Difference between revisions of "Category:Plugin Commands (MV)"

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</nowiki>
 
</nowiki>
  
== [[Enemy Levels (YEP)|Enemy Levels]] ==
+
== [[Dragonbones Event Pictures (Irina)|Dragonbones Event Pictures]] ==
 +
 
 +
Insert these for your Plugin Commands to control the Dragonbones armature
 +
attached to pictures.
 +
 
 +
<hr>
 +
 
 +
<html><img src='https://img.itch.zone/aW1nLzI5MDc4NTQuZ2lm/original/7oyVDF.gif'></html>
  
<nowiki>
+
<pre>
If you wish to change enemy levels through plugin commands, you can use the
+
Picture ID Dragonbones: filename
following plugin commands to alter them. These plugin commands are only used
 
inside battle.
 
  
Plugin Command:
+
  -Replace 'ID' with the picture ID you want to attach a
 +
  Dragonbones armature to.
  
  EnemyLevelChange 2 to 50
+
   -Replace 'filename' with the base filename of the Dragonbones armature.
   - This will reset the enemy in position 2's level to 50.
 
  
  EnemyLevelChangeAll 50
+
   -If no picture is already shown, one will be created and centered at the
   - This will change the levels of all enemies to 50.
+
  middle of the screen.
  
  EnemyGainLevel 3 by 20
+
   -When a Dragonbones armature comes out, it will play the "Idle" animation
   - This will cause the enemy in positon 3 to gain 20 levels.
+
  by default if there is one (so please make your Dragonbones armatures
 +
  with this in mind).
 +
</pre>
  
  EnemyGainLevelAll 20
+
<hr>
  - This will cause all enemies to gain 20 levels.
 
  
  EnemyLoseLevel 4 by 10
+
<html><img src='https://img.itch.zone/aW1nLzI5MDc4NzcuZ2lm/original/JdWTCe.gif'></html>
  - This will cause the enemy in positon 4 to lose 10 levels.
 
  
  EnemyLoseLevelAll 10
+
<pre>
  - This will cause all enemies to lose 10 levels.
+
Picture ID Dragonbones Animation: animationName
  
  EnemyLevelReset 5
+
   -Replace 'ID' with the picture ID you want to play an animation on.
   - This will reset the enemy in position 5's level to the level it had at
 
  the start of battle.
 
  
  EnemyLevelResetAll
+
   -Replace 'animationName' with the animation name used for the armature.
   - This will reset all enemy levels to their original levels.
+
</pre>
</nowiki>
 
  
=== [[Difficulty Slider (YEP)|Difficulty Slider]] ===
 
 
<hr>
 
<hr>
 +
 +
<html><img src='https://img.itch.zone/aW1nLzI5MDc4NjcuZ2lm/original/sw7Csa.gif'></html>
 +
 +
<pre>
 +
Picture ID Dragonbones Scale X: value
 +
Picture ID Dragonbones Scale Y: value
 +
 +
  -Replace 'ID' with the picture ID you want to change the base
 +
  Dragonbones armature scale of.
 +
 +
  -Replace 'value' with a float value depicting the rate.
 +
  This is amplified by the picture's scale value.
 +
</pre>
 +
 +
<hr>
 +
 +
== [[Dragonbones Map Sprites (Irina)|Dragonbones Map Sprites]] ==
 +
 +
Insert these for your Plugin Commands to control the Dragonbones armature
 +
attached to a map sprite.
 +
 +
<hr>
 +
 +
<html><img src='https://img.itch.zone/aW1nLzI5MjM2MzEuZ2lm/original/n9Q%2B8%2F.gif'></html>
 +
 +
<pre>
 +
Actor id Dragonbones Sprite Animation: animation
 +
Event id Dragonbones Sprite Animation: animation
 +
Party index Dragonbones Sprite Animation: animation
 +
 +
  - Replace 'id' with the ID of the actor/event to target.
 +
  - Replace 'index' with the index of the party member to target.
 +
  - Replace 'animation' with the Dragonbones animation name to play.
 +
    - Note: Case sensitive.
 +
    - Replace 'animation' with "Clear Animation" to clear it.
 +
</pre>
 +
 +
<hr>
 +
 +
You can change the Dragonbones map sprite properties of actors permanently
 +
by using the following plugin commands.
 +
 +
<hr>
 +
 +
<pre>
 +
Actor id Dragonbones Sprite Filename: filename
 +
Party index Dragonbones Sprite Filename: filename
 +
 +
  - Replace 'id' with the ID of the actor/event to target.
 +
  - Replace 'index' with the index of the party member to target.
 +
  - Replace 'filename' with the Dragonbones Armature's name.
 +
    - Note: Case sensitive.
 +
</pre>
 +
 +
<hr>
 +
 +
<pre>
 +
Actor id Dragonbones Sprite Scale: x, y
 +
Party index Dragonbones Sprite Scale: x, y
 +
 +
  - Replace 'id' with the ID of the actor to target.
 +
  - Replace 'index' with the index of the party member to target.
 +
  - Replace 'x' and 'y' with the amount to scale the sprite by.
 +
</pre>
 +
 +
<hr>
 +
 +
<pre>
 +
Actor id Dragonbones Sprite Speed: x
 +
Party index Dragonbones Sprite Speed: x
 +
 +
  - Replace 'id' with the ID of the actor to target.
 +
  - Replace 'index' with the index of the party member to target.
 +
  - Replace 'x' with the base speed of the animation.
 +
    - 1 is normal speed.
 +
</pre>
 +
 +
<hr>
 +
 +
<pre>
 +
Actor id Dragonbones Sprite Size: width, height
 +
Party index Dragonbones Sprite Size: width, height
 +
 +
  - Replace 'id' with the ID of the actor to target.
 +
  - Replace 'index' with the index of the party member to target.
 +
  - Replace 'width' and 'height' with values to determine the sprite's size.
 +
  - Dragonbones armatures don't use width and height but other plugins do.
 +
</pre>
 +
 +
<hr>
 +
 +
<pre>
 +
Actor id Dragonbones Sprite Flip Left: true
 +
Actor id Dragonbones Sprite Flip Left: false
 +
Actor id Dragonbones Sprite Flip Right: true
 +
Actor id Dragonbones Sprite Flip Right: false
 +
 +
Party index Dragonbones Sprite Flip Left: true
 +
Party index Dragonbones Sprite Flip Left: false
 +
Party index Dragonbones Sprite Flip Right: true
 +
Party index Dragonbones Sprite Flip Right: false
 +
 +
  - Replace 'id' with the ID of the actor to target.
 +
  - Replace 'index' with the index of the party member to target.
 +
  - Turns 'Flip Left' or 'Flip Right' on/off.
 +
</pre>
 +
 +
<hr>
 +
 +
<pre>
 +
Actor id Dragonbones Motion type: animation
 +
Party index Dragonbones Motion type: animation
 +
 +
  - Replace 'id' with the ID of the actor to target.
 +
  - Replace 'index' with the index of the party member to target.
 +
  - Replace 'type' with any of the following:
 +
    - Idle
 +
    - Walk
 +
    - Dash
 +
    - Jump
 +
    - Ladder Idle
 +
    - Ladder Climb
 +
  - Replace 'animation' with the Dragonbones animation name to use for that
 +
    specific motion type. This is case sensitive.
 +
</pre>
 +
 +
<hr>
 +
 +
== [[Enemy Levels (YEP)|Enemy Levels]] ==
 +
 +
<nowiki>
 +
If you wish to change enemy levels through plugin commands, you can use the
 +
following plugin commands to alter them. These plugin commands are only used
 +
inside battle.
 +
 +
Plugin Command:
 +
 +
  EnemyLevelChange 2 to 50
 +
  - This will reset the enemy in position 2's level to 50.
 +
 +
  EnemyLevelChangeAll 50
 +
  - This will change the levels of all enemies to 50.
 +
 +
  EnemyGainLevel 3 by 20
 +
  - This will cause the enemy in positon 3 to gain 20 levels.
 +
 +
  EnemyGainLevelAll 20
 +
  - This will cause all enemies to gain 20 levels.
 +
 +
  EnemyLoseLevel 4 by 10
 +
  - This will cause the enemy in positon 4 to lose 10 levels.
 +
 +
  EnemyLoseLevelAll 10
 +
  - This will cause all enemies to lose 10 levels.
 +
 +
  EnemyLevelReset 5
 +
  - This will reset the enemy in position 5's level to the level it had at
 +
  the start of battle.
 +
 +
  EnemyLevelResetAll
 +
  - This will reset all enemy levels to their original levels.
 +
</nowiki>
 +
 +
=== [[Difficulty Slider (YEP)|Difficulty Slider]] ===
 +
<hr>
 +
 +
<nowiki>
 +
For those who wish to show/hide the Difficulty Slider from the options menu
 +
midway through the game, you can control it using these plugin commands:
 +
 +
Plugin Commands:
 +
 +
  ShowDifficultySlider
 +
  - This will show the Difficulty Slider and enable it making it apply to
 +
  all enemies in the game that do not have an unaffected notetag.
 +
 +
  HideDifficultySlider
 +
  - This will hide the Difficulty Slider and also disable the slider's
 +
  effects on enemy levels in the game.
 +
</nowiki>
 +
 +
== [[Enhanced TP (YEP)|Enhanced TP]] ==
 +
 +
<nowiki>
 +
You can use the following Plugin Commands to alter Enhanced TP.
 +
 +
Plugin Command:
 +
 +
  ShowTpMode
 +
  HideTpMode
 +
  This will show/hide the TP Mode from the Skill Menu.
 +
 +
  EnableTpMode
 +
  DisableTpMode
 +
  This will enable/disable the TP Mode in the Skill Menu.
 +
 +
  ChangeTpMode Actor 1 to 5
 +
  This will change the TP mode of Actor 1 to TP Mode 5.
 +
 +
  ChangeTpMode Party 2 to 6
 +
  This will change the TP mode of Party Member 2 to TP Mode 6.
 +
 +
  UnlockTpMode Actor 3 Mode 7
 +
  This will make Actor 3 unlock TP Mode 7.
 +
 +
  UnlockTpMode Party 4 Mode 8
 +
  This will make Party Member 4 unlock TP Mode 8.
 +
 +
  RemoveTpMode Actor 1 Mode 9
 +
  This will make Actor 1 remove TP Mode 9.
 +
 +
  RemoveTpMode Party 2 Mode 10
 +
  This will make Party Member 2 remove TP Mode 10.
 +
 +
  UnlockAllTpModes Actor 1
 +
  This will make Actor 1 unlock all TP modes.
 +
 +
  UnlockAllTpModes Party 2
 +
  This will make Party member 2 unlock all TP modes.
 +
 +
  RemoveAllTpModes Actor 1
 +
  This will make Actor 1 remove all TP modes.
 +
 +
  RemoveAllTpModes Party 2
 +
  This will make Party member 2 remove all TP modes.
 +
</nowiki>
 +
 +
== [[Equip Battle Skills (YEP)|Equip Battle Skills]] ==
 +
 +
<nowiki>
 +
You can use the following plugin commands to increase or decrease the amount
 +
of battle slots for specific actors.
 +
 +
Plugin Command:
 +
 +
  IncreaseActorBattleSlots 3 by 4
 +
  - This will increase actor 3's number of battle skill slots by 4. The
 +
  total amount of battle skill slots cannot go beyond the 'Maximum Skills'
 +
  plugin parameter.
 +
 +
  DecreaseActorBattleSlots 5 by 2
 +
  - This will decrease actor 5's number of battle skill slots by 2. The
 +
  total amount of battle skill slots cannot go beneath 1.
 +
</nowiki>
  
 
  <nowiki>
 
  <nowiki>
For those who wish to show/hide the Difficulty Slider from the options menu
+
Here are some plugin commands you can use for your game!
midway through the game, you can control it using these plugin commands:
+
 
 +
Plugin Command:
 +
 
 +
  EnableEquipBattleSkills
 +
  - This will enable the 'Equip Skills' command in the skill menu.
  
Plugin Commands:
+
  DisableEquipBattleSkills
 +
  - This will disable the 'Equip Skills' command in the skill menu.
  
   ShowDifficultySlider
+
   ShowEquipBattleSkills
   - This will show the Difficulty Slider and enable it making it apply to
+
   - This will show the 'Equip Skills' command in the skill menu.
  all enemies in the game that do not have an unaffected notetag.
 
  
   HideDifficultySlider
+
   HideEquipBattleSkills
   - This will hide the Difficulty Slider and also disable the slider's
+
   - This will hide the 'Equip Skills' command in the skill menu.
  effects on enemy levels in the game.
 
 
</nowiki>
 
</nowiki>
  
== [[Enhanced TP (YEP)|Enhanced TP]] ==
+
== [[Equip Core (YEP)|Equip Core]] ==
 +
 
 +
=== [[Equip Customize Command (YEP)|Equip Customize Command]] ===
 +
<hr>
  
 
  <nowiki>
 
  <nowiki>
You can use the following Plugin Commands to alter Enhanced TP.
+
There's a couple of plugin commands you can use with this plugin.
  
 
Plugin Command:
 
Plugin Command:
  
   ShowTpMode
+
   ShowEquipCustomize
  HideTpMode
+
   - This will show the 'Customize' command in the equip menu.
   This will show/hide the TP Mode from the Skill Menu.
 
  
   EnableTpMode
+
   HideEquipCustomize
  DisableTpMode
+
   - This will hide the 'Customize' command in the equip menu.
   This will enable/disable the TP Mode in the Skill Menu.
+
</nowiki>
  
  ChangeTpMode Actor 1 to 5
+
== [[Event Chase Player (YEP)|Event Chase Player]] ==
  This will change the TP mode of Actor 1 to TP Mode 5.
 
  
  ChangeTpMode Party 2 to 6
+
=== [[Event Chase Stealth (YEP)|Event Chase Stealth]] ===
  This will change the TP mode of Party Member 2 to TP Mode 6.
+
<hr>
  
  UnlockTpMode Actor 3 Mode 7
+
<nowiki>
  This will make Actor 3 unlock TP Mode 7.
+
You can use the following Plugin Commands to adjust Stealth Mode in your
 +
game mid-game!
  
  UnlockTpMode Party 4 Mode 8
+
Plugin Command:
  This will make Party Member 4 unlock TP Mode 8.
 
  
   RemoveTpMode Actor 1 Mode 9
+
   StealthTime x
   This will make Actor 1 remove TP Mode 9.
+
  - Puts the player character into Stealth Mode for x frames. Once the
 +
   timer is up, the player exits Stealth Mode.
  
   RemoveTpMode Party 2 Mode 10
+
   StealthMode On
   This will make Party Member 2 remove TP Mode 10.
+
   - Puts the player character into Stealth Mode. There is no timer for this.
  
   UnlockAllTpModes Actor 1
+
   StealthMode Off
   This will make Actor 1 unlock all TP modes.
+
   - Puts the player character out of Stealth Mode. This also resets the
 +
  Stealth Timer to 0.
 +
 
 +
  EnableStealthDash
 +
  - Enables the player to be able to dash while in Stealth Mode.
 +
 
 +
  DisableStealthDash
 +
  - Disables the player from being able to dash while in Stealth Mode.
 +
 
 +
  SetStealthMoveSpeed x
 +
  - Sets the move speed while in Stealth Mode to x.
 +
 
 +
  HideStealthGauge
 +
  - This prevents the Stealth Gauge from being shown at all.
  
   UnlockAllTpModes Party 2
+
   ShowStealthGauge
   This will make Party member 2 unlock all TP modes.
+
   - This will show the Stealth Gauge whenever the player is in Stealth Mode.
  
   RemoveAllTpModes Actor 1
+
   EnableDifferentStealthSpeed
   This will make Actor 1 remove all TP modes.
+
   - Sets the player to have a different move speed when in Stealth Mode.
  
   RemoveAllTpModes Party 2
+
   DisableDifferentStealthSpeed
   This will make Party member 2 remove all TP modes.
+
   - The player won't have a different move speed when in Stealth Mode.
 
</nowiki>
 
</nowiki>
  
== [[Equip Battle Skills (YEP)|Equip Battle Skills]] ==
+
== [[Event Mini Label (YEP)|Event Mini Label]] ==
  
 
  <nowiki>
 
  <nowiki>
You can use the following plugin commands to increase or decrease the amount
+
If you would like to shut off the Event Mini Label mid-game or turn it on,
of battle slots for specific actors.
+
you can use the following plugin commands:
  
 
Plugin Command:
 
Plugin Command:
  
   IncreaseActorBattleSlots 3 by 4
+
   HideMiniLabel
   - This will increase actor 3's number of battle skill slots by 4. The
+
   Hides all Event Mini Label.
   total amount of battle skill slots cannot go beyond the 'Maximum Skills'
+
 
   plugin parameter.
+
   ShowMiniLabel
 +
   Shows all Event Mini Label.
  
   DecreaseActorBattleSlots 5 by 2
+
   RefreshMiniLabel
   - This will decrease actor 5's number of battle skill slots by 2. The
+
   Refreshes all Event Mini Labels on the map.
  total amount of battle skill slots cannot go beneath 1.
 
 
</nowiki>
 
</nowiki>
 +
 +
== [[Event Timer Control (YEP)|Event Timer Control]] ==
  
 
  <nowiki>
 
  <nowiki>
Here are some plugin commands you can use for your game!
+
Use the following plugin commands to make use of the new features added by
 +
this plugin to control the event timer.
  
Plugin Command:
+
Plugin Commands:
  
  EnableEquipBattleSkills
+
   --- PAUSE/RESUME ---
   - This will enable the 'Equip Skills' command in the skill menu.
 
  
   DisableEquipBattleSkills
+
   EventTimer Pause
   - This will disable the 'Equip Skills' command in the skill menu.
+
   - Pauses the event timer.
  
   ShowEquipBattleSkills
+
   EventTimer Resume
   - This will show the 'Equip Skills' command in the skill menu.
+
   - Resumes the event timer if it has been paused.
  
  HideEquipBattleSkills
+
   --- COUNT DOWN/UP ---
   - This will hide the 'Equip Skills' command in the skill menu.
 
</nowiki>
 
  
== [[Equip Core (YEP)|Equip Core]] ==
+
  EventTimer Countdown
 +
  - Changes the direction of the event timer to decrease and count down
 +
  towards 0 seconds.
  
=== [[Equip Customize Command (YEP)|Equip Customize Command]] ===
+
  EventTimer Count Up
<hr>
+
  - Changes the direction of the event timer to increase and count upwards
 +
  endlessly until manually stopped
  
<nowiki>
+
  EventTimer Count Toggle
There's a couple of plugin commands you can use with this plugin.
+
  - Switches the current direction of the event timer to either increase or
 +
  decrease each second it is active.
  
Plugin Command:
+
  --- INCREASE/DECREASE ---
  
   ShowEquipCustomize
+
   EventTimer Increase x Frames
   - This will show the 'Customize' command in the equip menu.
+
  EventTimer Decrease x Frames
 +
   - Replace 'x' with a number value to determine how many frames to
 +
  increase or decrease the event timer by.
  
   HideEquipCustomize
+
   EventTimer Increase x Seconds
   - This will hide the 'Customize' command in the equip menu.
+
  EventTimer Decrease x Seconds
</nowiki>
+
   - Replace 'x' with a number value to determine how many seconds to
 +
  increase or decrease the event timer by.
  
== [[Event Chase Player (YEP)|Event Chase Player]] ==
+
  EventTimer Increase x Minutes
 +
  EventTimer Decrease x Minutes
 +
  - Replace 'x' with a number value to determine how many minutes to
 +
  increase or decrease the event timer by.
  
=== [[Event Chase Stealth (YEP)|Event Chase Stealth]] ===
+
  EventTimer Increase x Hours
<hr>
+
  EventTimer Decrease x Hours
 +
  - Replace 'x' with a number value to determine how many hours to
 +
  increase or decrease the event timer by.
  
<nowiki>
+
  You can also combine them together as such:
You can use the following Plugin Commands to adjust Stealth Mode in your
 
game mid-game!
 
  
Plugin Command:
+
  EventTimer Increase x Hours, y Seconds
 +
  EventTimer Increase x Hours, y Minutes
 +
  EventTimer Increase x Minutes, y Seconds
 +
  EventTimer Increase x Hours, y Minutes, z Seconds
 +
</nowiki>
  
  StealthTime x
+
== [[External Links (YEP)|External Links]] ==
  - Puts the player character into Stealth Mode for x frames. Once the
 
  timer is up, the player exits Stealth Mode.
 
  
  StealthMode On
+
<nowiki>
  - Puts the player character into Stealth Mode. There is no timer for this.
+
If you wish to send players to other links, you can use the following
 +
plugin commands.
  
  StealthMode Off
+
Plugin Command
   - Puts the player character out of Stealth Mode. This also resets the
+
   OpenNewTab http://www.google.com/    Opens link in a new tab.
   Stealth Timer to 0.
+
   OpenNewWindow http://www.google.com/  Opens link in a new window.
  
  EnableStealthDash
+
Some web browsers may not differentiate these commands too much.
  - Enables the player to be able to dash while in Stealth Mode.
+
</nowiki>
  
  DisableStealthDash
+
== [[Footstep Sounds (YEP)|Footstep Sounds]] ==
  - Disables the player from being able to dash while in Stealth Mode.
 
