Template:VisuMZ Event Chain Reactions Notetags

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The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

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Positioning-Related Notetags

EventChainReact PushPull.gif

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<Push>

- Used for: Event Notetags and Event Page Comment Tags
- Allows this event to be pushed when using the Plugin Command:
  "Positioning: Push Player Front".
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<Pull>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Allows this event to be pushed when using the Plugin Command:
  "Positioning: Pull Player Front".
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<Push Pull>
<Pull Push>

- Used for: Event Notetags and Event Page Comment Tags
- Allows this event to be pushed when using the Plugin Commands:
  "Positioning: Push Player Front" and "Positioning: Pull Player Front".
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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Catalyst and Reactor-Related Notetags

EventChainReact Catalyst.gif

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<type speed Catalyst: range>

- Used for: Event Notetags and Event Page Comment Tags
- Makes this event into a 'type' catalyst source that spreads at 'speed'
  intervals onto events within 'range'.
- Replace 'type' with a string representing the reaction type to be spread
  to other event reactors of the same 'type'.
  - This is NOT case sensitive.
- Replace 'speed' with any of the following text to represent the repeating
  interval at which the catalyst event spreads:
  - 'tick', 'fast', 'quick', 'short', 'average', 'slow', 'long', 'late'
  - Do NOT include the quotes.
  - Faster speeds can potentially cause lag, so use slower speeds to ensure
    FPS stability.
- Replace 'range' with any of the following to determine the range:
  - 'exact' - Coordinates must equal the catalyst event's X, Y position.
  - 'front' - Coordinates equal the tile in front of the catalyst.
  - 'back' - Coordinates equal the tile behind the catalyst.
  - 'cw' - Coordinates equal the tile clockwise from catalyst.
  - 'ccw' - Coordinates equal the tile counterclockwise from catalyst.
  - 'adjacent' - Any of the 4 tiles surrounding the catalyst.
  - 'near' - Any of the 8 tiles surrounding the catalyst.
  - 'down' - Coordinates equal the tile below the catalyst on the map.
  - 'left' - Coordinates equal the tile left of the catalyst on the map.
  - 'right' - Coordinates equal the tile right of the catalyst on the map.
  - 'up' - Coordinates equal the tile above the catalyst on the map.
  - 'lower left' - Coordinates equal the tile to catalyst's lower left.
  - 'lower right' - Coordinates equal the tile to catalyst's lower right.
  - 'upper left' - Coordinates equal the tile to catalyst's upper left.
  - 'upper right' - Coordinates equal the tile to catalyst's upper right.
  - Do NOT include the quotes.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<type x Frames Catalyst: range>

- Used for: Event Notetags and Event Page Comment Tags
- Makes this event into a 'type' catalyst source that spreads at 'x' frame
  intervals onto events within 'range'.
- Replace 'type' with a string representing the reaction type to be spread
  to other event reactors of the same 'type'.
  - This is NOT case sensitive.
- Replace 'x' with a number representing the number of frames that determine
  the ongoing intervals the catalysts cycle through.
  - Faster speeds can potentially cause lag, so use slower speeds to ensure
    FPS stability.
- Replace 'range' with any of the following to determine the range:
  - 'exact' - Coordinates must equal the catalyst event's X, Y position.
  - 'front' - Coordinates equal the tile in front of the catalyst.
  - 'back' - Coordinates equal the tile behind the catalyst.
  - 'cw' - Coordinates equal the tile clockwise from catalyst.
  - 'ccw' - Coordinates equal the tile counterclockwise from catalyst.
  - 'adjacent' - Any of the 4 tiles surrounding the catalyst.
  - 'near' - Any of the 8 tiles surrounding the catalyst.
  - 'down' - Coordinates equal the tile below the catalyst on the map.
  - 'left' - Coordinates equal the tile left of the catalyst on the map.
  - 'right' - Coordinates equal the tile right of the catalyst on the map.
  - 'up' - Coordinates equal the tile above the catalyst on the map.
  - 'lower left' - Coordinates equal the tile to catalyst's lower left.
  - 'lower right' - Coordinates equal the tile to catalyst's lower right.
  - 'upper left' - Coordinates equal the tile to catalyst's upper left.
  - 'upper right' - Coordinates equal the tile to catalyst's upper right.
  - Do NOT include the quotes.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<type Reactor Switch On: x>
<type Reactor Switches On: x, x, x>

