
    - Transfer Player
    - Set Vehicle Location
    - Set Event Location
    - Show Picture
    - Move Picture
    - Get Location Info

Note that not all plugins that use variables will be necessarily compatible
with the custom made Self Switches and Self Variables. Of the YEP library,
these plugins are compatible with this plugin:

  - YEP_EventMiniLabel
  - YEP_MapSelectSkill

Non-Yanfly Engine Plugins may or may not be compatible.

Plugin Commands

PluginCommandsMV.png

Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MV.

Here is a list of Plugin Command(s) that you may use:

Those who would like to remotely control Self Switches and Self Variables
can use the following plugin commands:

Plugin Commands:

  SelfSwitch Map x, Event y, Switch z to true
  SelfSwitch Map x, Event y, Switch z to false
  SelfSwitch Map x, Event y, Switch z to code
  - This will change the Self Switch used for map 'x', event 'y', and
  switch 'z' to the value of 'code' value. You can replace 'code' with a
  'true' or 'false' value or a piece of code like '$gameSwitches.value(4)'.

  SelfVariable Map x, Event y, Variable z to 12345
  SelfVariable Map x, Event y, Variable z to value + 100
  SelfVariable Map x, Event y, Variable z to code
  - This will change the Self Variable used for map 'x', event 'y', and
  switch 'z' to the value of 'code' value. You can replace 'code' with a
  number like '12345', a calculation using 'value' (the current value of the
  Self Variable), or a piece of code like '$gameVariables.value(4)'.

Script Calls

ScriptCallsMV.png

Script Calls are event commands that are used to run JavaScript code during an event to call upon unique functions, usually added by the related plugin.

Here is a list of Script Call(s) that you may use:

For those who'd rather deal altering self switches and/or self variables
inside of the script call event instead, you can use these script calls:

Script Call:

  this.getSelfSwitchValue(mapId, eventId, switchId)
  - Replace mapId with the map ID the event exists on. Replace eventId with
  the ID of the event. And replace the switchId with the ID of the switch.
  This will get the true/false value of that event's self switch.

  this.getSelfVariableValue(mapId, eventId, varId)
  - Replace mapId with the map ID the event exists on. Replace eventId with
  the ID of the event. And replace the varId with the ID of the variable.
  This will get the value of that event's self variable.

  this.setSelfSwitchValue(mapId, eventId, switchId, true)
  this.setSelfSwitchValue(mapId, eventId, switchId, false)
  - Replace mapId with the map ID the event exists on. Replace eventId with
  the ID of the event. And replace the switchId with the ID of the switch.
  This will set that self switch to true or false.

  this.setSelfVariableValue(mapId, eventId, varId, value)
  - Replace mapId with the map ID the event exists on. Replace eventId with
  the ID of the event. And replace the varId with the ID of the variable.
  This will set that self variable to the value inserted.

Changelog

Version 1.04:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.

Version 1.03:
- Updated for RPG Maker MV version 1.5.0.

Version 1.02a:
- Lunatic Mode fail safes added.
- Documentation updated for the script calls. Previously used incorrect
function names. Function names should now be fixed.

Version 1.01:
- Fixed a conflict that made self variables not work properly with the Input
Number event, select item event while a parallel process has a variable
being changed in the background.
- Added Self-Variable support for Transfer Player, Set Vehicle Location, Set
Event Location, Show Picture, Move Picture, and Get Location Info events.

Version 1.00:
- Finished Plugin!