  
  SetStealthMoveSpeed x
+
<nowiki>
  - Sets the move speed while in Stealth Mode to x.
+
If at any time you wish to enable/disable footstep sounds in your game, you
 +
can use some plugin commands to do so.
  
  HideStealthGauge
+
Plugin Commands:
  - This prevents the Stealth Gauge from being shown at all.
 
  
   ShowStealthGauge
+
   EnableFootsteps
   - This will show the Stealth Gauge whenever the player is in Stealth Mode.
+
   - Turns on footstep sounds.
  
   EnableDifferentStealthSpeed
+
   DisableFootsteps
   - Sets the player to have a different move speed when in Stealth Mode.
+
   - Turns off footstep sounds.
 
 
  DisableDifferentStealthSpeed
 
  - The player won't have a different move speed when in Stealth Mode.
 
 
</nowiki>
 
</nowiki>
  
== [[Event Mini Label (YEP)|Event Mini Label]] ==
+
== [[Force Advantage (YEP)|Force Advantage]] ==
  
 
  <nowiki>
 
  <nowiki>
If you would like to shut off the Event Mini Label mid-game or turn it on,
+
Use the following plugin commands to force a battle advantage on the next
you can use the following plugin commands:
+
upcoming battle:
  
 
Plugin Command:
 
Plugin Command:
  
   HideMiniLabel
+
   ForceAdvantage Pre-Emptive
   Hides all Event Mini Label.
+
   ForceAdvantage Preemptive
 +
  ForceAdvantage First Strike
 +
  ForceAdvantage Player
 +
  - Forces a pre-emptive strike giving the player the advantage.
  
   ShowMiniLabel
+
   ForceAdvantage Surprise
   Shows all Event Mini Label.
+
   ForceAdvantage Back Attack
 +
  ForceAdvantage Enemy
 +
  - Forces a surprise attack giving the enemy party the advantage.
  
   RefreshMiniLabel
+
   ForceAdvantage None
   Refreshes all Event Mini Labels on the map.
+
   ForceAdvantage Normal
 +
  ForceAdvantage Neutral
 +
  - Forces a neutral advantage where neither party has the advantage.
 +
 
 +
  ForceAdvantage Clear
 +
  - Clears any forced advantage settings imposed by the above commands.
 
</nowiki>
 
</nowiki>
  
== [[Event Timer Control (YEP)|Event Timer Control]] ==
+
== [[Gab Window (YEP)|Gab Window]] ==
  
 
  <nowiki>
 
  <nowiki>
Use the following plugin commands to make use of the new features added by
+
Using the Gab Window is quite simple. By default, it can be used in either
this plugin to control the event timer.
+
the map scene or the battle scene. To call upon it, you will to use a few
 +
Plugin Commands to set up what you wish for the Gab Window to display.
  
 
Plugin Commands:
 
Plugin Commands:
  
  --- PAUSE/RESUME ---
+
--- Setup Commands ---
  
  EventTimer Pause
+
GabText text
  - Pauses the event timer.
+
This will set the gab window to type out the above text. Text codes can be
 +
used for the Gab Window.
  
  EventTimer Resume
+
GabFaceName filename
  - Resumes the event timer if it has been paused.
+
If you wish to display a face graphic, use this plugin command to have it
 +
display a face from the filename.
  
  --- COUNT DOWN/UP ---
+
GabFaceIndex x
 +
Used in combination with the above plugin command to define which index the
 +
face will use.
  
  EventTimer Countdown
+
GabSpriteName filename
  - Changes the direction of the event timer to decrease and count down
+
If you wish to display a particular character sprite, use this plugin
  towards 0 seconds.
+
command to have it display a sprite from the filename.
  
  EventTimer Count Up
+
GabSpriteIndex x
  - Changes the direction of the event timer to increase and count upwards
+
Used in combination with the above plugin command to define which index the
  endlessly until manually stopped
+
sprite will use.
  
  EventTimer Count Toggle
+
GabActor x
  - Switches the current direction of the event timer to either increase or
+
GabActorFace x
  decrease each second it is active.
+
This will display actor x's face graphic where x is the actor's ID.
  
  --- INCREASE/DECREASE ---
+
GabActorSprite x
 +
This will display actor x's sprite graphic where x is the actor's ID.
  
  EventTimer Increase x Frames
+
GabParty x
  EventTimer Decrease x Frames
+
GabPartyFace x
  - Replace 'x' with a number value to determine how many frames to
+
This will display party member x's face graphic where x is the position.
  increase or decrease the event timer by.
 
  
  EventTimer Increase x Seconds
+
GabPartySprite x
  EventTimer Decrease x Seconds
+
This will display party member x's sprite graphic where x is the position.
  - Replace 'x' with a number value to determine how many seconds to
 
  increase or decrease the event timer by.
 
  
  EventTimer Increase x Minutes
+
GabSound filename
  EventTimer Decrease x Minutes
+
This will play a sound from the SE folder under that particular filename.
  - Replace 'x' with a number value to determine how many minutes to
 
  increase or decrease the event timer by.
 
  
  EventTimer Increase x Hours
+
GabSwitch x
  EventTimer Decrease x Hours
+
This will enable switch x when this gab finishes playing.
  - Replace 'x' with a number value to determine how many hours to
+
 
  increase or decrease the event timer by.
+
WaitForGab
 +
Causes the game to wait until all gabs are finished playing.
 +
 
 +
--- Display Commands ---
 +
 
 +
ShowGab
 +
Once the above settings are complete, use this Plugin Command to launch the
 +
Gab Window and display the above data. This will put the gab data into a
 +
queue which means if there's another gab playing, this will be next in line.
 +
 
 +
*Note If multiple ShowGabs are used, they will be queued up. The current
 +
playing gab will finish playing before moving onto the next. If it so
 +
happens that the inputted Gab would have the same exact settings as a
 +
previously loaded gab within the same queue, it will not be inserted to
 +
prevent any redundancy amongst the conversation.
  
  You can also combine them together as such:
+
ForceGab
 +
Once the above settings are complete, use this Plugin Command to clear all
 +
the other gabs in the Gab Window and display the above data.
  
  EventTimer Increase x Hours, y Seconds
+
ClearGab
  EventTimer Increase x Hours, y Minutes
+
This clears out the Gab Window of the current gab and any gabs queued.
  EventTimer Increase x Minutes, y Seconds
 
  EventTimer Increase x Hours, y Minutes, z Seconds
 
 
</nowiki>
 
</nowiki>
  
== [[External Links (YEP)|External Links]] ==
+
== [[Help File Access (YEP)|Help File Access]] ==
  
 
  <nowiki>
 
  <nowiki>
If you wish to send players to other links, you can use the following
+
You can use the following plugin commands to adjust how accessing the help
plugin commands.
+
file is done for your game.
  
Plugin Command
+
Plugin Commands
  OpenNewTab http://www.google.com/    Opens link in a new tab.
 
  OpenNewWindow http://www.google.com/  Opens link in a new window.
 
  
Some web browsers may not differentiate these commands too much.
+
  OpenHelp
</nowiki>
+
  - This will open up the help file or URL for your game.
  
== [[Footstep Sounds (YEP)|Footstep Sounds]] ==
+
  ShowMenuHelpCommand
 +
  - Will make the 'Help' command show up in the main menu.
  
<nowiki>
+
  HideMenuHelpCommand
If at any time you wish to enable/disable footstep sounds in your game, you
+
  - Will make the 'Help' command hidden in the main menu.
can use some plugin commands to do so.
+
</nowiki>
  
Plugin Commands:
+
== [[Horror Effects (Olivia)|Horror Effects]] ==
  
  EnableFootsteps
+
<html><img src='https://img.itch.zone/aW1hZ2UvMzI0NDQyLzE2MDM2MDIuZ2lm/original/11Kxzx.gif'></html>
  - Turns on footstep sounds.
 
  
  DisableFootsteps
+
To apply horror effects to your game, use these plugin commands in the
  - Turns off footstep sounds.
+
following format:
</nowiki>
 
  
== [[Force Advantage (YEP)|Force Advantage]] ==
+
; Main
  
<nowiki>
+
<pre>
Use the following plugin commands to force a battle advantage on the next
+
HorrorEffects target Create Noise
upcoming battle:
+
HorrorEffects target Create Glitch
 +
HorrorEffects target Create TV
 +
- Replace 'target' with a compatible effect target. This will create a horror
 +
noise, glitch, or TV effect on the sprite.
  
Plugin Command:
+
HorrorEffects target Remove Noise
 +
HorrorEffects target Remove Glitch
 +
HorrorEffects target Remove TV
 +
- Replace 'target' with a compatible effect target. This will remove the
 +
currently existing horror noise, glitch, or TV effect on the sprite.
  
  ForceAdvantage Pre-Emptive
+
HorrorEffects target Clear
  ForceAdvantage Preemptive
+
- Replace 'target' with a compatible effect target. This will remove all
  ForceAdvantage First Strike
+
noise, glitch, or TV effects from the sprite.
  ForceAdvantage Player
 
  - Forces a pre-emptive strike giving the player the advantage.
 
  
  ForceAdvantage Surprise
+
HorrorEffects target Change Noise Rate x
  ForceAdvantage Back Attack
+
- Replace 'target' with a compatible effect target. Replace 'x' with a number
  ForceAdvantage Enemy
+
value. The higher the number value, the more noise there is. The lower the
  - Forces a surprise attack giving the enemy party the advantage.
+
number value, the less noise there is. This can be a decimal value.
  
  ForceAdvantage None
+
HorrorEffects target Change Noise Animated true
  ForceAdvantage Normal
+
HorrorEffects target Change Noise Animated false
  ForceAdvantage Neutral
+
- Replace 'target' with a compatible effect target. This will animate the
  - Forces a neutral advantage where neither party has the advantage.
+
horror noise if true is used and stop animating the horror noise if false
 +
is used instead.
  
  ForceAdvantage Clear
+
HorrorEffects target Change Glitch Max x
  - Clears any forced advantage settings imposed by the above commands.
+
- Replace 'target' with a compatible effect target. This will set the maximum
</nowiki>
+
number of glitch slices to x.
  
== [[Gab Window (YEP)|Gab Window]] ==
+
HorrorEffects target Change Glitch Min x
 +
- Replace 'target' with a compatible effect target. This will set the minimum
 +
number of glitch slices to x.
  
<nowiki>
+
HorrorEffects target Change Glitch Slice x
Using the Gab Window is quite simple. By default, it can be used in either
+
- Replace 'target' with a compatible effect target. This will set the maximum
the map scene or the battle scene. To call upon it, you will to use a few
+
and minimum number of glitch slices to x.
Plugin Commands to set up what you wish for the Gab Window to display.
 
  
Plugin Commands:
+
HorrorEffects target Change Glitch Offset x
 +
- Replace 'target' with a compatible effect target. This will set the glitch
 +
offset (how wild it goes) to x. The higher the number, the further the glitch
 +
can go. The lower the number, the closer to the base image it goes.
  
--- Setup Commands ---
+
HorrorEffects target Change Glitch Animated true
 +
HorrorEffects target Change Glitch Animated false
 +
- Replace 'target' with a compatible effect target. This will animate (true)
 +
or remove the animation (false) of the glitch effect.
  
GabText text
+
HorrorEffects target Change Glitch Frequency x
This will set the gab window to type out the above text. Text codes can be
+
- Replace 'target' with a compatible effect target. If animated, this will
used for the Gab Window.
+
set the glitch frequency to x frames.
  
GabFaceName filename
+
HorrorEffects target Change Glitch Strength x
If you wish to display a face graphic, use this plugin command to have it
+
- Replace 'target' with a compatible effect target. If animated, this will
display a face from the filename.
+
set the glitch strength to x. The higher the number, the stronger the glitch
 +
effect will last. The lower the number, the weaker the effect.
  
GabFaceIndex x
+
HorrorEffects target Change Glitch Refresh
Used in combination with the above plugin command to define which index the
+
- Replace 'target' with a compatible effect target. Refreshes the current
face will use.
+
glitched slices for a different setting.
  
GabSpriteName filename
+
HorrorEffects target Change TV Thickness x
If you wish to display a particular character sprite, use this plugin
+
- Replace 'target' with a compatible effect target. This will change the
command to have it display a sprite from the filename.
+
line thickness of the TV effect. Larger numbers mean thicker lines.
  
GabSpriteIndex x
+
HorrorEffects target Change TV Corner x
Used in combination with the above plugin command to define which index the
+
- Replace 'target' with a compatible effect target. This will change the
sprite will use.
+
corner size. Use a value between 0 and 1. The larger the number, the larger
 +
the corners will be.
  
GabActor x
+
HorrorEffects target Change TV Animated true
GabActorFace x
+
HorrorEffects target Change TV Animated false
This will display actor x's face graphic where x is the actor's ID.
+
- Replace 'target' with a compatible effect target. true will turn the TV
 +
effect on. false will turn the TV effect off.
  
GabActorSprite x
+
HorrorEffects target Change TV Speed x
This will display actor x's sprite graphic where x is the actor's ID.
+
- Replace 'target' with a compatible effect target. This will change the
 +
speed at which the TV animates.
 +
</pre>
  
GabParty x
+
; Targets
GabPartyFace x
 
This will display party member x's face graphic where x is the position.
 
  
GabPartySprite x
+
<pre>
This will display party member x's sprite graphic where x is the position.
+
These are things you can replace 'target' with:
  
GabSound filename
+
Screen
This will play a sound from the SE folder under that particular filename.
+
- Target becomes the visible map
  
GabSwitch x
+
Battle
This will enable switch x when this gab finishes playing.
+
- Target becomes the battle screen
  
WaitForGab
+
Player
Causes the game to wait until all gabs are finished playing.
+
- Target becomes the first party member
  
--- Display Commands ---
+
Follower x
 +
- Target becomes the party member with slot x
  
ShowGab
+
Event x
Once the above settings are complete, use this Plugin Command to launch the
+
- Target becomes the map event with ID x
Gab Window and display the above data. This will put the gab data into a
 
queue which means if there's another gab playing, this will be next in line.
 
  
*Note If multiple ShowGabs are used, they will be queued up. The current
+
Picture x
playing gab will finish playing before moving onto the next. If it so
+
- Target becomes the picture with ID x
happens that the inputted Gab would have the same exact settings as a
 
previously loaded gab within the same queue, it will not be inserted to
 
prevent any redundancy amongst the conversation.
 
  
ForceGab
+
Actor x
Once the above settings are complete, use this Plugin Command to clear all
+
- Target becomes the actor with ID x
the other gabs in the Gab Window and display the above data.
+
 
 +
Party x
 +
- Target becomes the party member with slot x
  
ClearGab
+
Enemy x
This clears out the Gab Window of the current gab and any gabs queued.
+
- Target becomes the battle enemy with index x
</nowiki>
+
</pre>
  
== [[Help File Access (YEP)|Help File Access]] ==
+
== [[Icon Balloons (YEP)|Icon Balloons]] ==
  
 
  <nowiki>
 
  <nowiki>
You can use the following plugin commands to adjust how accessing the help
+
Use these plugin commands to get icon balloons playing on the player/events.
file is done for your game.
 
  
 
Plugin Commands
 
Plugin Commands
  
  OpenHelp
+
   ---
   - This will open up the help file or URL for your game.
 
  
   ShowMenuHelpCommand
+
   ShowIconBalloon x on Player
   - Will make the 'Help' command show up in the main menu.
+
   ShowIconBalloon x on Player, Wait
  
   HideMenuHelpCommand
+
   ShowIconBalloon x on Event y
   - Will make the 'Help' command hidden in the main menu.
+
   ShowIconBalloon x on Event y, Wait
</nowiki>
 
  
== [[Horror Effects (Olivia)|Horror Effects]] ==
+
  ShowIconBalloon x on Follower y
 +
  ShowIconBalloon x on Follower y, Wait
  
<html><img src='https://img.itch.zone/aW1hZ2UvMzI0NDQyLzE2MDM2MDIuZ2lm/original/11Kxzx.gif'></html>
+
  ShowIconBalloon x on This Event
 +
  ShowIconBalloon x on This Event, wait
 +
  - This will cause the Icon Balloon using icon index x to appear on the
 +
  player, event y, or follower y. If 'wait' is used, then the event will
 +
  wait until the balloon has finished playing.
  
To apply horror effects to your game, use these plugin commands in the
+
  ---
following format:
 
  
; Main
+
  ShowIconBalloon x to y on Player
 +
  ShowIconBalloon x to y on Player, Wait
  
<pre>
+
  ShowIconBalloon x to y on Event z
HorrorEffects target Create Noise
+
  ShowIconBalloon x to y on Event z, Wait
HorrorEffects target Create Glitch
 
HorrorEffects target Create TV
 
- Replace 'target' with a compatible effect target. This will create a horror
 
noise, glitch, or TV effect on the sprite.
 
  
HorrorEffects target Remove Noise
+
  ShowIconBalloon x to y on Follower z
HorrorEffects target Remove Glitch
+
  ShowIconBalloon x to y on Follower z, Wait
HorrorEffects target Remove TV
 
- Replace 'target' with a compatible effect target. This will remove the
 
currently existing horror noise, glitch, or TV effect on the sprite.
 
  
HorrorEffects target Clear
+
  ShowIconBalloon x to y on This Event
- Replace 'target' with a compatible effect target. This will remove all
+
  ShowIconBalloon x to y on This Event, Wait
noise, glitch, or TV effects from the sprite.
+
  - This will cause the Icon Balloon start on icon index x and move through
 +
  to y, the next icon upward each few frames up to icon index y. This icon
 +
  balloon will be played on the player, event z, or follower z. If 'wait' is
 +
  used, then the event will wait until the balloon has finished playing.
 +
  When using this command, x cannot be greater than y.
 +
</nowiki>
  
HorrorEffects target Change Noise Rate x
+
== [[Improved Battlebacks (YEP)|Improved Battlebacks]] ==
- Replace 'target' with a compatible effect target. Replace 'x' with a number
 
value. The higher the number value, the more noise there is. The lower the
 
number value, the less noise there is. This can be a decimal value.
 
  
HorrorEffects target Change Noise Animated true
+
<nowiki>
HorrorEffects target Change Noise Animated false
+
You can use the following plugin commands to alter how battlebacks behave in
- Replace 'target' with a compatible effect target. This will animate the
+
your game. Keep in mind that these plugin commands must be used while the
horror noise if true is used and stop animating the horror noise if false
+
party is in battle.
is used instead.
 
  
HorrorEffects target Change Glitch Max x
+
---
- Replace 'target' with a compatible effect target. This will set the maximum
 
number of glitch slices to x.
 
  
HorrorEffects target Change Glitch Min x
+
BATTLEBACK id ADD: folder, filename
- Replace 'target' with a compatible effect target. This will set the minimum
+
BATTLEBACK id ADD: folder, filename, hue
number of glitch slices to x.
+
- Replace 'id' with the battleback you wish to alter as a number larger than
 +
2 (i.e. 3 or above). Replace 'folder' with the exact folder name in your
 +
project's 'img' folder (case sensitive). Replace 'filename' with the image
 +
filename without the file extension (case sensitive). If 'hue' is used,
 +
replace 'hue' with a number between 0 and 360 to change the hue of the image
 +
used. This will add a new battleback stacked on top of battlebacks 1 and 2
 +
with higher ID's being on top. When newly added, the new battleback will
 +
start at opacity 0 and fade in with a duration of 20 frames.
  
HorrorEffects target Change Glitch Slice x
+
BATTLEBACK id REMOVE
- Replace 'target' with a compatible effect target. This will set the maximum
+
- Replace 'id' with the battleback you wish to alter as a number larger than
and minimum number of glitch slices to x.
+
2 (i.e. 3 or above). This will remove the battleback from being shown. When
 +
this command is used, the battleback will fade with a duration of 20 frames.
 +
Once it reaches 0 opacity, the battleback will be removed from the battle.
  
HorrorEffects target Change Glitch Offset x
+
BATTLEBACK id CHANGE TO: folder, filename
- Replace 'target' with a compatible effect target. This will set the glitch
+
BATTLEBACK id CHANGE TO: folder, filename, hue
offset (how wild it goes) to x. The higher the number, the further the glitch
+
- Replace 'id' with the battleback you wish to alter. Replace 'folder' with
can go. The lower the number, the closer to the base image it goes.
+
the exact folder name in your project's 'img' folder (case sensitive).
 +
Replace 'filename' with the image filename without the file extension (case
 +
sensitive). This will change the designated battleback's image to use the
 +
desired image depicted by the folder and filename. If 'hue' is used, replace
 +
'hue' with a number between 0 and 360 to change the hue of the image used.
  
HorrorEffects target Change Glitch Animated true
+
BATTLEBACK id FADE OUT
HorrorEffects target Change Glitch Animated false
+
BATTLEBACK id FADE OUT: duration
- Replace 'target' with a compatible effect target. This will animate (true)
+
BATTLEBACK id FADE IN
or remove the animation (false) of the glitch effect.
+
BATTLEBACK id FADE IN: duration
 +
- Replace 'id' with the battleback you wish to alter. This will cause the
 +
designated battleback to fade out/in. If 'duration' is used, replace it with
 +
a number to indicate how many frames will be used for the fade out/in. If
 +
no duration is specified, it will default to 20 frames.
  