<type Reactor Switch Off: x>
<type Reactor Switches Off: x, x, x>

- Used for: Event Notetags and Event Page Comment Tags
- Makes this event into a 'type' reactor that upon a catalyst creating a
  reaction will turn any linked switch(es) or self switch(es) ON or OFF.
  - The ON variant will turn the linked switch ON when a reaction occurs.
  - The OFF variant will turn the linked switch OFF when a reaction occurs.
- Replace 'type' with a string representing the reaction type to be react
  to from catalysts of the same 'type'.
- Replace 'x' with either a number to represent a numeric global switch or
  a letter to represent a native RPG Maker MZ self switch.
  - If a numeric switch value happens to be a self switch or map switch due
    to VisuMZ_1_EventsMoveCore, then it will be treated as such.
  - Insert multiple 'x' values to change multiple switches or self switches
    upon a successful reaction.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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Pressure Plate and Heavy Object-Related Notetags

EventChainReact PressurePlate.gif

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<Pressure Plate Switch: x>
<Pressure Plate Switches: x, x, x>

- Used for: Event Notetags and Event Page Comment Tags
- Turns this event into a pressure plate that upon having a heavy object on
  it will trigger any linked switch(es) and self switch(es) to turn ON and
  upon stepping off will also turn them OFF.
- Using this notetag will set the event's priority to "Below characters".
- Replace 'x' with either a number to represent a numeric global switch or
  a letter to represent a native RPG Maker MZ self switch.
  - If a numeric switch value happens to be a self switch or map switch due
    to VisuMZ_1_EventsMoveCore, then it will be treated as such.
  - Insert multiple 'x' values to change multiple switches or self switches
    upon a successful activation.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<Heavy>
<Heavy Object>

- Used for: Event Notetags and Event Page Comment Tags
- Marks this event as a heavy object that can stand on top of and activate
  pressure plate events.
- Using this notetag will set the event's priority to "Same as characters".
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<Not Heavy>
<Not Heavy Object>

- Used for: Event Notetags and Event Page Comment Tags
- Marks this event as an object not heavy enough to activate pressure
  plates events.
- This is used to offset the Plugin Parameter that sets "Same as characters"
  events as heavy objects.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<All Pressure Plates Switch: x>
<All Pressure Plates Switches: x, x, x>

- Used for: Map Notetags
- If all native pressure plate events on the map has been stepped on, turn
  ON the switch(es). Otherwise, set the switch(es) to OFF.
- Erased and spawned pressure plate events do not count.
- Replace 'x' with a number to represent a numeric global switch.
  - If a numeric switch value happens to be a map switch or map self due to
    VisuMZ_1_EventsMoveCore, then it will be treated as such.

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Charger and Conductor-Related Notetags

EventChainReact Conduct.gif

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<type Charger>

- Used for: Event Notetags and Event Page Comment Tags
- Marks this event as a charger event that produces a 'type' current that
  can be received by same 'type' conductors.
- Replace 'type' with a string representing the current type released from
  this charger event to other conductor events of the same 'type'.
  - This is NOT case sensitive.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<type Conductor Switch: x>
<type Conductor Switches: x, x, x>