HorrorEffects target Change Glitch Frequency x
+
BATTLEBACK id OPACITY: n
- Replace 'target' with a compatible effect target. If animated, this will
+
BATTLEBACK id OPACITY: n%
set the glitch frequency to x frames.
+
- Replace 'id' with the battleback you wish to alter. Replace 'n' with the
 +
opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the
 +
opacity rate you wish to set the battleback to (from 0% to 100%). This will
 +
set the designated battleback's opacity to that value. If there are any fade
 +
in or out commands occurring as this command is issued, they'll be disabled.
  
HorrorEffects target Change Glitch Strength x
+
BATTLEBACK id SCROLL SPEED X: +n
- Replace 'target' with a compatible effect target. If animated, this will
+
BATTLEBACK id SCROLL SPEED X: -n
set the glitch strength to x. The higher the number, the stronger the glitch
+
BATTLEBACK id SCROLL SPEED Y: +n
effect will last. The lower the number, the weaker the effect.
+
BATTLEBACK id SCROLL SPEED Y: -n
 +
- Replace 'id' with the battleback you wish to alter. Replace 'n' with the
 +
value you wish to change the scroll speed X or scroll speed Y of. The higher
 +
the 'n' value, the faster it scrolls.
  
HorrorEffects target Change Glitch Refresh
+
BATTLEBACK id RESET SCROLL SPEED
- Replace 'target' with a compatible effect target. Refreshes the current
+
- Replace 'id' with the battleback you wish to alter. Resets the scroll
glitched slices for a different setting.
+
speeds for X and Y back to 0.
 +
</nowiki>
  
HorrorEffects target Change TV Thickness x
+
== [[Item Core (YEP)|Item Core]] ==
- Replace 'target' with a compatible effect target. This will change the
 
line thickness of the TV effect. Larger numbers mean thicker lines.
 
  
HorrorEffects target Change TV Corner x
+
<nowiki>
- Replace 'target' with a compatible effect target. This will change the
+
If you wish to be able to add items to your player's inventory without the
corner size. Use a value between 0 and 1. The larger the number, the larger
+
random variance being applied to it, you can use the following plugin
the corners will be.
+
commands to adjust the settings for that.
  
HorrorEffects target Change TV Animated true
+
Plugin Command:
HorrorEffects target Change TV Animated false
+
  EnableVarianceStock  - Causes all items acquired from this point forward
- Replace 'target' with a compatible effect target. true will turn the TV
+
                        to have its variance give stock (nonrandom) values.
effect on. false will turn the TV effect off.
+
  DisableVarianceStock - Causes all items acquired from this point forward
 +
                        to have its variance give random values.
  
HorrorEffects target Change TV Speed x
+
A small note is that if you enabled the variance stock values, if the player
- Replace 'target' with a compatible effect target. This will change the
+
restarts the game by either going through the title screen or just turning
speed at which the TV animates.
+
off the program and starting it back up, the random variance will be in
</pre>
+
effect again. This plugin command is meant to exist as a short term disable.
 +
</nowiki>
  
; Targets
+
=== [[Attachable Augments (YEP)|Attachable Augments]] ===
 +
<hr>
  
<pre>
+
<nowiki>
These are things you can replace 'target' with:
+
There's a couple of pluging commands you can use with this plugin.
  
Screen
+
Plugin Command:
- Target becomes the visible map
 
  
Battle
+
  EnableAugments
- Target becomes the battle screen
+
  - This will enable augments in the item action menu. With them enabled,
 +
  the player can now attach and detach augments to their items.
  
Player
+
  DisableAugments
- Target becomes the first party member
+
  - This will disable augments in the item action menu and hide their
 +
  options so that the player will be unable to attach or detach augments
 +
  from their items.
  
Follower x
+
  ShowAugments
- Target becomes the party member with slot x
+
  - This will show the augments in the item info window when looking at
 +
  item details.
 +
 
 +
  HideAugments
 +
  - This will hide the augments in the item info window when looking at
 +
  item details.
 +
</nowiki>
  
Event x
+
=== [[Item Disassemble (YEP)|Item Disassemble]] ===
- Target becomes the map event with ID x
+
<hr>
  
Picture x
+
<nowiki>
- Target becomes the picture with ID x
+
You can use the following plugin commands to alter Item Disassemble related
 +
aspects of your game:
  
Actor x
+
Plugin Command:
- Target becomes the actor with ID x
 
  
Party x
+
  ShowItemDisassemble
- Target becomes the party member with slot x
+
  - Shows the Disassemble command in the item menu if the item permits
 +
  disassembling.
  
Enemy x
+
  HideItemDisassemble
- Target becomes the battle enemy with index x
+
  - Hides the Disassemble command in the item menu regardless.
</pre>
+
</nowiki>
  
== [[Icon Balloons (YEP)|Icon Balloons]] ==
+
=== [[Item Durability (YEP)|Item Durability]] ===
 +
<hr>
  
 
  <nowiki>
 
  <nowiki>
Use these plugin commands to get icon balloons playing on the player/events.
+
There are a few plugin commands you can utilize to show/hide the Repair
 +
option in the Item Action Window and/or enable/disable it.
  
 
Plugin Commands
 
Plugin Commands
  
   ---
+
  ShowRepairDurability
 +
  HideRepairDurability
 +
   - This will show/hide the Repair command in the Item Action Window.
  
   ShowIconBalloon x on Player
+
   EnableRepairDurability
   ShowIconBalloon x on Player, Wait
+
   DisableRepairDurability
 +
  - This will enable/disable the Repair command in the Item Action Window.
 +
</nowiki>
  
  ShowIconBalloon x on Event y
+
=== [[Item Upgrade Slots (YEP)|Item Upgrade Slots]] ===
  ShowIconBalloon x on Event y, Wait
+
<hr>
  
  ShowIconBalloon x on Follower y
+
<nowiki>
  ShowIconBalloon x on Follower y, Wait
+
The following are some Plugin Commands you can use for your game regarding
 +
the upgrade option in the item menu:
  
  ShowIconBalloon x on This Event
+
Plugin Command:
   ShowIconBalloon x on This Event, wait
+
   ShowItemUpgrade    - Shows the upgrade option in the item menu.
   - This will cause the Icon Balloon using icon index x to appear on the
+
   HideItemUpgrade    - Hides the upgrade option in the item menu.
   player, event y, or follower y. If 'wait' is used, then the event will
+
   DisableItemUpgrade - Disables the upgrade option in the item menu.
   wait until the balloon has finished playing.
+
   EnableItemUpgrade  - Enables the upgrade option in the item menu.
  
  ---
+
You can use those Plugin Commands at any time to adjust the upgrade option.
 +
</nowiki>
  
  ShowIconBalloon x to y on Player
+
== [[Item Synthesis (YEP)|Item Synthesis]] ==
  ShowIconBalloon x to y on Player, Wait
 
  
   ShowIconBalloon x to y on Event z
+
<nowiki>
   ShowIconBalloon x to y on Event z, Wait
+
The following are Plugin Commands you may use with events.
 +
 
 +
Plugin Command:
 +
  OpenSynthesis          Opens up the Synthesis Scene from the field.
 +
  ShowSynthesis          Shows the Synthesis command from the main menu.
 +
  HideSynthesis          Hides the Synthesis command from the main menu.
 +
   EnableSynthesis        Enables the Synthesis command from the main menu.
 +
   DisableSynthesis      Disables the Synthesis command from the main menu.
 +
 
 +
For those who wish to make the player synthesize only specific recipes, you
 +
can use the following command.
  
   ShowIconBalloon x to y on Follower z
+
   OpenSynthesis Item 15 Recipe
   ShowIconBalloon x to y on Follower z, Wait
+
   - or -
 +
  OpenSynthesis Weapon 20 Recipe
 +
  - or -
 +
  OpenSynthesis Armor 30 Recipe
  
  ShowIconBalloon x to y on This Event
+
This will make the synthesis menu, when opened up, only allow the recipes of
  ShowIconBalloon x to y on This Event, Wait
+
the Item 15, Weapon 20, or Armor 30 without needing it and not showing the
  - This will cause the Icon Balloon start on icon index x and move through
+
recipes of any recipe items within the player's inventory.
  to y, the next icon upward each few frames up to icon index y. This icon
 
  balloon will be played on the player, event z, or follower z. If 'wait' is
 
  used, then the event will wait until the balloon has finished playing.
 
  When using this command, x cannot be greater than y.
 
 
</nowiki>
 
</nowiki>
  
== [[Improved Battlebacks (YEP)|Improved Battlebacks]] ==
+
== [[Job Points (YEP)|Job Points]] ==
  
 
  <nowiki>
 
  <nowiki>
You can use the following plugin commands to alter how battlebacks behave in
+
For those wondering how to manually give, remove, or set JP for an actor,
your game. Keep in mind that these plugin commands must be used while the
+
you can use the following Plugin Commands.
party is in battle.
 
  
---
+
Plugin Commands:
  
BATTLEBACK id ADD: folder, filename
+
  gainJp actorId jp
BATTLEBACK id ADD: folder, filename, hue
+
  gainJp actorId jp classId
- Replace 'id' with the battleback you wish to alter as a number larger than
+
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
2 (i.e. 3 or above). Replace 'folder' with the exact folder name in your
+
  Replace 'jp' with the amount of JP you wish to alter. If you are using
project's 'img' folder (case sensitive). Replace 'filename' with the image
+
  'classId', replace it with the ID of the actor's class you wish to alter.
filename without the file extension (case sensitive). If 'hue' is used,
+
  This command will let the actor gain JP.
replace 'hue' with a number between 0 and 360 to change the hue of the image
 
used. This will add a new battleback stacked on top of battlebacks 1 and 2
 
with higher ID's being on top. When newly added, the new battleback will
 
start at opacity 0 and fade in with a duration of 20 frames.
 
  
BATTLEBACK id REMOVE
+
  loseJp actorId jp
- Replace 'id' with the battleback you wish to alter as a number larger than
+
  loseJp actorId jp classId
2 (i.e. 3 or above). This will remove the battleback from being shown. When
+
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
this command is used, the battleback will fade with a duration of 20 frames.
+
  Replace 'jp' with the amount of JP you wish to alter. If you are using
Once it reaches 0 opacity, the battleback will be removed from the battle.
+
  'classId', replace it with the ID of the actor's class you wish to alter.
 +
  This command will cause the actor to lose JP.
  
BATTLEBACK id CHANGE TO: folder, filename
+
  setJp actorId jp
BATTLEBACK id CHANGE TO: folder, filename, hue
+
  setJp actorId jp classId
- Replace 'id' with the battleback you wish to alter. Replace 'folder' with
+
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
the exact folder name in your project's 'img' folder (case sensitive).
+
  Replace 'jp' with the amount of JP you wish to alter. If you are using
Replace 'filename' with the image filename without the file extension (case
+
  'classId', replace it with the ID of the actor's class you wish to alter.
sensitive). This will change the designated battleback's image to use the
+
  This command will set the actor's JP to a particular value.
desired image depicted by the folder and filename. If 'hue' is used, replace
+
</nowiki>
'hue' with a number between 0 and 360 to change the hue of the image used.
 
  
BATTLEBACK id FADE OUT
+
== [[Map Gold Window (YEP)|Map Gold Window]] ==
BATTLEBACK id FADE OUT: duration
 
BATTLEBACK id FADE IN
 
BATTLEBACK id FADE IN: duration
 
- Replace 'id' with the battleback you wish to alter. This will cause the
 
designated battleback to fade out/in. If 'duration' is used, replace it with
 
a number to indicate how many frames will be used for the fade out/in. If
 
no duration is specified, it will default to 20 frames.
 
  
BATTLEBACK id OPACITY: n
+
<nowiki>
BATTLEBACK id OPACITY: n%
+
Use the following plugin commands to control the gold window.
- Replace 'id' with the battleback you wish to alter. Replace 'n' with the
 
opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the
 
opacity rate you wish to set the battleback to (from 0% to 100%). This will
 
set the designated battleback's opacity to that value. If there are any fade
 
in or out commands occurring as this command is issued, they'll be disabled.
 
  
BATTLEBACK id SCROLL SPEED X: +n
+
Plugin Command:
BATTLEBACK id SCROLL SPEED X: -n
 
BATTLEBACK id SCROLL SPEED Y: +n
 
BATTLEBACK id SCROLL SPEED Y: -n
 
- Replace 'id' with the battleback you wish to alter. Replace 'n' with the
 
value you wish to change the scroll speed X or scroll speed Y of. The higher
 
the 'n' value, the faster it scrolls.
 
  
BATTLEBACK id RESET SCROLL SPEED
+
  OpenMapGoldWindow
- Replace 'id' with the battleback you wish to alter. Resets the scroll
+
  Opens the map gold window.
speeds for X and Y back to 0.
 
</nowiki>
 
  
== [[Item Core (YEP)|Item Core]] ==
+
  CloseMapGoldWindow
 +
  Closes the map gold window.
  
<nowiki>
+
  MapGoldWindowPosition x
If you wish to be able to add items to your player's inventory without the
+
  Changes the screen position of the map gold window to x. Refer to the
random variance being applied to it, you can use the following plugin
+
  NumPad for the screen position like below:
commands to adjust the settings for that.
 
  
Plugin Command:
+
  7  8  9
   EnableVarianceStock  - Causes all items acquired from this point forward
+
   4  5  6
                        to have its variance give stock (nonrandom) values.
+
   1  2  3
   DisableVarianceStock - Causes all items acquired from this point forward
 
                        to have its variance give random values.
 
  
A small note is that if you enabled the variance stock values, if the player
+
  If you set the value to 0, it will maintain its current position but will
restarts the game by either going through the title screen or just turning
+
  automatically move itself to a different location if it intrudes on the
off the program and starting it back up, the random variance will be in
+
  message window.
effect again. This plugin command is meant to exist as a short term disable.
 
 
</nowiki>
 
</nowiki>
  
=== [[Attachable Augments (YEP)|Attachable Augments]] ===
+
== [[Map Select Equip (YEP)|Map Select Equip]] ==
<hr>
 
  
 
  <nowiki>
 
  <nowiki>
There's a couple of pluging commands you can use with this plugin.
+
Use the following plugin commands to utilize the Map Select Equip plugin.
  
Plugin Command:
+
--- Plugin Commands ---
  
  EnableAugments
+
MapSelectEquip var type
  - This will enable augments in the item action menu. With them enabled,
+
- This will open up the Map Select Equip window. Replace 'var' with the ID
  the player can now attach and detach augments to their items.
+
of the variable you wish to set the selected item to. Replace 'type' with
 +
'weapon', 'armor', or 'both'. The 'type' will decide the list type.
  
  DisableAugments
+
MapSelectEquipColumns x
  - This will disable augments in the item action menu and hide their
+
- Sets the number of columns for the Map Select Equip Window to x.
  options so that the player will be unable to attach or detach augments
 
  from their items.
 
  
  ShowAugments
+
MapSelectEquipRows x
  - This will show the augments in the item info window when looking at
+
- Sets the number of rows for the Map Select Equip Window to x.
  item details.
 
  
  HideAugments
+
MapSelectEquipWidth x
  - This will hide the augments in the item info window when looking at
+
- Sets the width for the Map Select Equip Window to x. If 0 is used, then
  item details.
+
the window width will be the screen width.
</nowiki>
 
  
=== [[Item Disassemble (YEP)|Item Disassemble]] ===
+
MapSelectEquipX left
<hr>
+
MapSelectEquipX center
 +
MapSelectEquipX right
 +
- Sets the Map Select Equip Window to be aligned to the left side of the
 +
screen, center of the screen, or right side of the screen.
  
<nowiki>
+
MapSelectEquipY top
You can use the following plugin commands to alter Item Disassemble related
+
MapSelectEquipY middle
aspects of your game:
+
MapSelectEquipY bottom
 +
- Sets the Map Select Equip Window to be aligned to the top of the screen,
 +
middle of the screen, or bottom of the screen.
  
Plugin Command:
+
ShowMapSelectEquipQuantity
 +
- Show the quantity of the Equips in the Map Select Equip Window.
  
  ShowItemDisassemble
+
HideMapSelectEquipQuantity
  - Shows the Disassemble command in the item menu if the item permits
+
- Hide the quantity of the Equips in the Map Select Equip Window.
  disassembling.
 
 
 
  HideItemDisassemble
 
  - Hides the Disassemble command in the item menu regardless.
 
 
</nowiki>
 
</nowiki>
  
=== [[Item Durability (YEP)|Item Durability]] ===
+
== [[Map Select Skill (YEP)|Map Select Skill]] ==
<hr>
 
  
 
  <nowiki>
 
  <nowiki>
There are a few plugin commands you can utilize to show/hide the Repair
+
Use the following plugin commands to utilize the Map Select Skill plugin.
option in the Item Action Window and/or enable/disable it.
 
  
Plugin Commands
+
--- Plugin Commands ---
  
  ShowRepairDurability
+
MapSelectSkill v a s
  HideRepairDurability
+
- This will open up the Map Select Skill window. Replace 'v' with the ID of
  - This will show/hide the Repair command in the Item Action Window.
+
the variable you wish to set to the selected skill. Replace 'a' with the ID
 +
of the actor whose skill list you want to see. 's' is optional, but if used,
 +
it will display the skills from skill type 's' only. Replace 's' with the
 +
skill type's ID number.
  
  EnableRepairDurability
+
MapSelectSkillColumns x
  DisableRepairDurability
+
- Sets the number of columns for the Map Select Skill Window to x.
  - This will enable/disable the Repair command in the Item Action Window.
 
</nowiki>
 
  
=== [[Item Upgrade Slots (YEP)|Item Upgrade Slots]] ===
+
MapSelectSkillRows x
<hr>
+
- Sets the number of rows for the Map Select Skill Window to x.
  
<nowiki>
+
MapSelectSkillWidth x
The following are some Plugin Commands you can use for your game regarding
+
- Sets the width for the Map Select Skill Window to x. If 0 is used, then
the upgrade option in the item menu:
+
the window width will be the screen width.
  
Plugin Command:
+
MapSelectSkillX left
  ShowItemUpgrade    - Shows the upgrade option in the item menu.
+
MapSelectSkillX center
  HideItemUpgrade    - Hides the upgrade option in the item menu.
+
MapSelectSkillX right
  DisableItemUpgrade - Disables the upgrade option in the item menu.
+
- Sets the Map Select Skill Window to be aligned to the left side of the
  EnableItemUpgrade  - Enables the upgrade option in the item menu.
+
screen, center of the screen, or right side of the screen.
  
You can use those Plugin Commands at any time to adjust the upgrade option.
+
MapSelectSkillY top
</nowiki>
+
MapSelectSkillY middle
 +
MapSelectSkillY bottom
 +
- Sets the Map Select Skill Window to be aligned to the top of the screen,
 +
middle of the screen, or bottom of the screen.
  
== [[Item Synthesis (YEP)|Item Synthesis]] ==
+
EnableAllMapSelectSkills
 +
- This will cause all of the skills listed to become selectable regardless
 +
of whether or not the actor is able to use them at the time.
  
<nowiki>
+
NormalAllMapSelectSkills
The following are Plugin Commands you may use with events.
+
- This will cause all of the skills listed to be enabled or disabled based
 +
on whether or not the actor is able to use the skill at the time.
  
Plugin Command:
+
ShowMapSelectSkillCost
  OpenSynthesis          Opens up the Synthesis Scene from the field.
+
- Show the cost of the skills in the Map Select Skill Window.
  ShowSynthesis          Shows the Synthesis command from the main menu.
 
  HideSynthesis          Hides the Synthesis command from the main menu.
 
  EnableSynthesis        Enables the Synthesis command from the main menu.
 
  DisableSynthesis      Disables the Synthesis command from the main menu.
 
  
For those who wish to make the player synthesize only specific recipes, you
+
HideMapSelectSkillCost
can use the following command.
+
- Hide the cost of the skills in the Map Select Skill Window.
 
 
  OpenSynthesis Item 15 Recipe
 
  - or -
 
  OpenSynthesis Weapon 20 Recipe
 
  - or -
 
  OpenSynthesis Armor 30 Recipe
 
 
 
This will make the synthesis menu, when opened up, only allow the recipes of
 
the Item 15, Weapon 20, or Armor 30 without needing it and not showing the
 
recipes of any recipe items within the player's inventory.
 
 
</nowiki>
 
</nowiki>
  
== [[Job Points (YEP)|Job Points]] ==
+
== [[Map Status Window (YEP)|Map Status Window]] ==
  
 
  <nowiki>
 
  <nowiki>
For those wondering how to manually give, remove, or set JP for an actor,
+
There's plugin commands associate with the Map Status Window that you may
you can use the following Plugin Commands.
+
use here!
  
 
Plugin Commands:
 
Plugin Commands:
  
  gainJp actorId jp
+
OpenMapStatusWindow
  gainJp actorId jp classId
+
- This will open the Map Status Window while on the map scene. It will be
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
+
automatically refreshed before opening.
  Replace 'jp' with the amount of JP you wish to alter. If you are using
 
  'classId', replace it with the ID of the actor's class you wish to alter.
 
  This command will let the actor gain JP.
 
  
  loseJp actorId jp
+
CloseMapStatusWindow
  loseJp actorId jp classId
+
- This will close the Map Status Window while on the map scene.
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
 
  Replace 'jp' with the amount of JP you wish to alter. If you are using
 
  'classId', replace it with the ID of the actor's class you wish to alter.
 
  This command will cause the actor to lose JP.
 
  
  setJp actorId jp
+
ToggleMapStatusWindow
  setJp actorId jp classId
+
- This will switch the Map Status Window between the open and close status
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
+
while on the map scene. When it opens, the window will be refreshed.
  Replace 'jp' with the amount of JP you wish to alter. If you are using
 
  'classId', replace it with the ID of the actor's class you wish to alter.
 
  This command will set the actor's JP to a particular value.
 
</nowiki>
 
  
== [[Map Gold Window (YEP)|Map Gold Window]] ==
+
RefreshMapStatusWindow
 +
- You can force the window to refresh with this command.
  
  <nowiki>
+
  SetMapStatusWindowX n
Use the following plugin commands to control the gold window.
+
- This will set the X position of the Map Status Window to n. You can use a
 +
formula for n. This position will persist.
  
Plugin Command:
+
SetMapStatusWindowY n
 +
- This will set the Y position of the Map Status Window to n. You can use a
 +
formula for n. This position will persist.
 +
</nowiki>
  
  OpenMapGoldWindow
+
== [[Message Core (YEP)|Message Core]] ==
  Opens the map gold window.
 
  
  CloseMapGoldWindow
+
<nowiki>The following are some plugin commands you can use through the Event Editor
  Closes the map gold window.
+
to change various aspects about the Message system.
  
   MapGoldWindowPosition x
+
Plugin Comand
   Changes the screen position of the map gold window to x. Refer to the
+
   MessageRows 6
   NumPad for the screen position like below:
+
   - Changes the Message Rows displayed to 6. If you are using continuous
 +
  Show Text events, this will continue displaying the following lines's
 +
  texts until it hits the row limit. Anything after that is cut off until
 +
   the next message starts to avoid accidental overlap.
  
   7  8  9
+
   MessageWidth 400
   4  5  6
+
   - Changes the Message Window Width to 400 pixels. This will cut off any
   1  2  3
+
   words that are shown too far to the right so adjust accordingly!
  
   If you set the value to 0, it will maintain its current position but will
+
   EnableWordWrap
   automatically move itself to a different location if it intrudes on the
+
  - Enables wordwrapping. If a word extends past the window size, it will
   message window.
+
   automatically move onto the next line. Keep in mind, you will need to use
</nowiki>
+
   \br to perform line breaks.
  
== [[Map Select Equip (YEP)|Map Select Equip]] ==
+
  DisableWordWrap
 +
  - This disables wordwrapping. Line breaks will be automatic at points
 +
  where a new line is started in the editor.
  
<nowiki>
+
  EnableFastForward
Use the following plugin commands to utilize the Map Select Equip plugin.
+
  - Enables Fast Forward key from working with messages.
  
--- Plugin Commands ---
+
  DisableFastForward
 +
  - Disables Fast Forward key from working with messages.
 +
</nowiki>
  
MapSelectEquip var type
+
=== [[Extended Message Pack 1 (YEP)|Extended Message Pack 1]] ===
- This will open up the Map Select Equip window. Replace 'var' with the ID
+
<hr>
of the variable you wish to set the selected item to. Replace 'type' with
 
'weapon', 'armor', or 'both'. The 'type' will decide the list type.
 
  
MapSelectEquipColumns x
+
<nowiki>You can use the following plugin commands to adjust a few of the settings
- Sets the number of columns for the Map Select Equip Window to x.
+
regarding the Message Window.
  
MapSelectEquipRows x
+
Plugin Commands
- Sets the number of rows for the Map Select Equip Window to x.
 
  
MapSelectEquipWidth x
+
  --- Letter Sounds ---
- Sets the width for the Map Select Equip Window to x. If 0 is used, then
 
the window width will be the screen width.
 
  
MapSelectEquipX left
+
  EnableLetterSound
MapSelectEquipX center
+
  DisableLetterSound
MapSelectEquipX right
+
  - These commands will enable or disable the letter sounds respectively.
- Sets the Map Select Equip Window to be aligned to the left side of the
 
screen, center of the screen, or right side of the screen.
 
  
MapSelectEquipY top
+
  LetterSoundName Cursor2
MapSelectEquipY middle
+
  - This will replace the current letter sound with the written filename.
MapSelectEquipY bottom
+
  The filename is case sensitive. Do not use the file extension.
- Sets the Map Select Equip Window to be aligned to the top of the screen,
 
middle of the screen, or bottom of the screen.
 
  
ShowMapSelectEquipQuantity
+
  LetterSoundVolume 100
- Show the quantity of the Equips in the Map Select Equip Window.
+
  - This will change the letter sound volume to 100.
  
HideMapSelectEquipQuantity
+
  LetterSoundPitch 125
- Hide the quantity of the Equips in the Map Select Equip Window.
+
  - This will change the letter sound pitch to 125.
</nowiki>
 
  
== [[Map Select Skill (YEP)|Map Select Skill]] ==
+
  LetterSoundPitchVariance 10
 +
  - This will cause the letter sound's pitch to fluctuate between -10 & 10.
  
<nowiki>
+
  LetterSoundPan 0
Use the following plugin commands to utilize the Map Select Skill plugin.
+
  - This will change the letter sound's pan to 0.
  
--- Plugin Commands ---
+
  LetterSoundPanVariance 10
 +
  - This will cause the letter sound's pan to fluctuate between -10 and 10.
  
MapSelectSkill v a s
+
  LetterSoundInterval 2
- This will open up the Map Select Skill window. Replace 'v' with the ID of
+
  - This will change the interval at which the letter sounds are played to
the variable you wish to set to the selected skill. Replace 'a' with the ID
+
  2 letters. Change it to 0 to play on every letter written out.
of the actor whose skill list you want to see. 's' is optional, but if used,
 
it will display the skills from skill type 's' only. Replace 's' with the
 
skill type's ID number.
 
  
MapSelectSkillColumns x
+
  LetterSoundReset
- Sets the number of columns for the Map Select Skill Window to x.
+
  - This will reset the letter sounds to their default settings.
  
MapSelectSkillRows x
+
  --- Choice Settings ---
- Sets the number of rows for the Map Select Skill Window to x.
 
  
MapSelectSkillWidth x
+
  ChoiceRowMax 4
- Sets the width for the Map Select Skill Window to x. If 0 is used, then
+
  - This will set the maximum amount of visible choices to 4.
the window width will be the screen width.
 
  
MapSelectSkillX left
+
  HideChoice 5
MapSelectSkillX center
+
  - This will cause choice 5 to be hidden.
MapSelectSkillX right
 
- Sets the Map Select Skill Window to be aligned to the left side of the
 
screen, center of the screen, or right side of the screen.
 
  
MapSelectSkillY top
+
  ShowChoice 6
MapSelectSkillY middle
+
  - This will cause choice 6 to be shown and no longer hidden.
MapSelectSkillY bottom
 
- Sets the Map Select Skill Window to be aligned to the top of the screen,
 
middle of the screen, or bottom of the screen.
 
  
EnableAllMapSelectSkills
+
  ClearHiddenChoices
- This will cause all of the skills listed to become selectable regardless
+
  - All choices become visible and are no longer hidden.
of whether or not the actor is able to use them at the time.
 
  
NormalAllMapSelectSkills
+
  DisableChoice 1
- This will cause all of the skills listed to be enabled or disabled based
+
  - This will cause choice 1 to be disabled.
on whether or not the actor is able to use the skill at the time.
 
  
ShowMapSelectSkillCost
+
  EnableChoice 2
- Show the cost of the skills in the Map Select Skill Window.
+
  - This will cause choice 2 to be enabled.
  
HideMapSelectSkillCost
+
  ClearDisabledChoices
- Hide the cost of the skills in the Map Select Skill Window.
+
  - All choices become enabled and are no longer disabled.
</nowiki>
 
  
== [[Map Status Window (YEP)|Map Status Window]] ==
+
  ClearChoiceSettings
 +
  - All choices are shown and enabled.
  
<nowiki>
+
  --- Message Window Positions ---
There's plugin commands associate with the Map Status Window that you may
 
use here!
 
  
Plugin Commands:
+
  MessageRows 6
 +
  - Changes the Message Rows displayed to 6. If you are using continuous
 +
  Show Text events, this will continue displaying the following lines's
 +
  texts until it hits the row limit. Anything after that is cut off until
 +
  the next message starts to avoid accidental overlap.
  
OpenMapStatusWindow
+
  MessageWidth 400
- This will open the Map Status Window while on the map scene. It will be
+
  - Changes the Message Window Width to 400 pixels. This will cut off any
automatically refreshed before opening.
+
  words that are shown too far to the right so adjust accordingly!
  
CloseMapStatusWindow
+
  MessagePositionX 300
- This will close the Map Status Window while on the map scene.
+
  - Sets the Message Window's X Position to 300. This position will be
 +
  relative to its horizontal anchor point.
  
ToggleMapStatusWindow
+
  MessagePositionY 400
- This will switch the Map Status Window between the open and close status
+
  - Sets the Message Window's Y Position to 400. This position will be
while on the map scene. When it opens, the window will be refreshed.
+
  relative to its vertical anchor point.
  
RefreshMapStatusWindow
+
  MessagePositionXAuto
- You can force the window to refresh with this command.
+
  - Sets the Message Window's X Position to be automatically fitted and not
 +
  set relative to its horizontal anchor point.
 +
 
 +
  MessagePositionYAuto
 +
  - Sets the Message Window's Y Position to be automatically fitted and not
 +
  set relative to its vertical anchor point.
 +
 
 +
  MessageAnchorX left
 +
  - Sets the Message Window's x anchor to 'left', 'center', or 'right' if
 +
  you are using specified coordinates.
  
SetMapStatusWindowX n
+
  MessageAnchorY bottom
- This will set the X position of the Map Status Window to n. You can use a
+
  - Sets the Message Window's y anchor to 'top', 'center', or 'bottom' if
formula for n. This position will persist.
+
  you are using specified coordinates.
  
SetMapStatusWindowY n
+
  MessagePositionReset
- This will set the Y position of the Map Status Window to n. You can use a
+
  - Resets both the Message Window's X and Y Positions to its automatic
formula for n. This position will persist.
+
  positions and not adjusted to its anchor points. The Message Width and the
 +
  Message Rows.
 
</nowiki>
 
</nowiki>
  
== [[Message Core (YEP)|Message Core]] ==
+
=== [[Message Backlog (YEP)|Message Backlog]] ===
 +
<hr>
 +
 
 +
<nowiki>The following plugin commands can be used to alter various settings
 +
regarding the Message Backlog.
  
<nowiki>The following are some plugin commands you can use through the Event Editor
+
Plugin Command:
to change various aspects about the Message system.
 
  
Plugin Comand
+
  EnableMessageBacklog
   MessageRows 6
+
   DisableMessageBacklog
   - Changes the Message Rows displayed to 6. If you are using continuous
+
   - This enables/disables the message backlog from being playeraccessed.
  Show Text events, this will continue displaying the following lines's
 
  texts until it hits the row limit. Anything after that is cut off until
 
  the next message starts to avoid accidental overlap.
 
  
   MessageWidth 400
+
   EnableMessageLogging
   - Changes the Message Window Width to 400 pixels. This will cut off any
+
  DisableMessageLogging
   words that are shown too far to the right so adjust accordingly!
+
   - If enabled, new messages will be recorded to the backlog.
 +
   If disabled, they won't be recorded.
  
   EnableWordWrap
+
   OpenMessageBacklog
   - Enables wordwrapping. If a word extends past the window size, it will
+
   - This will forcefully open the message backlog if done on the map scene.
  automatically move onto the next line. Keep in mind, you will need to use
+
   (Highly recommended to be used with Button Common Events)
   \br to perform line breaks.
+
</nowiki>
  
  DisableWordWrap
+
== [[Music Menu (YEP)|Music Menu]] ==
  - This disables wordwrapping. Line breaks will be automatic at points
 
  where a new line is started in the editor.
 
  
  EnableFastForward
+
<nowiki>
  - Enables Fast Forward key from working with messages.
+
You can use the following plugin commands to alter the music menu settings
 +
for your game in many ways.
  
  DisableFastForward
+
Plugin Commands:
  - Disables Fast Forward key from working with messages.
 
</nowiki>
 
  
=== [[Extended Message Pack 1 (YEP)|Extended Message Pack 1]] ===
+
  GoToMusicMenu
<hr>
+
  - Sends the player to the music menu scene.
  
<nowiki>You can use the following plugin commands to adjust a few of the settings
+
  AllMusicMenuSongs
regarding the Message Window.
+
  - Unlocks all music for the player without the player needing to hear it
 +
  in the game at least once.
  
Plugin Commands
+
  NormalMusicMenuSongs
 +
  - Removes the unlock all setting. The player now needs to hear music in
 +
  the game at least once to unlock the song. This does not remove already
 +
  unlocked song entries.
  
   --- Letter Sounds ---
+
  UnlockMusicMenuSong x
 +
  UnlockMusicMenuSong x x x
 +
   - This will unlock song ID x for the game. Use multiple x's to unlock a
 +
  group of songs at once. x will refer to the ID found in the plugin's
 +
  parameters. The referred song will be unlocked without the player needing
 +
  to hear the song in the game at least once.
 +
</nowiki>
  
  EnableLetterSound
+
== [[Notification Window (Arisu)|Notification Window]] ==
  DisableLetterSound
 
  - These commands will enable or disable the letter sounds respectively.
 
  
  LetterSoundName Cursor2
+
<html><img src='https://img.itch.zone/aW1nLzI0Mzg2ODcucG5n/original/xSWbyO.png' width='300'></html>
  - This will replace the current letter sound with the written filename.
 
  The filename is case sensitive. Do not use the file extension.
 
  
  LetterSoundVolume 100
+
Displaying a notification can be achieved through Plugin Commands.
  - This will change the letter sound volume to 100.
+
Notifications may appear in any scene.
  
   LetterSoundPitch 125
+
<pre>
   - This will change the letter sound pitch to 125.
+
  Notify: text
 +
   - Replace 'text' with the text you wish to display.
 +
  - This can use text codes.
 +
   - This will appear in the 'Default Location' set by the Plugin Parameter.
 +
</pre>
  
   LetterSoundPitchVariance 10
+
<pre>
   - This will cause the letter sound's pitch to fluctuate between -10 & 10.
+
  Notify1: text
 +
  Notify2: text
 +
  Notify3: text
 +
  Notify4: text
 +
  Notify5: text
 +
  Notify6: text
 +
  Notify7: text
 +
  Notify8: text
 +
   Notify9: text
 +
   - Use the number corresponding to the NumPad to determine screen location.
 +
  - Replace 'text' with the text you wish to display.
 +
  - This can use text codes.
 +
</pre>
  
   LetterSoundPan 0
+
<pre>
   - This will change the letter sound's pan to 0.
+
   NotifyColor: rgba(255, 0, 0, 1)
 +
   - This changes the color of the next notification's background to the
 +
  shown rgba color.
 +
  Read more about it here: https://www.w3schools.com/cssref/func_rgba.asp
 +
</pre>
  
  LetterSoundPanVariance 10
+
== [[Patch Notes (YEP)|Patch Notes]] ==
  - This will cause the letter sound's pan to fluctuate between -10 and 10.
 
  
  LetterSoundInterval 2
+
<pre>
  - This will change the interval at which the letter sounds are played to
+
You can use the following plugin commands to adjust how accessing the Patch
  2 letters. Change it to 0 to play on every letter written out.
+
file is done for your game.
  
  LetterSoundReset
+
Plugin Commands
  - This will reset the letter sounds to their default settings.
 
  
   --- Choice Settings ---
+
  OpenPatchNotes
 +
   - This will open up the Patch file or URL for your game.
  
   ChoiceRowMax 4
+
   ShowMenuPatchNotesCommand
   - This will set the maximum amount of visible choices to 4.
+
   - Will make the 'PatchNotes' command show up in the main menu.
  
   HideChoice 5
+
   HideMenuPatchNotesCommand
   - This will cause choice 5 to be hidden.
+
   - Will make the 'PatchNotes' command hidden in the main menu.
 +
</pre>
  
  ShowChoice 6
+
== [[Party System (YEP)|Party System]] ==
  - This will cause choice 6 to be shown and no longer hidden.
 
  
  ClearHiddenChoices
+
<nowiki>
  - All choices become visible and are no longer hidden.
+
Here are some plugin commands you can use!
  
  DisableChoice 1
+
Plugin Command:
   - This will cause choice 1 to be disabled.
+
   OpenPartyMenu    Opens up the Party Menu from the field.
  
  EnableChoice 2
+
Actors can also be required, meaning the player must have that actor(s) in
  - This will cause choice 2 to be enabled.
+
the party before the player is able to leave the party menu. Required actors
 
+
can be moved around, unlike locked actors. Keep in mind if you do make some
  ClearDisabledChoices
+
actors required, do not make the game require more actors than the possible
  - All choices become enabled and are no longer disabled.
+
maximum battle members or else the player will be stuck in the party menu.
  
   ClearChoiceSettings
+
Plugin Command:
   - All choices are shown and enabled.
+
  ShowBattleFormation    - Shows 'Formation' command in battle.
 +
  HideBattleFormation    - Hides 'Formation' command in battle.
 +
   EnableBattleFormation  - Enables 'Formation' command in battle.
 +
   DisableBattleFormation - Disables 'Formation' command in battle.
  
   --- Message Window Positions ---
+
   LockActor 3          - Locks actor 3.
 +
  LockActor 4 5 6      - Locks actors 4, 5, and 6.
 +
  UnlockActor 3        - Unlocks actor 3.
 +
  UnlockActor 4 5 6    - Unlocks actors 4, 5, and 6.
 +
                      * Locked Actors cannot be moved out of their current
 +
                        position and must be in the party.
  
   MessageRows 6
+
   RequireActor 3      - Player must have actor 3 in party.
   - Changes the Message Rows displayed to 6. If you are using continuous
+
  RequireActor 4 5 6  - Player must have actors 4, 5, and 6 in party.
   Show Text events, this will continue displaying the following lines's
+
   UnrequireActor 3    - Player no longer needs actor 3 in party.
  texts until it hits the row limit. Anything after that is cut off until
+
   UnrequireActor 4 5 6 - Player no longer needs actors 4, 5, and 6 in party.
  the next message starts to avoid accidental overlap.
+
                      * Required Actors must be in the party in order for
 +
                        the player to be able to exit the party menu.
  
   MessageWidth 400
+
   ChangePartyMax 5    - Changes max party size to 5.
  - Changes the Message Window Width to 400 pixels. This will cut off any
+
</nowiki>
  words that are shown too far to the right so adjust accordingly!
 
  
  MessagePositionX 300
+
=== [[Actor Party Switch (YEP)|Actor Party Switch]] ===
  - Sets the Message Window's X Position to 300. This position will be
+
<hr>
  relative to its horizontal anchor point.
+
 
 +
<nowiki>
 +
For those who'd like to be able to change the settings of Actor Part Switch
 +
midway through the game, use the following plugin commands:
  
  MessagePositionY 400
+
Plugin Commands:
  - Sets the Message Window's Y Position to 400. This position will be
 
  relative to its vertical anchor point.
 
  
   MessagePositionXAuto
+
   ShowActorPartySwitch
   - Sets the Message Window's X Position to be automatically fitted and not
+
  HideActorPartySwitch
   set relative to its horizontal anchor point.
+
   - Shows/hides the 'Switch' command from the actor command window from
 +
   being visible.
  
   MessagePositionYAuto
+
   EnableActorPartySwitch
   - Sets the Message Window's Y Position to be automatically fitted and not
+
  DisableActorPartySwitch
   set relative to its vertical anchor point.
+
   - Enables/disables the 'Switch' command from the actor command window
 +
   from being able to selected.
  
   MessageAnchorX left
+
   ResetActorPartySwitchCooldowns
   - Sets the Message Window's x anchor to 'left', 'center', or 'right' if
+
   - Resets all cooldowns for actor party switching.
  you are using specified coordinates.
+
</nowiki>
  
  MessageAnchorY bottom
+
== [[Picture Common Events (YEP)|Picture Common Events]] ==
  - Sets the Message Window's y anchor to 'top', 'center', or 'bottom' if
 
  you are using specified coordinates.
 
  
  MessagePositionReset
+
<nowiki>
  - Resets both the Message Window's X and Y Positions to its automatic
+
The following are some plugin commands you can use should you want to add a
  positions and not adjusted to its anchor points. The Message Width and the
+
bit of control with the Picture Common Events.
  Message Rows.
 