- Used for: Event Notetags and Event Page Comment Tags
- Marks this event as a conductor event that receives a 'type' current and
  will turn on any linked switch(es) or self switch(es) based on its current
  conduction state.
- Conductor events will also transfer its current to other conductors of the
  same 'type'.
- Replace 'type' with a string representing the current type released from
  this charger event to other conductor events of the same 'type'.
  - This is NOT case sensitive.
- Replace 'x' with either a number to represent a numeric global switch or
  a letter to represent a native RPG Maker MZ self switch.
  - If a numeric switch value happens to be a self switch or map switch due
    to VisuMZ_1_EventsMoveCore, then it will be treated as such.
  - Insert multiple 'x' values to apply multiple switches or self switches
    based on the conduction state.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<Current Direction: range>
<Charge Direction: range>
<Conduct Direction: range>

- Used for: Event Notetags and Event Page Comment Tags
- Used for charger events and conductor events to determine which direction
  the current will travel.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'range' with any of the following to determine the range:
  - 'exact' - Coordinates must equal the catalyst event's X, Y position.
  - 'front' - Coordinates equal the tile in front of the catalyst.
  - 'back' - Coordinates equal the tile behind the catalyst.
  - 'cw' - Coordinates equal the tile clockwise from catalyst.
  - 'ccw' - Coordinates equal the tile counterclockwise from catalyst.
  - 'adjacent' - Any of the 4 tiles surrounding the catalyst.
  - 'near' - Any of the 8 tiles surrounding the catalyst.
  - 'down' - Coordinates equal the tile below the catalyst on the map.
  - 'left' - Coordinates equal the tile left of the catalyst on the map.
  - 'right' - Coordinates equal the tile right of the catalyst on the map.
  - 'up' - Coordinates equal the tile above the catalyst on the map.
  - 'lower left' - Coordinates equal the tile to catalyst's lower left.
  - 'lower right' - Coordinates equal the tile to catalyst's lower right.
  - 'upper left' - Coordinates equal the tile to catalyst's upper left.
  - 'upper right' - Coordinates equal the tile to catalyst's upper right.
  - Do NOT include the quotes.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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Decay-Related Notetags

EventChainReact Decay.gif

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<speed Decay Switch On: x>
<speed Decay Switches On: x, x, x>

<speed Decay Switch Off: x>
<speed Decay Switches On: x, x, x>

- Used for: Event Notetags and Event Page Comment Tags
- Marks this event as one that upon availability, will start decaying and
  start a countdown timer, where upon reaching 0, any linked switch(es) and
  self switch(es) will have their values changed.
  - The ON variant will turn the linked switch ON when the decay occurs.
  - The OFF variant will turn the linked switch OFF when the decay occurs.
- Replace 'speed' with any of the following text to represent the duration
  time of the decay countdown:
  - 'tick', 'fast', 'quick', 'short', 'average', 'slow', 'long', 'late'
  - Do NOT include the quotes.
- Replace 'x' with either a number to represent a numeric global switch or
  a letter to represent a native RPG Maker MZ self switch.
  - If a numeric switch value happens to be a self switch or map switch due
    to VisuMZ_1_EventsMoveCore, then it will be treated as such.
  - Insert multiple 'x' values to change multiple switches or self switches
    upon the decay countdown reaching 0.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<x Frames Decay Switch On: id>
<x Frames Decay Switches On: id, id, id>

<x Frames Decay Switch Off: id>
<x Frames Decay Switches Off: id, id, id>

- Used for: Event Notetags and Event Page Comment Tags
- Marks this event as one that upon availability, will start decaying and
  after x frames, any linked switch(es) and self switch(es) will have their
  values changed.
  - The ON variant will turn the linked switch ON when the decay occurs.
  - The OFF variant will turn the linked switch OFF when the decay occurs.
- Replace 'x' with a number representing the number of frames that determine
  the total frames before the decay occurs.
  - Faster speeds can potentially cause lag, so use slower speeds to ensure
    FPS stability.
- Replace 'id' with either a number to represent a numeric global switch or
  a letter to represent a native RPG Maker MZ self switch.
  - If a numeric switch value happens to be a self switch or map switch due
    to VisuMZ_1_EventsMoveCore, then it will be treated as such.
  - Insert multiple 'id' values to change multiple switches or self switches
    upon the decay countdown reaching 0.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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Submerge-Related Notetags