</nowiki>
 
  
=== [[Message Backlog (YEP)|Message Backlog]] ===
+
Plugin Command
<hr>
 
  
<nowiki>The following plugin commands can be used to alter various settings
+
  EnableTouchMove
regarding the Message Backlog.
+
  DisableTouchMove
 +
  - Allows the player to press a destination on the screen and move there or
 +
  disables the player from using touch movement.
  
Plugin Command:
+
  HidePictureCommonEvents
 +
  ShowPictureCommonEvents
 +
  - Manually hide all pictures bound to common events or show them. If shown
 +
  then pictures will return to their previous opacity value. Hidden pictures
 +
  cannot be triggered to activate common events.
  
   EnableMessageBacklog
+
   MovePlayer Down
   DisableMessageBacklog
+
   MovePlayer Left
   - This enables/disables the message backlog from being playeraccessed.
+
  MovePlayer Right
 +
  MovePlayer Up
 +
   - Will cause the player character to move as if moving by using a 4-dir
 +
  input (either via keyboard or controller). This is best used with 'Press'.
  
   EnableMessageLogging
+
   TriggerButton Ok
   DisableMessageLogging
+
   TriggerButton Cancel
   - If enabled, new messages will be recorded to the backlog.
+
   TriggerButton Dash
   If disabled, they won't be recorded.
+
  TriggerButton PageUp
 
+
  TriggerButton PageDown
   OpenMessageBacklog
+
  TriggerButton Left
   - This will forcefully open the message backlog if done on the map scene.
+
   TriggerButton Up
   (Highly recommended to be used with Button Common Events)
+
  TriggerButton Right
 +
   TriggerButton Down
 +
   - This will cause the game to simulate triggering the button command of
 +
   one of those original functions even if there is a common event bound to
 +
  all of the keys of that original function.
 
</nowiki>
 
</nowiki>
  
== [[Music Menu (YEP)|Music Menu]] ==
+
== [[Picture Spritesheets (YEP)|Picture Spritesheets]] ==
  
<nowiki>
+
<pre>
You can use the following plugin commands to alter the music menu settings
+
Using the Plugin Command event, you can set a specific picture to change to
for your game in many ways.
+
a different cell by using the Plugin Command below:
  
 
Plugin Commands:
 
Plugin Commands:
  
   GoToMusicMenu
+
   Picture x Frame y
   - Sends the player to the music menu scene.
+
   - Replace 'x' with the ID of the picture you wish to change the frame of.
 +
  - Replace 'y' with the frame ID to change the picture to.
 +
</pre>
 +
 
 +
== [[Proximity Compass (Olivia)|Proximity Compass]] ==
  
  AllMusicMenuSongs
+
<html><img src='https://img.itch.zone/aW1hZ2UvMzI3MzAwLzE2MTkzNjYuZ2lm/original/d%2B4T1k.gif'></html>
  - Unlocks all music for the player without the player needing to hear it
 
  in the game at least once.
 
  
  NormalMusicMenuSongs
+
<html><img src='https://img.itch.zone/aW1nLzE2MTkzOTIucG5n/original/6Mf5vJ.png'></html>
  - Removes the unlock all setting. The player now needs to hear music in
 
  the game at least once to unlock the song. This does not remove already
 
  unlocked song entries.
 
  
  UnlockMusicMenuSong x
+
<pre>
  UnlockMusicMenuSong x x x
+
ShowCompass
  - This will unlock song ID x for the game. Use multiple x's to unlock a
+
HideCompass
  group of songs at once. x will refer to the ID found in the plugin's
+
ToggleCompass
  parameters. The referred song will be unlocked without the player needing
+
- This will show, hide, or toggle the compass from view. If shown, this will
  to hear the song in the game at least once.
+
make the compass visible, unless the player opts to hide the compass or if
</nowiki>
+
the map has a <Hide Compass> notetag.
 +
</pre>
 +
 
 +
<html><img src='https://img.itch.zone/aW1nLzE2MTkzOTMucG5n/original/9a3IrT.png'></html>
 +
 
 +
<pre>
 +
PlayerCompassIcon x
 +
- Changes the player's compass icon to x.
 +
</pre>
  
== [[Party System (YEP)|Party System]] ==
+
== [[Quest Journal System (YEP)|Quest Journal System]] ==
  
 
  <nowiki>
 
  <nowiki>
Here are some plugin commands you can use!
+
There are various plugin commands you can use to control the quest journal
 +
system in your game.
  
Plugin Command:
+
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  OpenPartyMenu    Opens up the Party Menu from the field.
+
Plugin Commands:
 +
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  
Actors can also be required, meaning the player must have that actor(s) in
+
  Quest Journal Open
the party before the player is able to leave the party menu. Required actors
+
  - Opens the quest journal system menu with no quest selected.
can be moved around, unlike locked actors. Keep in mind if you do make some
 
actors required, do not make the game require more actors than the possible
 
maximum battle members or else the player will be stuck in the party menu.
 
  
Plugin Command:
+
  Quest Journal Open To x
   ShowBattleFormation    - Shows 'Formation' command in battle.
+
   - Replace 'x' with the quest ID you wish to open the quest journal system
   HideBattleFormation    - Hides 'Formation' command in battle.
+
   to. If the quest isn't known to the player at the time this plugin command
  EnableBattleFormation  - Enables 'Formation' command in battle.
+
   takes place, then the quest will be added to the player's quest journal.
   DisableBattleFormation - Disables 'Formation' command in battle.
 
  
   LockActor 3          - Locks actor 3.
+
   ---
  LockActor 4 5 6      - Locks actors 4, 5, and 6.
 
  UnlockActor 3        - Unlocks actor 3.
 
  UnlockActor 4 5 6    - Unlocks actors 4, 5, and 6.
 
                      * Locked Actors cannot be moved out of their current
 
                        position and must be in the party.
 
  
   RequireActor 3      - Player must have actor 3 in party.
+
   Quest Journal Show
   RequireActor 4 5 6  - Player must have actors 4, 5, and 6 in party.
+
   Quest Journal Hide
   UnrequireActor 3    - Player no longer needs actor 3 in party.
+
   - Show or hide the Quest Journal option from the main menu.
  UnrequireActor 4 5 6 - Player no longer needs actors 4, 5, and 6 in party.
 
                      * Required Actors must be in the party in order for
 
                        the player to be able to exit the party menu.
 
  
   ChangePartyMax 5    - Changes max party size to 5.
+
   Quest Journal Enable
</nowiki>
+
  Quest Journal Disable
 +
  - Enable or disable the Quest Journal option in the main menu.
  
=== [[Actor Party Switch (YEP)|Actor Party Switch]] ===
+
  ---
<hr>
 
  
<nowiki>
+
  Quest Add x
For those who'd like to be able to change the settings of Actor Part Switch
+
  - Replace 'x' with an integer. Adds quest ID 'x' to the quest journal as
midway through the game, use the following plugin commands:
+
  an available quest. This will make it viewable from the in-game quest
 +
  journal system menu.
  
Plugin Commands:
+
  Quest Add x to y
 +
  - Replace 'x' and 'y' with integer values determining the quest ID range
 +
  you wish to add in mass amounts to the quest journal.
  
   ShowActorPartySwitch
+
   Quest Add x, x, x
  HideActorPartySwitch
+
   - Replace 'x' values with integer values representing the quest ID's you
   - Shows/hides the 'Switch' command from the actor command window from
+
   wish to add to the quest journal.
   being visible.
 
  
  EnableActorPartySwitch
+
   ---
  DisableActorPartySwitch
 
   - Enables/disables the 'Switch' command from the actor command window
 
  from being able to selected.
 
  
   ResetActorPartySwitchCooldowns
+
   Quest Remove x
   - Resets all cooldowns for actor party switching.
+
   - Replace 'x' with an integer. This will remove quest ID 'x' from the
</nowiki>
+
  quest journal.
  
== [[Picture Common Events (YEP)|Picture Common Events]] ==
+
  Quest Remove x to y
 +
  - Replace 'x' and 'y' with integer values determining the quest ID range
 +
  you wish to remove in mass amounts from the quest journal.
  
<nowiki>
+
  Quest Remove x, x, x
The following are some plugin commands you can use should you want to add a
+
  - Replace 'x' values with integer values representing the quest ID's you
bit of control with the Picture Common Events.
+
  wish to remove from the quest journal.
 +
 
 +
  ---
  
Plugin Command
+
  Quest Set Completed x
 +
  Quest Set Failed x
 +
  Quest Set Available x
 +
  - Replace 'x' with the quest ID you wish to change the quest status to
 +
  'completed', 'failed', or 'available'.
  
   EnableTouchMove
+
   Quest Set Completed x to y
   DisableTouchMove
+
   Quest Set Failed x to y
   - Allows the player to press a destination on the screen and move there or
+
  Quest Set Available x to y
  disables the player from using touch movement.
+
   - Replace 'x' and 'y' with integer values determining the quest ID range
 +
  you wish to set as completed, failed, or available.
  
   HidePictureCommonEvents
+
   Quest Set Completed x, x, x
   ShowPictureCommonEvents
+
   Quest Set Failed x, x, x
   - Manually hide all pictures bound to common events or show them. If shown
+
   Quest Set Available x, x, x
   then pictures will return to their previous opacity value. Hidden pictures
+
   - Replace 'x' values with integer values representing the quest ID's you
   cannot be triggered to activate common events.
+
   wish to set as completed, failed, or available.
  
  MovePlayer Down
+
   ---
  MovePlayer Left
 
  MovePlayer Right
 
  MovePlayer Up
 
   - Will cause the player character to move as if moving by using a 4-dir
 
  input (either via keyboard or controller). This is best used with 'Press'.
 
  
   TriggerButton Ok
+
   Quest x Change Description Entry To y
   TriggerButton Cancel
+
   - Replace 'x' with the Quest ID you want to modify the description of.
   TriggerButton Dash
+
   Replace 'y' with the description entry ID you wish to change the quest to.
  TriggerButton PageUp
+
   This will make the description, when viewed in-game in the quest journal,
  TriggerButton PageDown
+
  to display the description entry ID 'y' found in the plugin parameters for
  TriggerButton Left
+
   quest 'x'. This is used for times you wish to update the description text
  TriggerButton Up
+
   midway through a quest.
  TriggerButton Right
 
   TriggerButton Down
 
  - This will cause the game to simulate triggering the button command of
 
   one of those original functions even if there is a common event bound to
 
   all of the keys of that original function.
 
</nowiki>
 
  
== [[Proximity Compass (Olivia)|Proximity Compass]] ==
+
  ---
  
<html><img src='https://img.itch.zone/aW1hZ2UvMzI3MzAwLzE2MTkzNjYuZ2lm/original/d%2B4T1k.gif'></html>
+
  Quest x Show Objective y
 +
  Quest x Hide Objective y
 +
  - Replace 'x' with the Quest ID you wish to alter the objective of.
 +
  Replace 'y' with the objective ID you wish to make visible/hidden. Quests
 +
  can show multiple objectives at once.
  
<html><img src='https://img.itch.zone/aW1nLzE2MTkzOTIucG5n/original/6Mf5vJ.png'></html>
+
  Quest x Show Objective y to z
 +
  Quest x Hide Objective y to z
 +
  - Replace 'x' with the Quest ID you wish to alter the objective of.
 +
  Replace 'y' and 'z' with the objective ID range you wish to make
 +
  visible/hidden. Quests can show multiple objectives at once.
  
<pre>
+
  Quest x Show Objective y, y, y
ShowCompass
+
  Quest x Hide Objective y, y, y
HideCompass
+
  - Replace 'x' with the Quest ID you wish to alter the objective of.
ToggleCompass
+
  Replace 'y' values with integer values representing the objective ID's you
- This will show, hide, or toggle the compass from view. If shown, this will
+
  wish to make visible/hidden. Quests can show multiple objectives at once.
make the compass visible, unless the player opts to hide the compass or if
 
the map has a <Hide Compass> notetag.
 
</pre>
 
  
<html><img src='https://img.itch.zone/aW1nLzE2MTkzOTMucG5n/original/9a3IrT.png'></html>
+
  Quest X Show All Objectives
 +
  Quest X Hide All Objectives
 +
  - Replace 'x' with the Quest ID you wish to alter the objectives of.
 +
  This will show/hide all of the quest's objectives.
  
<pre>
+
  Quest x Complete Objective y
PlayerCompassIcon x
+
  Quest x Fail Objective y
- Changes the player's compass icon to x.
+
  Quest x Normalize Objective y
</pre>
+
  - Replace 'x' with the Quest ID you wish to alter the objective of.
 +
  Replace 'y' with the objective ID you wish to change the status of.
 +
  Using 'Complete' will mark the objective as completed. Using 'Fail' will
 +
  mark the objective as failed. Using 'Normalize' will set the objective's
 +
  status to neither completed or failed.
  
== [[Quest Journal System (YEP)|Quest Journal System]] ==
+
  Quest x Complete Objective y to z
 +
  Quest x Fail Objective y to z
 +
  Quest x Normalize Objective y to z
 +
  - Replace 'x' with the Quest ID you wish to alter the objective of.
 +
  Replace 'y' and 'z' with the objective ID range you wish to change the
 +
  status of. Using 'Complete' will mark the objective as completed. Using
 +
  'Fail' will mark the objective as failed. Using 'Normalize' will set the
 +
  objective's status to neither completed or failed.
  
<nowiki>
+
  Quest x Complete Objective y, y, y
There are various plugin commands you can use to control the quest journal
+
  Quest x Fail Objective y, y, y
system in your game.
+
  Quest x Normalize Objective y, y, y
 +
  - Replace 'x' with the Quest ID you wish to alter the objective of.
 +
  Replace 'y' values with integer values representing the objective ID's you
 +
  wish to change the status of. Using 'Complete' will mark the objective as
 +
  completed. Using 'Fail' will mark the objective as failed. Using
 +
  'Normalize' will set the objective's status to neither completed or
 +
  failed.
  
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
+
   Quest x Complete All Objectives
Plugin Commands:
+
   Quest x Fail All Objectives
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
+
   Quest x Normalize All Objectives
 
+
   - Replace 'x' with the Quest ID you wish to alter the objectives of.
   Quest Journal Open
+
   This will complete/fail/normalize all of the quest's objectives.
   - Opens the quest journal system menu with no quest selected.
 
 
 
   Quest Journal Open To x
 
   - Replace 'x' with the quest ID you wish to open the quest journal system
 
  to. If the quest isn't known to the player at the time this plugin command
 
   takes place, then the quest will be added to the player's quest journal.
 
  
 
   ---
 
   ---
  
   Quest Journal Show
+
   Quest x Show Reward y
   Quest Journal Hide
+
   Quest x Hide Reward y
   - Show or hide the Quest Journal option from the main menu.
+
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
 +
  'y' with the reward ID you wish to make visible/hidden. Quests can show
 +
  multiple reward at once.
  
   Quest Journal Enable
+
   Quest x Show Reward y to z
   Quest Journal Disable
+
   Quest x Hide Reward y to z
   - Enable or disable the Quest Journal option in the main menu.
+
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
 +
  'y' and 'z' with the reward ID range you wish to make visible/hidden.
 +
  Quests can show multiple reward at once.
  
   ---
+
  Quest x Show Reward y, y, y
 +
  Quest x Hide Reward y, y, y
 +
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
 +
  'y' values with integer values representing the reward ID's you wish to
 +
  make visible/hidden. Quests can show multiple reward at once.
  
   Quest Add x
+
   Quest x Show All Rewards
   - Replace 'x' with an integer. Adds quest ID 'x' to the quest journal as
+
  Quest x Hide All Rewards
   an available quest. This will make it viewable from the in-game quest
+
   - Replace 'x' with the Quest ID you wish to alter the rewards of. This
  journal system menu.
+
   will show/hide all of the quest's rewards.
  
   Quest Add x to y
+
   Quest x Claim Reward y
   - Replace 'x' and 'y' with integer values determining the quest ID range
+
  Quest x Deny Reward y
  you wish to add in mass amounts to the quest journal.
+
  Quest x Normalize Reward y
 +
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
 +
  'y' with the reward ID you wish to change the status of. Using 'Claim'
 +
  will mark the reward as claimed. Using 'Deny' will mark the reward as
 +
  denied. Using 'Normalize' will set the reward's status to neither claimed
 +
  or denied.
  
   Quest Add x, x, x
+
   Quest x Claim Reward y to z
   - Replace 'x' values with integer values representing the quest ID's you
+
  Quest x Deny Reward y to z
   wish to add to the quest journal.
+
  Quest x Normalize Reward y to z
 +
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
 +
   'y' and 'z' with the reward ID range you wish to change the status of.
 +
  Using 'Claim' will mark the reward as claimed. Using 'Deny' will mark the
 +
  reward as denied. Using 'Normalize' will set the reward's status to
 +
  neither claimed or denied.
  
   ---
+
  Quest x Claim Reward y, y, y
 +
  Quest x Deny Reward y, y, y
 +
  Quest x Normalize Reward y, y, y
 +
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
 +
  'y' values with integer values representing the reward ID you wish to
 +
  change the status of. Using 'Claim' will mark the reward as claimed. Using
 +
  'Deny' will mark the reward as denied. Using 'Normalize' will set the
 +
  reward's status to neither claimed or denied.
  
   Quest Remove x
+
   Quest x Claim All Rewards
   - Replace 'x' with an integer. This will remove quest ID 'x' from the
+
   Quest x Deny All Rewards
  quest journal.
+
   Quest x Normalize All Rewards
 
+
   - Replace 'x' with the Quest ID you wish to alter the rewards of. This
   Quest Remove x to y
+
   will claim/deny/normalize all of the quest's rewards.
   - Replace 'x' and 'y' with integer values determining the quest ID range
 
  you wish to remove in mass amounts from the quest journal.
 
 
 
   Quest Remove x, x, x
 
  - Replace 'x' values with integer values representing the quest ID's you
 
  wish to remove from the quest journal.
 
  
 
   ---
 
   ---
  
   Quest Set Completed x
+
   Quest x Change Subtext Entry To y
   Quest Set Failed x
+
   - Replace 'x' with the Quest ID you want to modify the subtext of. Replace
  Quest Set Available x
+
   'y' with the subtext entry ID you wish to change the quest to. This will
   - Replace 'x' with the quest ID you wish to change the quest status to
+
   make the subtext, when viewed in-game in the quest journal, to display the
   'completed', 'failed', or 'available'.
+
  subtext entry ID 'y' found in the plugin parameters for quest 'x'. This is
 +
  used for times you wish to update the subtext text midway through a quest.
  
   Quest Set Completed x to y
+
   ---
  Quest Set Failed x to y
+
</nowiki>
  Quest Set Available x to y
 
  - Replace 'x' and 'y' with integer values determining the quest ID range
 
  you wish to set as completed, failed, or available.
 
  
  Quest Set Completed x, x, x
+
=== [[Map Quest Window (YEP)|Map Quest Window]] ===
  Quest Set Failed x, x, x
+
<hr>
  Quest Set Available x, x, x
 
  - Replace 'x' values with integer values representing the quest ID's you
 
  wish to set as completed, failed, or available.
 
  
  ---
+
<nowiki>
 +
You can use the following plugin commands to change the behavior of the
 +
Map Quest Window.
  
  Quest x Change Description Entry To y
+
Plugin Commands:
  - Replace 'x' with the Quest ID you want to modify the description of.
 
  Replace 'y' with the description entry ID you wish to change the quest to.
 
  This will make the description, when viewed in-game in the quest journal,
 
  to display the description entry ID 'y' found in the plugin parameters for
 
  quest 'x'. This is used for times you wish to update the description text
 
  midway through a quest.
 
 
 
  ---
 
  
   Quest x Show Objective y
+
   SetActiveQuest x
  Quest x Hide Objective y
+
   - Sets the active quest to x.
   - Replace 'x' with the Quest ID you wish to alter the objective of.
+
 
   Replace 'y' with the objective ID you wish to make visible/hidden. Quests
+
   RefreshActiveQuestWindow
   can show multiple objectives at once.
+
   - Refreshes the map quest window.
  
   Quest x Show Objective y to z
+
   ShowActiveQuestWindow
   Quest x Hide Objective y to z
+
   HideActiveQuestWindow
   - Replace 'x' with the Quest ID you wish to alter the objective of.
+
   - Changes the Active Map Quest Window to be visible/hidden. This will not
   Replace 'y' and 'z' with the objective ID range you wish to make
+
   override the player's Options Menu's setting to hide the window.
  visible/hidden. Quests can show multiple objectives at once.
+
</nowiki>
  
  Quest x Show Objective y, y, y
+
== [[Repel & Lure Encounters (YEP)|Repel & Lure Encounters]] ==
  Quest x Hide Objective y, y, y
 
  - Replace 'x' with the Quest ID you wish to alter the objective of.
 
  Replace 'y' values with integer values representing the objective ID's you
 
  wish to make visible/hidden. Quests can show multiple objectives at once.
 
  
  Quest X Show All Objectives
+
<nowiki>
  Quest X Hide All Objectives
+
For those who would like to adjust the lure rates and lure flat values
  - Replace 'x' with the Quest ID you wish to alter the objectives of.
+
mid-game, you can use the following plugin commands.
  This will show/hide all of the quest's objectives.
 
  
  Quest x Complete Objective y
+
Plugin Commands:
  Quest x Fail Objective y
 
  Quest x Normalize Objective y
 
  - Replace 'x' with the Quest ID you wish to alter the objective of.
 
  Replace 'y' with the objective ID you wish to change the status of.
 
  Using 'Complete' will mark the objective as completed. Using 'Fail' will
 
  mark the objective as failed. Using 'Normalize' will set the objective's
 
  status to neither completed or failed.
 
  
   Quest x Complete Objective y to z
+
   SetLureRate x
  Quest x Fail Objective y to z
+
   - Sets the lure rate for encounters to x when the Lure Variable is active.
  Quest x Normalize Objective y to z
+
   You can use JavaScript code for x if you are familiar with JavaScript.
   - Replace 'x' with the Quest ID you wish to alter the objective of.
 
   Replace 'y' and 'z' with the objective ID range you wish to change the
 
  status of. Using 'Complete' will mark the objective as completed. Using
 
  'Fail' will mark the objective as failed. Using 'Normalize' will set the
 
  objective's status to neither completed or failed.
 
  
   Quest x Complete Objective y, y, y
+
   SetLureFlat x
  Quest x Fail Objective y, y, y
+
   - Sets the flat value for encounters to x when the Lure Variable is active.
  Quest x Normalize Objective y, y, y
+
   You can use JavaScript code for x if you are familiar with JavaScript.
   - Replace 'x' with the Quest ID you wish to alter the objective of.
+
</nowiki>
   Replace 'y' values with integer values representing the objective ID's you
 
  wish to change the status of. Using 'Complete' will mark the objective as
 
  completed. Using 'Fail' will mark the objective as failed. Using
 
  'Normalize' will set the objective's status to neither completed or
 
  failed.
 
  
  Quest x Complete All Objectives
+
== [[Row Formation (YEP)|Row Formation]] ==
  Quest x Fail All Objectives
 
  Quest x Normalize All Objectives
 
  - Replace 'x' with the Quest ID you wish to alter the objectives of.
 
  This will complete/fail/normalize all of the quest's objectives.
 
  
  ---
+
<nowiki>
 +
The following are some plugin commands you can use to adjust rows mid-game.
  
  Quest x Show Reward y
+
Plugin Command:
  Quest x Hide Reward y
 
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
 
  'y' with the reward ID you wish to make visible/hidden. Quests can show
 
  multiple reward at once.
 
  
   Quest x Show Reward y to z
+
   ShowMenuRow
   Quest x Hide Reward y to z
+
   HideMenuRow
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
+
   This will either show or hide the Row command from the main menu.
  'y' and 'z' with the reward ID range you wish to make visible/hidden.
 
  Quests can show multiple reward at once.
 
  
   Quest x Show Reward y, y, y
+
   EnableMenuRow
   Quest x Hide Reward y, y, y
+
   DisableMenuRow
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
+
   This will either enable or disable the Row command from the main menu.
  'y' values with integer values representing the reward ID's you wish to
 
  make visible/hidden. Quests can show multiple reward at once.
 
  
   Quest x Show All Rewards
+
   ShowBattleRow
   Quest x Hide All Rewards
+
   HideBattleRow
   - Replace 'x' with the Quest ID you wish to alter the rewards of. This
+
   This will either show or hide the Row command from the battle party menu.
   will show/hide all of the quest's rewards.
+
   This requires the YEP_BattleEngineCore plugin to take effect.
  
   Quest x Claim Reward y
+
   EnableBattleRow
   Quest x Deny Reward y
+
   DisableBattleRow
  Quest x Normalize Reward y
+
   This will either enable or disable the Row command from the battle party
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
+
   menu. This requires the YEP_BattleEngineCore plugin to take effect.
  'y' with the reward ID you wish to change the status of. Using 'Claim'
 
   will mark the reward as claimed. Using 'Deny' will mark the reward as
 
   denied. Using 'Normalize' will set the reward's status to neither claimed
 
  or denied.
 
  
   Quest x Claim Reward y to z
+
   SetActorRow actorId x
   Quest x Deny Reward y to z
+
   This will set the actor represented by actorId to move to row x. If you
  Quest x Normalize Reward y to z
+
   want to move actor 3 to the 2nd row, the plugin command would look like:
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
+
   SetActorRow 3 2
   'y' and 'z' with the reward ID range you wish to change the status of.
 
  Using 'Claim' will mark the reward as claimed. Using 'Deny' will mark the
 
  reward as denied. Using 'Normalize' will set the reward's status to
 
   neither claimed or denied.
 
  
   Quest x Claim Reward y, y, y
+
   SetPartyRow slotId x
   Quest x Deny Reward y, y, y
+
   This will set the party member in slotId to move to row x. If you want to
  Quest x Normalize Reward y, y, y
+
   move the 3rd party member to the 2nd row, the plugin command would look
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
+
   like: SetPartyRow 3 2
  'y' values with integer values representing the reward ID you wish to
 
   change the status of. Using 'Claim' will mark the reward as claimed. Using
 
  'Deny' will mark the reward as denied. Using 'Normalize' will set the
 
   reward's status to neither claimed or denied.
 
  
   Quest x Claim All Rewards
+
   SetEnemyRow slotId x
   Quest x Deny All Rewards
+
   This will set the enemy member in slotId to move to row x. If you want to
   Quest x Normalize All Rewards
+
  move the 3rd enemy member to the 2nd row, the plugin command would look
   - Replace 'x' with the Quest ID you wish to alter the rewards of. This
+
  like: SetEnemyRow 3 2
   will claim/deny/normalize all of the quest's rewards.
+
   * Note: If you use this plugin command during turn 0 and the parameter
 +
   'Adjust Relative' is set to false, the enemies will not move and
 +
  automatically assume the position they are in will be the row they'll be
 +
  in. On the other hand, using this plugin on anything after turn 0 will
 +
  move the enemy visually to a different position on the screen. If the
 +
   parameter 'Adjust Relative' is true, the enemies will move.
 +
</nowiki>
  
  ---
+
== [[Save Core (YEP)|Save Core]] ==
  
  Quest x Change Subtext Entry To y
+
=== [[Autosave (YEP)|Autosave]] ===
  - Replace 'x' with the Quest ID you want to modify the subtext of. Replace
 
  'y' with the subtext entry ID you wish to change the quest to. This will
 
  make the subtext, when viewed in-game in the quest journal, to display the
 
  subtext entry ID 'y' found in the plugin parameters for quest 'x'. This is
 
  used for times you wish to update the subtext text midway through a quest.
 
 
 
  ---
 
</nowiki>
 
 
 
=== [[Map Quest Window (YEP)|Map Quest Window]] ===
 
 
<hr>
 
<hr>
  
  <nowiki>
+
  <nowiki>Autosave is manually done by the game developer using plugin commands. There
You can use the following plugin commands to change the behavior of the
+
are also other plugin commands that can control autosaving, too.
Map Quest Window.
 
  
Plugin Commands:
+
  Plugin Commands:
  
  SetActiveQuest x
+
    Autosave
  - Sets the active quest to x.
+
    - This will make the game automatically save in the last saved file
 +
    slot used by the player. If the player has started a new game and did
 +
    not save into a slot yet, nothing will happen. If autosave is disabled
 +
    by the player through the Options menu or disabled by the system with
 +
    a plugin command, nothing will happen either.
  
  RefreshActiveQuestWindow
+
    EnableAutosave
  - Refreshes the map quest window.
+
    DisableAutosave
 
+
    - This will forcibly enable or disable autosaving done by the game.
  ShowActiveQuestWindow
+
    This will not bypass the player's option to disable Autosave if trying
  HideActiveQuestWindow
+
    to enable it. The player's decision to disable Autosaving will take
  - Changes the Active Map Quest Window to be visible/hidden. This will not
+
    priority over the game dev's. If you wish to take this option away from
  override the player's Options Menu's setting to hide the window.
+
    the player, please change it in the plugin parameters.
 
</nowiki>
 
</nowiki>
  
== [[Repel & Lure Encounters (YEP)|Repel & Lure Encounters]] ==
+
=== [[New Game+ (YEP)|New Game+]] ===
  
  <nowiki>
+
  <nowiki>To set the current save to have New Game+ settings, you'll need to use these
For those who would like to adjust the lure rates and lure flat values
+
plugin commands to alter the settings:
mid-game, you can use the following plugin commands.
 
  
 
Plugin Commands:
 
Plugin Commands:
  
   SetLureRate x
+
   EnableNewGamePlus
   - Sets the lure rate for encounters to x when the Lure Variable is active.
+
   - This will cause any save after this has been enabled to have a New Game+
   You can use JavaScript code for x if you are familiar with JavaScript.
+
   option instead of the "Load" command on the loading screen.
  
   SetLureFlat x
+
   DisableNewGamePlus
   - Sets the flat value for encounters to x when the Lure Variable is active.
+
   - This will disable the New Game+ option for saves made after this plugin
   You can use JavaScript code for x if you are familiar with JavaScript.
+
   command has run. The "Load" option will appear instead of "New Game+".
 
</nowiki>
 
</nowiki>
  
== [[Row Formation (YEP)|Row Formation]] ==
+
== [[Save Event Locations (YEP)|Save Event Locations]] ==
  
 
  <nowiki>
 
  <nowiki>
The following are some plugin commands you can use to adjust rows mid-game.
+
Plugin Command
 +
  ResetAllEventLocations
 +
  - This resets all the event locations on the map.
 +
</nowiki>
  
Plugin Command:
+
== [[Self Switches & Variables (YEP)|Self Switches & Variables]] ==
  
  ShowMenuRow
+
<nowiki>Those who would like to remotely control Self Switches and Self Variables
  HideMenuRow
+
can use the following plugin commands:
  This will either show or hide the Row command from the main menu.
 
  
  EnableMenuRow
+
Plugin Commands:
  DisableMenuRow
 
  This will either enable or disable the Row command from the main menu.
 
  
   ShowBattleRow
+
   SelfSwitch Map x, Event y, Switch z to true
   HideBattleRow
+
  SelfSwitch Map x, Event y, Switch z to false
   This will either show or hide the Row command from the battle party menu.
+
   SelfSwitch Map x, Event y, Switch z to code
   This requires the YEP_BattleEngineCore plugin to take effect.
+
   - 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)'.
  
   EnableBattleRow
+
   SelfVariable Map x, Event y, Variable z to 12345
  DisableBattleRow
+
   SelfVariable Map x, Event y, Variable z to value + 100
  This will either enable or disable the Row command from the battle party
+
   SelfVariable Map x, Event y, Variable z to code
  menu. This requires the YEP_BattleEngineCore plugin to take effect.
+
   - 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
   SetActorRow actorId x
+
   number like '12345', a calculation using 'value' (the current value of the
   This will set the actor represented by actorId to move to row x. If you
+
   Self Variable), or a piece of code like '$gameVariables.value(4)'.
  want to move actor 3 to the 2nd row, the plugin command would look like:
 
  SetActorRow 3 2
 
 
 
  SetPartyRow slotId x
 
   This will set the party member in slotId to move to row x. If you want to
 
  move the 3rd party member to the 2nd row, the plugin command would look
 
  like: SetPartyRow 3 2
 
 
 
  SetEnemyRow slotId x
 
  This will set the enemy member in slotId to move to row x. If you want to
 
  move the 3rd enemy member to the 2nd row, the plugin command would look
 
  like: SetEnemyRow 3 2
 
  * Note: If you use this plugin command during turn 0 and the parameter
 
   'Adjust Relative' is set to false, the enemies will not move and
 
   automatically assume the position they are in will be the row they'll be
 
  in. On the other hand, using this plugin on anything after turn 0 will
 
  move the enemy visually to a different position on the screen. If the
 
   parameter 'Adjust Relative' is true, the enemies will move.
 
 
</nowiki>
 
</nowiki>
  
== [[Save Core (YEP)|Save Core]] ==
+
== [[Skill Core (YEP)|Skill Core]] ==
  
=== [[Autosave (YEP)|Autosave]] ===
+
=== [[Party Limit Gauge (YEP)|Party Limit Gauge]] ===
 
<hr>
 
<hr>
  
  <nowiki>Autosave is manually done by the game developer using plugin commands. There
+
  <nowiki>
are also other plugin commands that can control autosaving, too.
+
You can use plugin commands inside events to alter the amount of Party Limit
 +
Gauge the player's party or enemy party has.
  
  Plugin Commands:
+
Plugin Command
  
    Autosave
+
  SetPartyLimitGaugeValue x
    - This will make the game automatically save in the last saved file
+
  SetTroopLimitGaugeValue x
    slot used by the player. If the player has started a new game and did
+
  - Sets the player party's or enemy party's raw Party Limit Gauge
    not save into a slot yet, nothing will happen. If autosave is disabled
+
  value to x.
    by the player through the Options menu or disabled by the system with
 
    a plugin command, nothing will happen either.
 
  
    EnableAutosave
+
  GainPartyLimitGaugeValue x
    DisableAutosave
+
  GainTroopLimitGaugeValue x
    - This will forcibly enable or disable autosaving done by the game.
+
  - The player party's or enemy party's raw Party Limit Gauge gains
    This will not bypass the player's option to disable Autosave if trying
+
  x value.
    to enable it. The player's decision to disable Autosaving will take
 
    priority over the game dev's. If you wish to take this option away from
 
    the player, please change it in the plugin parameters.
 
</nowiki>
 
  
=== [[New Game+ (YEP)|New Game+]] ===
+
  LosePartyLimitGaugeValue x
 +
  LoseTroopLimitGaugeValue x
 +
  - The player party's or enemy party's raw Party Limit Gauge gains
 +
  x value.
  
<nowiki>To set the current save to have New Game+ settings, you'll need to use these
+
  SetPartyLimitGaugeIncrement x
plugin commands to alter the settings:
+
  SetTroopLimitGaugeIncrement x
 +
  - Sets the player party's or enemy party's Party Limit Gauge value
 +
  to x increments.
  
Plugin Commands:
+
  GainPartyLimitGaugeIncrement x
 +
  GainTroopLimitGaugeIncrement x
 +
  - The player party's or enemy party's Party Limit Gauge gains
 +
  x increments.
  
   EnableNewGamePlus
+
   LosePartyLimitGaugeIncrement x
   - This will cause any save after this has been enabled to have a New Game+
+
  LoseTroopLimitGaugeIncrement x
   option instead of the "Load" command on the loading screen.
+
   - The player party's or enemy party's Party Limit Gauge gains
 +
   x increments.
  
   DisableNewGamePlus
+
   ShowPartyLimitGauge
   - This will disable the New Game+ option for saves made after this plugin
+
  HidePartyLimitGauge
  command has run. The "Load" option will appear instead of "New Game+".
+
  ShowTroopLimitGauge
 +
  HideTroopLimitGauge
 +
   - Shows or hides the Party/Troop Limit Gauge.
 
</nowiki>
 
</nowiki>
  
== [[Save Event Locations (YEP)|Save Event Locations]] ==
+
== [[Skill Learn System (YEP)|Skill Learn System]] ==
  
 
  <nowiki>
 
  <nowiki>
Plugin Command
+
You can use the following Plugin Commands from the Event Editor to alter
   ResetAllEventLocations
+
whether or not you want the 'Learn Skill' command to appear in the skill
   - This resets all the event locations on the map.
+
scene or to have it enabled.
 +
 
 +
Plugin Command:
 +
   ShowLearnSkill            Shows the 'Learn Skill' command.
 +
   HideLearnSkill            Hides the 'Learn Skill' command.
 +
  EnableLearnSkill          Enables the 'Learn Skill' command.
 +
  DisableLearnSkill        Disables the 'Learn Skill' command.
 +
  OpenLearnSkill actor x    Opens Learn Skill menu for actor x.
 +
  OpenLearnSkill party x    Opens Learn Skill menu for party member x.
 
</nowiki>
 
</nowiki>
  
== [[Self Switches & Variables (YEP)|Self Switches & Variables]] ==
+
== [[Stat Allocation (YEP)|Stat Allocation]] ==
  
  <nowiki>Those who would like to remotely control Self Switches and Self Variables
+
  <nowiki>
can use the following plugin commands:
+
You can use the following plugin commands for various Stat Allocation
 +
related effects in your game!
  
 
Plugin Commands:
 
Plugin Commands:
  
   SelfSwitch Map x, Event y, Switch z to true
+
   ShowStatAllocate
   SelfSwitch Map x, Event y, Switch z to false
+
   HideStatAllocate
  SelfSwitch Map x, Event y, Switch z to code
+
   - This will show or hide the main menu's Stat Allocation command.
   - 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
+
   EnableStatAllocate
   SelfVariable Map x, Event y, Variable z to value + 100
+
   DisableStatAllocate
  SelfVariable Map x, Event y, Variable z to code
+
   - This will enable or disable the main menu's Stat Allocation command.
   - 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)'.
 
</nowiki>
 
  
== [[Skill Core (YEP)|Skill Core]] ==
+
  ShowRevertAllocate
 +
  HideRevertAllocate
 +
  - This will show or hide the Allocation scene's 'Revert' command.
  
=== [[Party Limit Gauge (YEP)|Party Limit Gauge]] ===
+
  EnableRevertAllocate
<hr>
+
  DisableRevertAllocate
 +
  - This will enable or disable the Allocation scene's 'Revert' command.
  
<nowiki>
+
  OpenStatAllocate x
You can use plugin commands inside events to alter the amount of Party Limit
+
  - This will open up the stat allocation menu for the party member whose
Gauge the player's party or enemy party has.
+
  index is equal to x. 0 is the first slot.
 +
</nowiki>
 +
 
 +
== [[Status Menu Core (YEP)|Status Menu Core]] ==
  
Plugin Command
+
=== [[Actor Variables (YEP)|Actor Variables]] ===
 +
<hr>
  
  SetPartyLimitGaugeValue x
+
<nowiki>
  SetTroopLimitGaugeValue x
+
These are plugin commands to allow you to hide/show specific variables
  - Sets the player party's or enemy party's raw Party Limit Gauge
+
throughout your game.
  value to x.
 
  
  GainPartyLimitGaugeValue x
+
Plugin Command:
  GainTroopLimitGaugeValue x
 
  - The player party's or enemy party's raw Party Limit Gauge gains
 
  x value.
 
  
  LosePartyLimitGaugeValue x
+
HideActorVariable 1
  LoseTroopLimitGaugeValue x
+
Hides variable 1 from being shown in the actor status menu.
  - The player party's or enemy party's raw Party Limit Gauge gains
 
  x value.
 
  
  SetPartyLimitGaugeIncrement x
+
ShowActorVariable 2
  SetTroopLimitGaugeIncrement x
+
Disables any hidden properties for variable 2 in the actor status menu.
  - Sets the player party's or enemy party's Party Limit Gauge value
+
</nowiki>
  to x increments.
 
  
  GainPartyLimitGaugeIncrement x
+
=== [[Profile Status Page (YEP)|Profile Status Page]] ===
  GainTroopLimitGaugeIncrement x
+
<hr>
  - The player party's or enemy party's Party Limit Gauge gains
 
  x increments.
 
  
  LosePartyLimitGaugeIncrement x
+
<nowiki>
  LoseTroopLimitGaugeIncrement x
+
The following plugin commands can be used to alter an actor's profile page.
  - The player party's or enemy party's Party Limit Gauge gains
 
  x increments.
 
  
  ShowPartyLimitGauge
+
Plugin Commands:
  HidePartyLimitGauge
 
  ShowTroopLimitGauge
 
  HideTroopLimitGauge
 
  - Shows or hides the Party/Troop Limit Gauge.
 
</nowiki>
 
  
== [[Skill Learn System (YEP)|Skill Learn System]] ==
+
ClearProfileText actorId
 +
This will clear out all of actorId's profile text.
  
<nowiki>
+
AddProfileText actorId text
You can use the following Plugin Commands from the Event Editor to alter
+
This will add to actorId's profile text the line of text.
whether or not you want the 'Learn Skill' command to appear in the skill
 
scene or to have it enabled.
 
  
Plugin Command:
+
ProfileTextLine lineIndex actorId text
  ShowLearnSkill            Shows the 'Learn Skill' command.
+
This will change the specific lineIndex of the profile text for actorId to
  HideLearnSkill            Hides the 'Learn Skill' command.
+
display a specific text. For example, if you wish to the 50th line of the
  EnableLearnSkill          Enables the 'Learn Skill' command.
+
profile text for actor 3 to 'Hello World', you'll write this out as the
  DisableLearnSkill        Disables the 'Learn Skill' command.
+
plugin command:
  OpenLearnSkill actor x    Opens Learn Skill menu for actor x.
+
ProfileTextLine 49 3 Hello World
  OpenLearnSkill party x    Opens Learn Skill menu for party member x.
+
 
 +
ProfileImage actorId filename
 +
This will change the profile image for actorId to filename without the file
 +
extension. For example, if you wish to change actor 3's profile image to
 +
Aldo.png, you'll write out this as the plugin command:
 +
ProfileImage 3 Aldo
 +
 
 +
ProfileImageAlign actorId align
 +
This will change the profile image alignment for actorId. Replace 'align'
 +
with 'left', 'center', or 'right' without the quotes. If a nonexistant word
 +
is used for the alignment, then the right alignment will be used. If you
 +
wish to make the image aligned to the left for actor 3, you'll use:
 +
ProfileImageAlign 3 Left
 
</nowiki>
 
</nowiki>
  
== [[Stat Allocation (YEP)|Stat Allocation]] ==
+
== [[Stop Map Movement (YEP)|Stop Map Movement]] ==
  
 
  <nowiki>
 
  <nowiki>
You can use the following plugin commands for various Stat Allocation
+
You can use the following plugin commands to produce the following effects:
related effects in your game!
 