EventChainReact Submerge.gif

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<Submerge Switch On: x>
<Submerge Switches On: x, x, x>

<Submerge Switch Off: x>
<Submerge Switches Off: x, x, x>

- Used for: Event Notetags and Event Page Comment Tags
- Marks this event as a submersive event, which upon being on top of a water
  tile, will instantly alter any linked switch(es) and self switch(es).
  - The ON variant will turn the linked switch ON when the decay occurs.
  - The OFF variant will turn the linked switch OFF when the decay occurs.
- This notetag variant will treat both shallow water and deep water tiles
  the same as one another.
- Replace 'x' with either a number to represent a numeric global switch or
  a letter to represent a native RPG Maker MZ self switch.
  - If a numeric switch value happens to be a self switch or map switch due
    to VisuMZ_1_EventsMoveCore, then it will be treated as such.
  - Insert multiple 'x' values to change multiple switches or self switches
    upon being submerged into water.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<Shallow Submerge Switch On: x>
<Shallow Submerge Switches On: x, x, x>

<Shallow Submerge Switch Off: x>
<Shallow Submerge Switches Off: x, x, x>

- Used for: Event Notetags and Event Page Comment Tags
- Marks this event as a submersive event, which upon being on top of a water
  tile, will instantly alter any linked switch(es) and self switch(es).
  - The ON variant will turn the linked switch ON when the decay occurs.
  - The OFF variant will turn the linked switch OFF when the decay occurs.
- This notetag variant will only trigger on shallow water tiles and not
  deep water tiles.
- Replace 'x' with either a number to represent a numeric global switch or
  a letter to represent a native RPG Maker MZ self switch.
  - If a numeric switch value happens to be a self switch or map switch due
    to VisuMZ_1_EventsMoveCore, then it will be treated as such.
  - Insert multiple 'x' values to change multiple switches or self switches
    upon being submerged into shallow water.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<Deep Submerge Switch On: x>
<Deep Submerge Switches On: x, x, x>

<Deep Submerge Switch Off: x>
<Deep Submerge Switches Off: x, x, x>

- Used for: Event Notetags and Event Page Comment Tags
- Marks this event as a submersive event, which upon being on top of a water
  tile, will instantly alter any linked switch(es) and self switch(es).
  - The ON variant will turn the linked switch ON when the decay occurs.
  - The OFF variant will turn the linked switch OFF when the decay occurs.
- This notetag variant will only trigger on deep water tiles and not
  shallow water tiles.
- Replace 'x' with either a number to represent a numeric global switch or
  a letter to represent a native RPG Maker MZ self switch.
  - If a numeric switch value happens to be a self switch or map switch due
    to VisuMZ_1_EventsMoveCore, then it will be treated as such.
  - Insert multiple 'x' values to change multiple switches or self switches
    upon being submerged into deep water.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<Submerged Effect>

<Submerged Effect: x>

- Used for: Event Notetags and Event Page Comment Tags
- Adds a visual effect to the event, making it bob up and down like at the
  surface of the water.
- Use the <Submerged Effect: x> variant to visually submerge the event
  further, making it appear heavier and deeper in the water.
- Replace 'x' with a number representing how many pixels deep to submerge
  the event visually.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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<Bridge>

- Used for: Event Notetags and Event Page Comment Tags
- Marks the event as a bridge, allowing the player and other events to walk
  on top of it, even if it is over water.
- Using this notetag will set the event's priority to "Below characters".
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

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Useful-Related Notetags

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<Exit Reset Self Data>

- Used for: Event Notetags ONLY
- When the player leaves the current map, all Self Switches and Self
  Variables related to this event will be reset.
- This notetag is a part of VisuMZ_1_EventsMoveCore but is recommended to be
  listed here with this plugin.

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