  
Plugin Commands:
+
Plugin Command
  
   ShowStatAllocate
+
   StopEventMovement
   HideStatAllocate
+
   Stops events from automatically moving by themselves. You can still move
   - This will show or hide the main menu's Stat Allocation command.
+
   events through movement routes set by your active event.
  
   EnableStatAllocate
+
   AllowEventMovement
   DisableStatAllocate
+
   Allows events to move automatically by themselves again. If you have any
   - This will enable or disable the main menu's Stat Allocation command.
+
   of the plugin parameters disabling events from moving during either events
 +
  or messages, this will not bypass it.
  
   ShowRevertAllocate
+
   StopPlayerMovement
   HideRevertAllocate
+
   Stops player from being able to move via input. You can still move the
   - This will show or hide the Allocation scene's 'Revert' command.
+
   player through movement routes set by your active event.
  
   EnableRevertAllocate
+
   AllowPlayerMovement
   DisableRevertAllocate
+
   Allows player to move again via input.
  - This will enable or disable the Allocation scene's 'Revert' command.
 
 
 
  OpenStatAllocate x
 
  - This will open up the stat allocation menu for the party member whose
 
  index is equal to x. 0 is the first slot.
 
 
</nowiki>
 
</nowiki>
  
== [[Status Menu Core (YEP)|Status Menu Core]] ==
+
== [[Tool Ring System (Irina)|Tool Ring System]] ==
  
=== [[Actor Variables (YEP)|Actor Variables]] ===
+
<html><img src='https://img.itch.zone/aW1hZ2UvNjAwNDg2LzMxODIyODUuZ2lm/original/1pzCl7.gif'></html>
<hr>
 
  
<nowiki>
+
<pre>
These are plugin commands to allow you to hide/show specific variables
+
Open Tool Ring
throughout your game.
+
- Opens up the tool ring forcefully.
 +
</pre>
  
Plugin Command:
+
== [[Victory Aftermath (YEP)|Victory Aftermath]] ==
  
HideActorVariable 1
+
<nowiki>
Hides variable 1 from being shown in the actor status menu.
+
If you wish to alter the Victory Aftermath sequence a bit, you can use the
 +
following Plugin Commands.
  
ShowActorVariable 2
+
Plugin Commands:
Disables any hidden properties for variable 2 in the actor status menu.
+
   DisableVictoryAftermath  - Disables the Victory Aftermath sequence and
</nowiki>
 
 
 
=== [[Profile Status Page (YEP)|Profile Status Page]] ===
 
<hr>
 
 
 
<nowiki>
 
The following plugin commands can be used to alter an actor's profile page.
 
 
 
Plugin Commands:
 
 
 
ClearProfileText actorId
 
This will clear out all of actorId's profile text.
 
 
 
AddProfileText actorId text
 
This will add to actorId's profile text the line of text.
 
 
 
ProfileTextLine lineIndex actorId text
 
This will change the specific lineIndex of the profile text for actorId to
 
display a specific text. For example, if you wish to the 50th line of the
 
profile text for actor 3 to 'Hello World', you'll write this out as the
 
plugin command:
 
ProfileTextLine 49 3 Hello World
 
 
 
ProfileImage actorId filename
 
This will change the profile image for actorId to filename without the file
 
extension. For example, if you wish to change actor 3's profile image to
 
Aldo.png, you'll write out this as the plugin command:
 
ProfileImage 3 Aldo
 
 
 
ProfileImageAlign actorId align
 
This will change the profile image alignment for actorId. Replace 'align'
 
with 'left', 'center', or 'right' without the quotes. If a nonexistant word
 
is used for the alignment, then the right alignment will be used. If you
 
wish to make the image aligned to the left for actor 3, you'll use:
 
ProfileImageAlign 3 Left
 
</nowiki>
 
 
 
== [[Stop Map Movement (YEP)|Stop Map Movement]] ==
 
 
 
<nowiki>
 
You can use the following plugin commands to produce the following effects:
 
 
 
Plugin Command
 
 
 
  StopEventMovement
 
  Stops events from automatically moving by themselves. You can still move
 
  events through movement routes set by your active event.
 
 
 
  AllowEventMovement
 
  Allows events to move automatically by themselves again. If you have any
 
  of the plugin parameters disabling events from moving during either events
 
  or messages, this will not bypass it.
 
 
 
  StopPlayerMovement
 
  Stops player from being able to move via input. You can still move the
 
  player through movement routes set by your active event.
 
 
 
  AllowPlayerMovement
 
  Allows player to move again via input.
 
</nowiki>
 
 
 
== [[Victory Aftermath (YEP)|Victory Aftermath]] ==
 
 
 
<nowiki>
 
If you wish to alter the Victory Aftermath sequence a bit, you can use the
 
following Plugin Commands.
 
 
 
Plugin Commands:
 
   DisableVictoryAftermath  - Disables the Victory Aftermath sequence and
 
 
                               bypasses the Victory Aftermath music, too.
 
                               bypasses the Victory Aftermath music, too.
 
   EnableVictoryAftermath    - Enables the Victory Aftermath sequence if
 
   EnableVictoryAftermath    - Enables the Victory Aftermath sequence if
Line 2,822: Line 3,069:
 
   last saved weather settings from memory.
 
   last saved weather settings from memory.
 
</nowiki>
 
</nowiki>
 +
 +
|}

Latest revision as of 18:37, 29 December 2023

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.


Contents


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:

Advanced Switches & Variables

These plugin commands can be used to immediately refresh a map or troop
troop event to ensure that switch/variable data gets noticed and triggered
or updated upon your call.

Plugin Command:

  RefreshMap
  - This will refresh all of the map's events. This will update any page
  conditions with Advanced Switches or Variables that may have changed
  values prior to using this plugin command. This can only be used outside
  of battle!

  RefreshTroop
  - This will refresh the current event interpreter in battle. This will
  update any page condition within the current troop that utilizes Advanced
  Switches or Variables that may have changed values prior to using this
  plugin command.
  * NOTE: If you are using the Battle Engine Core, using this won't be
  necessary for the majority of the time.

Anti-Audio Delay

FlushAudioCache BGM
FlushAudioCache BGS
FlushAudioCache ME
FlushAudioCache SE
FlushAudioCache ALL

These will clear the audio caches for the written type of audio. If you pick all, then all four types will be flushed out of memory. This will give your game a clear slate for the the audio cache, which means the game may lag a little bit upon reloading the new BGM files.

In my opinion, these plugin commands should never need to be used since the plugin will automatically clear them once the cache goes over the limit, but I'm just giving you control over the audio cache for your game just in case you want to do something with it.

Action Sequence Fast Forward/Skip

If your item/skill's battle action sequence runs a common event that requires you to temporarily stop Fast Forward and Skip Forward, you can use these plugin commands to control them:

STOP ACTION SEQUENCE FORWARD
- This will stop Fast Forward and Skip Forward at this point onward.

ALLOW ACTION SEQUENCE FORWARD
- This will reenable Fast Forward and Skip Forward from this point onward.

Animated Pictures

If you want to change the settings of specific pictures like loop or speed, please use these plugin commands to change them:

AnimatedPicture id NoLoop
- Replace id with the ID of the selected picture. The selected picture will
not loop after this plugin command takes effect.

AnimatedPicture id Loop
- Replace id with the ID of the selected picture. The selected picture will
loop after this plugin command takes effect.

AnimatedPicture id Speed x
- Replace id with the ID of the selected picture. Replace x with the number
of frames to wait in between animated cells. The higher the number, the
faster the picture will animate. The lower the number, the slower the picture
will animate. The lowest the speed can go is 1.

AnimatedPicture id Reset
- Replace id with the ID of the selected picture. This will reset the loop
and speed settings for that picture to whatever the value is in the plugin
parameters set for default.

Battle Engine Core

While the player is not in battle, you can change the battle system using a
Plugin Command. With only this plugin, there is only one battle system
included: the default battle system.

Plugin Command:
  setBattleSys DTB      Sets battle system to Default Turn Battle.

Other future plugins may include other battle systems that may utilize the
Battle Engine Core.

Battle System - ATB


To change your battle system to Active Turn Battle if it isn't the default
battle system, you can use the following Plugin Command:

Plugin Command:
  setBattleSys ATB      Sets battle system to Active Turn Battle.
  setBattleSys DTB      Sets battle system to Default Turn Battle.

Using the above Plugin Commands, you can toggle between the Default Battle
System and Active Turn Battle!

Battle System - CTB


To change your battle system to Charge Turn Battle if it isn't the default
battle system, you can use the following Plugin Command:

Plugin Command:
  setBattleSys CTB      Sets battle system to Charge Turn Battle.
  setBattleSys DTB      Sets battle system to Default Turn Battle.

Using the above Plugin Commands, you can toggle between the Default Battle
System and Charge Turn Battle!

Battle System - OTB (Order Turn Battle)


Because this is made with Battle Engine Core, you can change your game away from OTB if you want to. However, if you do, make sure you have the plugin parameter: "Force Battle System?" set to false.

setBattleSys OTB
This sets the battle system to Order Turn Battle

setBattleSys DTB
This sets the battle system to Default Turn Battle

Battle System - STB


To change your battle system to Standard Turn Battle if it isn't the default
battle system, you can use the following Plugin Command:

Plugin Command:
  setBattleSys STB      Sets battle system to Standard Turn Battle.
  setBattleSys DTB      Sets battle system to Default Turn Battle.

Using the above Plugin Commands, you can toggle between the Default Battle
System and Standard Turn Battle!

In-Battle Status


For those who would like to change whether the 'Status' option is shown or
hidden midway through the game, you can use the following plugin commands:

Plugin Commands:

  ShowInBattleStatus
  - This will cause the 'Status' command to show.

  HideInBattleStatus
  - This will cause the 'Status' command to not show.

Turn Order Display


Use the following plugin commands to control the Turn Order Display.

Plugin Command:

  EnableTurnOrderDisplay
  - Turns on the Turn Order Display to be shown in battle if the battle is
  a turn-based battle system can support the Turn Order Display.

  DisableTurnOrderDisplay
  - Turns off the Turn Order Display to be hidden in battle.

Bright Effects

Use plugin commands to change the bloom, godray, or color adjust settings after a map or battle has already loaded.

Bloom Plugin Commands

BrightEffects Bloom Scale x d
Scale: To adjust the strength of the bloom. Higher values is more
intense brightness.
- Replace x with a decimal value to change the Bloom Scale value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for Bloom Scale.

BrightEffects Bloom Brightness x d
Brightness: The brightness, lower value is more subtle brightness, higher
value is blown-out.
- Replace x with a decimal value to change the Bloom Brightness value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for Bloom Brightness.

BrightEffects Bloom Threshold x d
Threshold: Defines how bright a color needs to be to affect bloom.
- Replace x with a decimal value to change the Bloom Threshold value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for Bloom Threshold.

BrightEffects Bloom Reset
- Restores the map/battle's default settings.
Godray Plugin Commands

BrightEffects Godray Show
BrightEffects Godray Hide
Visible: If on, the godrays will be visible by default. If off, they won't.
- Show or hide the godray effect
BrightEffects Godray Speed x d
Speed: The speed at which the light flickers. Lower for slower rate. Higher
for faster speeds.
- Replace x with a decimal value to change the Godray Speed value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for Godray Speed.

BrightEffects Godray Gain x d
Gain: General intensity of the effect.
- Replace x with a decimal value to change the Godray Gain value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for Godray Gain.

BrightEffects Godray Lacunarity x d
Lacunarity: The density of the fractal noise.
- Replace x with a decimal value to change the Godray Lacunarity value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for Godray Lacunarity.

BrightEffects Godray Angle x d
Angle: The angle/light-source direction of the rays.
- Replace x with a positive/negative value to change the Godray Angle value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for Godray Angle.

BrightEffects Godray Reset
- Restores the map/battle's default settings.
Color Adjust Plugin Commands

BrightEffects ColorAdjust Brightness x d
Brightness: Adjusts the overall brightness of the screen. Use lower numbers
to make it darker and higher numbers to increase the brightness.
- Replace x with a decimal value to change the screen brightness value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for screen brightness.

BrightEffects ColorAdjust Contrast x d
Contrast: Increases the separation between dark and bright. Darker colors
become darker. Lighter colors become lighter. Increase this number to make
the effect more intense or decrease it to lessen it.
- Replace x with a decimal value to change the screen contrast value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for screen contrast.

BrightEffects ColorAdjust Saturate x d
Saturate: Adjusts the intensity of color on the screen. User higher numbers
to make colors more intense and lower numbers to make it less.
- Replace x with a decimal value to change the screen saturate value.
- Replace d with the duration in frames on how long to make this change.
- This will cancel out any Map Horz/Vert notetags for screen saturate.

BrightEffects ColorAdjust Reset
- Restores the map/battle's default settings.

Button Common Events

For those who would like for a way to toggle back and forth between the
bound common events and the default buttons, use these plugin commands.

Plugin Commands

  RevertButton Ok
  RevertButton Cancel
  RevertButton Dash
  RevertButton PageUp
  RevertButton PageDown
  RevertButton Left
  RevertButton Up
  RevertButton Right
  RevertButton Down
  RevertButton All
  - Reverts all keys bound to any of the original functions back to their
  original buttons and unbinds the common events bound to them. If the "All"
  function is reverted, then all affected buttons will revert back to their
  original functions.

  SwitchButton Ok
  SwitchButton Cancel
  SwitchButton Dash
  SwitchButton PageUp
  SwitchButton PageDown
  SwitchButton Left
  SwitchButton Up
  SwitchButton Right
  SwitchButton Down
  SwitchButton All
  - Switches all keys with original functions to use the common event binds
  instead of their original versions. If the "All" function is switched,
  then all affected buttons will switch to common event bindings if there
  are any.

  TriggerButton Ok
  TriggerButton Cancel
  TriggerButton Dash
  TriggerButton PageUp
  TriggerButton PageDown
  TriggerButton Left
  TriggerButton Up
  TriggerButton Right
  TriggerButton Down
  - This will cause the game to simulate triggering the button command of
  one of those original functions even if there is a common event bound to
  all of the keys of that original function.

Call Event

To call upon events from the current map or a different map, use the plugin
commands found below:

  Plugin Commands:

  CallEvent x
  - This will call upon event x from the current map and use the event list
  from the first page of the event.

  CallEvent x, Page y
  - This will call upon event x from the current map and use the event list
  from page y of the event.

  CallEvent x, Map y
  - This will call upon event x from map y and use the event list from the
  first page of the event.

  CallEvent x, Page y, Map z
  - This will call upon event x from map z and use the event list from
  page y of the event.

  CallEvent x, Map y, Page z
  - This will call upon event x from map y and use the event list from
  page z of the event.

*Note1: Because of the programming structure of RPG Maker MV's source, the
called event data may or may not be instantaneous depending on the size of
the map file that is needed to be loaded. At best, it will take a couple of
frames of loading time depending on the size.

*Note2: If any of the events, pages, and/or maps do not exist, then no
events will be called and the plugin will skip forward as if nothing has
happened. Be cautious about how you call these call events.

Class Change Core

Included in this plugin are multiple Plugin Commands to help assist you with
class changing for your game.

Plugin Command
  OpenClass
  - This opens the class changing scene.

  ShowClass
  HideClass
  - This shows/hides the Class option from the main menu.

  EnableClass
  DisableClass
  - This makes the Class option enabled/disabled.

  UnlockClass 5 6
  - This allows Actor 5 to unlock Class 6.

  RemoveClass 5 7
  - This causes Actor 5 to no longer access Class 7.

  UnlockClassAll 8
  - This unlocks Class 8 for the global pool.

  RemoveClassAll 9
  - This removes Class 9 from the global pool.

  EnablePrimaryClassChange 5
  DisablePrimaryClassChange 5
  - This enables/disables primary class changing for actor 5.

Subclass


You can use these following plugin commands to change subclassing throughout
the game!

Plugin Command:

  ShowSubclass
  HideSubclass
  - Shows/Hides the Subclass command in the Class Change Menu.

  EnableSubclass
  DisableSubclass
  - Enables/Disables the Subclass command in the Class Change Menu.

  ChangeSubclass x y
  - Changes actor x's subclass to y. Replace y with 0 to remove a subclass.

  EnableSubclassChange 5
  DisableSubclassChange 5
  - This enables/disables subclass changing for actor 5.

Common Event Menu

The following plugin commands are used to work the Common Event Menu. Look
over each of the settings carefully:

Plugin Command:

  ---

  ClearCommonEventMenu
  - This clears all the listed common events from the Common Event Menu Data
  pool meaning it has to be filled again. You can do so with the next plugin
  command:

  ---

  AddCommonEventMenu 1
     - or -
  AddCommonEventMenu 2, 3, 4, 5
     - or -
  AddCommonEventMenu 6 through 10
  - This will add the listed common event numbers into the common event list
  that will be shown in the common event menu.

  ---

  SetCommonEventMenuCancel 20
  - This will set the cancel button for the common event menu to run common
  event 20 when canceled. If it is left at 0, no event will run, but the
  menu can allow the cancel button to be pressed (and prematurely end it).

  ---

  DisableCommonEventMenuCancel
  EnableCommonEventMenuCancel
  - This will disable the cancel button for the common event menu from being
  pressed. Pressing cancel while the common event menu is active will do
  nothing. Use 'SetCommonEventMenuCancel x' to re-enable the cancel button.
  The Enable version will reenable the cancel function as 0.

  DisableCommonEventMenuConfirm
  EnableCommonEventMenuConfirm
  - This will disable the confirm button for the common event menu from
  being pressed. This is made for those who wish to use the menu only as a
  list and not a selectable menu. The Enable version will reenable the
  confirm function.

  ---

  OpenCommonEventMenu
  - After you've set everything up, this command will be used to open up the
  common event menu. This can be used on the map. If you are using the
  Battle Engine Core, this menu can be opened in battle as well. All of the
  common events listed by the 'AddCommonEventMenu' plugin command will
  appear in this list.

  ---

  CommonEventMenuX 0
  CommonEventMenuY this.fittingHeight(2)
  CommonEventMenuWidth Graphics.boxWidth / 2
  CommonEventMenuHeight Graphics.boxHeight - this.fittingHeight(2)
  CommonEventMenuOpacity 255
  CommonEventMenuColumns 1
  - These plugin commands allow you to adjust the x, y, width, height,
  opacity, and the number of columns used for the main common event menu
  list. Make sure all of these settings are done BEFORE the common event
  menu is opened with the 'OpenCommonEventMenu' plugin command.

  ---

  ShowCommonEventMenuHelp
  HideCommonEventMenuHelp
  - This will allow you to decide if the help window will be shown or hidden
  for the next 'OpenCommonEventMenu' plugin command usage.

  ---

  CommonEventMenuHelpX 0
  CommonEventMenuHelpY 0
  CommonEventMenuHelpWidth Graphics.boxWidth
  CommonEventMenuHelpHeight this.fittingHeight(2)
  CommonEventMenuHelpOpacity 255
  - These plugin commands allow you to adjust the x, y, width, height, and
  opacity of the help window for the common event menu list. Make sure all
  of these settings are done BEFORE the common event menu is opened with the
  'OpenCommonEventMenu' plugin command.

  ---

  ShowCommonEventMenuPicture
  HideCommonEventMenuPicture
  - This will allow you to decide if the help window will be shown or hidden
  for the next 'OpenCommonEventMenu' plugin command usage.

  ---

  CommonEventMenuPictureX Graphics.boxWidth / 2
  CommonEventMenuPictureY this.fittingHeight(2)
  CommonEventMenuPictureWidth Graphics.boxWidth / 2
  CommonEventMenuPictureHeight this.fittingHeight(10)
  CommonEventMenuPictureOpacity 255
  - These plugin commands allow you to adjust the x, y, width, height, and
  opacity of the picture window for the common event menu list. Make sure
  all of these settings are done BEFORE the common event menu is opened with
  the 'OpenCommonEventMenu' plugin command.

  ---

  ShowCommonEventMenuSubtext
  HideCommonEventMenuSubtext
  - This will allow you to decide if the help window will be shown or hidden
  for the next 'OpenCommonEventMenu' plugin command usage.

  ---

  CommonEventMenuSubtextX Graphics.boxWidth / 2
  CommonEventMenuSubtextY Graphics.boxHeight - height
  CommonEventMenuSubtextWidth Graphics.boxWidth / 2
  CommonEventMenuSubtextHeight Graphics.boxHeight - this.fittingHeight(2) -
    this.fittingHeight(10)
  CommonEventMenuSubtextOpacity 255
  - These plugin commands allow you to adjust the x, y, width, height, and
  opacity of the subtext window for the common event menu list. Make sure
  all of these settings are done BEFORE the common event menu is opened with
  the 'OpenCommonEventMenu' plugin command.

  ---

  SetCommonEventMenuSettings Default Setup
  SetCommonEventMenuSettings Basic Setup
  - This allows you to set the common event windows to position themselves
  to the default setup provided by the plugin parameters or a basic setup
  made of just the main list and a help window.

Common Event Menu Setup Pack 1


Use the following plugin commands to change the menu setup of your common
event menu before opening it up. To see what the layouts look like, please
refer to the Youtube video link and/or this plugin's page on Yanfly.moe.

Plugin Command:

  SetCommonEventMenuSettings Reverse Setup
  - This puts the Help Window at the top of the screen. The picture and
  subtext menus appear on the left left of the screen. The main list window
  appears on the right half of the screen.

  SetCommonEventMenuSettings Full Single Setup
  - This makes the main list window cover the entire screen. The help,
  picture, and subtext windows do not appear. There is only one column used.

  SetCommonEventMenuSettings Full Double Setup
  - This makes the main list window cover the entire screen. The help,
  picture, and subtext windows do not appear. There are two columns used.

  SetCommonEventMenuSettings Double Common Setup
  - The Help Window appears at the top of the screen with the main list
  window underneath it with two columns. The picture and subtext windows do
  not appear.

  SetCommonEventMenuSettings Double Subtext Setup
  - The Help Window appears at the top of the screen with the main list
  window underneath it with two columns. The subtext window appears at the
  bottom of the screen. The picture window does not appear.

  SetCommonEventMenuSettings Double Picture Setup
  - The Help Window appears at the top of the screen with the main list
  window underneath it with two columns. The picture window appears at the
  bottom of the screen. The subtext window does not appear.

  SetCommonEventMenuSettings Double Hybrid Setup
  - The Help Window appears at the top of the screen with the main list
  window underneath it with two columns. Both picture and subtext windows
  appear at the bottom of the screen with the picture window on the left
  side and the subtext window on the right side.

  SetCommonEventMenuSettings Double Reverse Hybrid Setup
  - The Help Window appears at the top of the screen with the main list
  window underneath it with two columns. Both picture and subtext windows
  appear at the bottom of the screen with the subtext window on the left
  side and the picture window on the right side.

  SetCommonEventMenuSettings Sandwich Single Setup
  - The Help Window appears at the top of the screen and the subtext window
  appears at the bottom. The main list is sandwiched in between using only
  one column.

  SetCommonEventMenuSettings Sandwich Double Setup
  - The Help Window appears at the top of the screen and the subtext window
  appears at the bottom. The main list is sandwiched in between using two
  columns for the common event list.

  SetCommonEventMenuSettings Sandwich Picture Setup
  - The Help Window appears at the top of the screen and the subtext window
  appears at the bottom. The main list is sandwiched in between using one
  column on the left side. The picture window is also sandwiched on the
  right side of the screen.

  SetCommonEventMenuSettings Sandwich Reverse Picture Setup
  - The Help Window appears at the top of the screen and the subtext window
  appears at the bottom. The picture window is sandwiched in between the two
  windows on the left half of the screen while the main list is sandwiched
  in between using one column on the right half.

Common Event Menu Setup Pack 2


Use the following plugin commands to change the menu setup of your common
event menu before opening it up. To see what the layouts look like, please
refer to the Youtube video link and/or this plugin's page on Yanfly.moe.

Plugin Command:

  SetCommonEventMenuSettings Side Subtext Setup
  - This puts the Help Window at the top of the screen. The main list will
  appear on the left half of the screen while the subtext window takes the
  right half of the screen. The picture window does not appear.

  SetCommonEventMenuSettings Side Reverse Subtext Setup
  - This puts the Help Window at the top of the screen. The main list will
  appear on the right half of the screen while the subtext window takes the
  left half of the screen. The picture window does not appear.

  SetCommonEventMenuSettings Subtext Picture Setup
  - This puts the Help Window at the top of the screen. The main list will
  appear on the left half of the screen while the subtext window takes the
  right half of the screen. The main list will be 4 lines tall while the
  picture window takes the remainder of the height.

  SetCommonEventMenuSettings Subtext Reverse Picture Setup
  - This puts the Help Window at the top of the screen. The main list will
  appear on the right half of the screen while the subtext window takes the
  left half of the screen. The main list will be 4 lines tall while the
  picture window takes the remainder of the height.

  SetCommonEventMenuSettings Picture Subtext Setup
  - This puts the Help Window at the top of the screen. The main list will
  appear on the left half of the screen while the picture window takes the
  right half of the screen. The main list will be 4 lines tall while the
  subtext window takes the remainder of the height.

  SetCommonEventMenuSettings Picture Reverse Subtext Setup
  - This puts the Help Window at the top of the screen. The main list will
  appear on the right half of the screen while the picture window takes the
  left half of the screen. The main list will be 4 lines tall while the
  subtext window takes the remainder of the height.

  SetCommonEventMenuSettings Side Picture Setup
  - This puts the Help Window at the top of the screen. The main list will
  appear on the left half of the screen while the picture window takes the
  right half of the screen. The subtext window does not appear.

  SetCommonEventMenuSettings Side Reverse Picture Setup
  - This puts the Help Window at the top of the screen. The main list will
  appear on the right half of the screen while the picture window takes the
  right left of the screen. The subtext window does not appear.

  SetCommonEventMenuSettings Left Half Setup
  - This puts the Help Window and main list on the left half of the screen.
  Everything is half width.

  SetCommonEventMenuSettings Left Half Subtext Setup
  - This puts the Help Window, main list, and subtext window on the left
  half of the screen. Everything is half width.

  SetCommonEventMenuSettings Left Half Picture Setup
  - This puts the Help Window, main list, and picture window on the left
  half of the screen. Everything is half width. The main list is only four
  commands tall.

  SetCommonEventMenuSettings Right Half Setup
  - This puts the Help Window and main list on the right half of the screen.
  Everything is half width.

  SetCommonEventMenuSettings Right Half Subtext Setup
  - This puts the Help Window, main list, and subtext window on the right
  half of the screen. Everything is half width.

  SetCommonEventMenuSettings Right Half Picture Setup
  - This puts the Help Window, main list, and picture window on the right
  half of the screen. Everything is half width. The main list is only four
  commands tall.

Core Engine

Plugin Command:
  GainGold 1234567890       # Party gains 1234567890 gold.
  LoseGold 9876543210       # Party loses 9876543210 gold.

Credits Page

For those who wish to display the credits window from the map scene during
the middle of your game, you can now do so with a plugin command!

Plugin Command:

  OpenCreditsWindow
  - Opens the credit window from in-game during the map scene. This will
  cause the player and events to be unable to move.

Damage Core

The following are plugins you can use to set the damage cap rulings for your
game. Keep in mind that individual aspects such as equipment traits, skill
properties, etc. will take priority over these default caps.

Plugin Command:
  SetDamageCap 9999     Sets the default damage cap to 9999.
  SetHealingCap 9999    Sets the default healing cap to 9999.
  EnableDamageCap       Enables default cap for both damage and healing.
  DisableDamageCap      Disables default cap for both damage and healing.

Dash Toggle

You can use these plugin commands to enable or disable dashing mid-game!

Plugin Command

  EnableDashing
  - Enables the player to be able to dash. However, this will not take
  priority in maps that disable dashing altogether.

  DisableDashing
  - Disables the player from being able to dash.

  ToggleDashing
  - This will enable/disable dashing. This will not take priority in maps
  that disable dashing altogether.

Dragonbones Event Pictures

Insert these for your Plugin Commands to control the Dragonbones armature attached to pictures.


Picture ID Dragonbones: filename

  -Replace 'ID' with the picture ID you want to attach a
   Dragonbones armature to.

  -Replace 'filename' with the base filename of the Dragonbones armature.

  -If no picture is already shown, one will be created and centered at the
   middle of the screen.

  -When a Dragonbones armature comes out, it will play the "Idle" animation
   by default if there is one (so please make your Dragonbones armatures
   with this in mind).

Picture ID Dragonbones Animation: animationName

  -Replace 'ID' with the picture ID you want to play an animation on.

  -Replace 'animationName' with the animation name used for the armature.

Picture ID Dragonbones Scale X: value
Picture ID Dragonbones Scale Y: value

  -Replace 'ID' with the picture ID you want to change the base
   Dragonbones armature scale of.

  -Replace 'value' with a float value depicting the rate.
   This is amplified by the picture's scale value.

Dragonbones Map Sprites

Insert these for your Plugin Commands to control the Dragonbones armature attached to a map sprite.


Actor id Dragonbones Sprite Animation: animation
Event id Dragonbones Sprite Animation: animation
Party index Dragonbones Sprite Animation: animation

  - Replace 'id' with the ID of the actor/event to target.
  - Replace 'index' with the index of the party member to target.
  - Replace 'animation' with the Dragonbones animation name to play.
    - Note: Case sensitive.
    - Replace 'animation' with "Clear Animation" to clear it.

You can change the Dragonbones map sprite properties of actors permanently by using the following plugin commands.


Actor id Dragonbones Sprite Filename: filename
Party index Dragonbones Sprite Filename: filename

  - Replace 'id' with the ID of the actor/event to target.
  - Replace 'index' with the index of the party member to target.
  - Replace 'filename' with the Dragonbones Armature's name.
    - Note: Case sensitive.

Actor id Dragonbones Sprite Scale: x, y
Party index Dragonbones Sprite Scale: x, y

  - Replace 'id' with the ID of the actor to target.
  - Replace 'index' with the index of the party member to target.
  - Replace 'x' and 'y' with the amount to scale the sprite by.

Actor id Dragonbones Sprite Speed: x
Party index Dragonbones Sprite Speed: x

  - Replace 'id' with the ID of the actor to target.
  - Replace 'index' with the index of the party member to target.
  - Replace 'x' with the base speed of the animation.
    - 1 is normal speed.

Actor id Dragonbones Sprite Size: width, height
Party index Dragonbones Sprite Size: width, height

  - Replace 'id' with the ID of the actor to target.
  - Replace 'index' with the index of the party member to target.
  - Replace 'width' and 'height' with values to determine the sprite's size.
  - Dragonbones armatures don't use width and height but other plugins do.

Actor id Dragonbones Sprite Flip Left: true
Actor id Dragonbones Sprite Flip Left: false
Actor id Dragonbones Sprite Flip Right: true
Actor id Dragonbones Sprite Flip Right: false

Party index Dragonbones Sprite Flip Left: true
Party index Dragonbones Sprite Flip Left: false
Party index Dragonbones Sprite Flip Right: true
Party index Dragonbones Sprite Flip Right: false

  - Replace 'id' with the ID of the actor to target.
  - Replace 'index' with the index of the party member to target.
  - Turns 'Flip Left' or 'Flip Right' on/off.

Actor id Dragonbones Motion type: animation
Party index Dragonbones Motion type: animation

  - Replace 'id' with the ID of the actor to target.
  - Replace 'index' with the index of the party member to target.
  - Replace 'type' with any of the following:
    - Idle
    - Walk
    - Dash
    - Jump
    - Ladder Idle
    - Ladder Climb
  - Replace 'animation' with the Dragonbones animation name to use for that
    specific motion type. This is case sensitive.

Enemy Levels

If you wish to change enemy levels through plugin commands, you can use the
following plugin commands to alter them. These plugin commands are only used
inside battle.

Plugin Command:

  EnemyLevelChange 2 to 50
  - This will reset the enemy in position 2's level to 50.

  EnemyLevelChangeAll 50
  - This will change the levels of all enemies to 50.

  EnemyGainLevel 3 by 20
  - This will cause the enemy in positon 3 to gain 20 levels.

  EnemyGainLevelAll 20
  - This will cause all enemies to gain 20 levels.

  EnemyLoseLevel 4 by 10
  - This will cause the enemy in positon 4 to lose 10 levels.

  EnemyLoseLevelAll 10
  - This will cause all enemies to lose 10 levels.

  EnemyLevelReset 5
  - This will reset the enemy in position 5's level to the level it had at
  the start of battle.

  EnemyLevelResetAll
  - This will reset all enemy levels to their original levels.

Difficulty Slider


For those who wish to show/hide the Difficulty Slider from the options menu
midway through the game, you can control it using these plugin commands:

Plugin Commands:

  ShowDifficultySlider
  - This will show the Difficulty Slider and enable it making it apply to
  all enemies in the game that do not have an unaffected notetag.

  HideDifficultySlider
  - This will hide the Difficulty Slider and also disable the slider's
  effects on enemy levels in the game.

Enhanced TP

You can use the following Plugin Commands to alter Enhanced TP.

Plugin Command:

  ShowTpMode
  HideTpMode
  This will show/hide the TP Mode from the Skill Menu.

  EnableTpMode
  DisableTpMode
  This will enable/disable the TP Mode in the Skill Menu.

  ChangeTpMode Actor 1 to 5
  This will change the TP mode of Actor 1 to TP Mode 5.

  ChangeTpMode Party 2 to 6
  This will change the TP mode of Party Member 2 to TP Mode 6.

  UnlockTpMode Actor 3 Mode 7
  This will make Actor 3 unlock TP Mode 7.

  UnlockTpMode Party 4 Mode 8
  This will make Party Member 4 unlock TP Mode 8.

  RemoveTpMode Actor 1 Mode 9
  This will make Actor 1 remove TP Mode 9.

  RemoveTpMode Party 2 Mode 10
  This will make Party Member 2 remove TP Mode 10.

  UnlockAllTpModes Actor 1
  This will make Actor 1 unlock all TP modes.

  UnlockAllTpModes Party 2
  This will make Party member 2 unlock all TP modes.

  RemoveAllTpModes Actor 1
  This will make Actor 1 remove all TP modes.

  RemoveAllTpModes Party 2
  This will make Party member 2 remove all TP modes.

Equip Battle Skills

You can use the following plugin commands to increase or decrease the amount
of battle slots for specific actors.

Plugin Command:

  IncreaseActorBattleSlots 3 by 4
  - This will increase actor 3's number of battle skill slots by 4. The
  total amount of battle skill slots cannot go beyond the 'Maximum Skills'
  plugin parameter.

  DecreaseActorBattleSlots 5 by 2
  - This will decrease actor 5's number of battle skill slots by 2. The
  total amount of battle skill slots cannot go beneath 1.

Here are some plugin commands you can use for your game!

Plugin Command:

  EnableEquipBattleSkills
  - This will enable the 'Equip Skills' command in the skill menu.

  DisableEquipBattleSkills
  - This will disable the 'Equip Skills' command in the skill menu.

  ShowEquipBattleSkills
  - This will show the 'Equip Skills' command in the skill menu.

  HideEquipBattleSkills
  - This will hide the 'Equip Skills' command in the skill menu.

Equip Core

Equip Customize Command


There's a couple of plugin commands you can use with this plugin.

Plugin Command:

  ShowEquipCustomize
  - This will show the 'Customize' command in the equip menu.

  HideEquipCustomize
  - This will hide the 'Customize' command in the equip menu.

Event Chase Player

Event Chase Stealth


You can use the following Plugin Commands to adjust Stealth Mode in your
game mid-game!

Plugin Command:

  StealthTime x
  - Puts the player character into Stealth Mode for x frames. Once the
  timer is up, the player exits Stealth Mode.

  StealthMode On
  - Puts the player character into Stealth Mode. There is no timer for this.

  StealthMode Off
  - Puts the player character out of Stealth Mode. This also resets the
  Stealth Timer to 0.

  EnableStealthDash
  - Enables the player to be able to dash while in Stealth Mode.

  DisableStealthDash
  - Disables the player from being able to dash while in Stealth Mode.

  SetStealthMoveSpeed x
  - Sets the move speed while in Stealth Mode to x.

  HideStealthGauge
  - This prevents the Stealth Gauge from being shown at all.

  ShowStealthGauge
  - This will show the Stealth Gauge whenever the player is in Stealth Mode.

  EnableDifferentStealthSpeed
  - Sets the player to have a different move speed when in Stealth Mode.

  DisableDifferentStealthSpeed
  - The player won't have a different move speed when in Stealth Mode.

Event Mini Label

If you would like to shut off the Event Mini Label mid-game or turn it on,
you can use the following plugin commands:

Plugin Command:

  HideMiniLabel
  Hides all Event Mini Label.

  ShowMiniLabel
  Shows all Event Mini Label.

  RefreshMiniLabel
  Refreshes all Event Mini Labels on the map.

Event Timer Control

Use the following plugin commands to make use of the new features added by
this plugin to control the event timer.

Plugin Commands:

  --- PAUSE/RESUME ---

  EventTimer Pause
  - Pauses the event timer.

  EventTimer Resume
  - Resumes the event timer if it has been paused.

  --- COUNT DOWN/UP ---

  EventTimer Countdown
  - Changes the direction of the event timer to decrease and count down
  towards 0 seconds.

  EventTimer Count Up
  - Changes the direction of the event timer to increase and count upwards
  endlessly until manually stopped

  EventTimer Count Toggle
  - Switches the current direction of the event timer to either increase or
  decrease each second it is active.

  --- INCREASE/DECREASE ---

  EventTimer Increase x Frames
  EventTimer Decrease x Frames
  - Replace 'x' with a number value to determine how many frames to
  increase or decrease the event timer by.

  EventTimer Increase x Seconds
  EventTimer Decrease x Seconds
  - Replace 'x' with a number value to determine how many seconds to
  increase or decrease the event timer by.

  EventTimer Increase x Minutes
  EventTimer Decrease x Minutes
  - Replace 'x' with a number value to determine how many minutes to
  increase or decrease the event timer by.

  EventTimer Increase x Hours
  EventTimer Decrease x Hours
  - Replace 'x' with a number value to determine how many hours to
  increase or decrease the event timer by.

  You can also combine them together as such:

  EventTimer Increase x Hours, y Seconds
  EventTimer Increase x Hours, y Minutes
  EventTimer Increase x Minutes, y Seconds
  EventTimer Increase x Hours, y Minutes, z Seconds

External Links

If you wish to send players to other links, you can use the following
plugin commands.

Plugin Command
  OpenNewTab http://www.google.com/     Opens link in a new tab.
  OpenNewWindow http://www.google.com/  Opens link in a new window.

Some web browsers may not differentiate these commands too much.

Footstep Sounds

If at any time you wish to enable/disable footstep sounds in your game, you
can use some plugin commands to do so.

Plugin Commands:

  EnableFootsteps
  - Turns on footstep sounds.

  DisableFootsteps
  - Turns off footstep sounds.

Force Advantage

Use the following plugin commands to force a battle advantage on the next
upcoming battle:

Plugin Command:

  ForceAdvantage Pre-Emptive
  ForceAdvantage Preemptive
  ForceAdvantage First Strike
  ForceAdvantage Player
  - Forces a pre-emptive strike giving the player the advantage.

  ForceAdvantage Surprise
  ForceAdvantage Back Attack
  ForceAdvantage Enemy
  - Forces a surprise attack giving the enemy party the advantage.

  ForceAdvantage None
  ForceAdvantage Normal
  ForceAdvantage Neutral
  - Forces a neutral advantage where neither party has the advantage.

  ForceAdvantage Clear
  - Clears any forced advantage settings imposed by the above commands.

Gab Window

Using the Gab Window is quite simple. By default, it can be used in either
the map scene or the battle scene. To call upon it, you will to use a few
Plugin Commands to set up what you wish for the Gab Window to display.

Plugin Commands:

--- Setup Commands ---

GabText text
This will set the gab window to type out the above text. Text codes can be
used for the Gab Window.

GabFaceName filename
If you wish to display a face graphic, use this plugin command to have it
display a face from the filename.

GabFaceIndex x
Used in combination with the above plugin command to define which index the
face will use.

GabSpriteName filename
If you wish to display a particular character sprite, use this plugin
command to have it display a sprite from the filename.

GabSpriteIndex x
Used in combination with the above plugin command to define which index the
sprite will use.

GabActor x
GabActorFace x
This will display actor x's face graphic where x is the actor's ID.

GabActorSprite x
This will display actor x's sprite graphic where x is the actor's ID.

GabParty x
GabPartyFace x
This will display party member x's face graphic where x is the position.

GabPartySprite x
This will display party member x's sprite graphic where x is the position.

GabSound filename
This will play a sound from the SE folder under that particular filename.

GabSwitch x
This will enable switch x when this gab finishes playing.

WaitForGab
Causes the game to wait until all gabs are finished playing.

--- Display Commands ---

ShowGab
Once the above settings are complete, use this Plugin Command to launch the
Gab Window and display the above data. This will put the gab data into a
queue which means if there's another gab playing, this will be next in line.

*Note If multiple ShowGabs are used, they will be queued up. The current
playing gab will finish playing before moving onto the next. If it so
happens that the inputted Gab would have the same exact settings as a
previously loaded gab within the same queue, it will not be inserted to
prevent any redundancy amongst the conversation.

ForceGab
Once the above settings are complete, use this Plugin Command to clear all
the other gabs in the Gab Window and display the above data.

ClearGab
This clears out the Gab Window of the current gab and any gabs queued.

Help File Access

You can use the following plugin commands to adjust how accessing the help
file is done for your game.

Plugin Commands

  OpenHelp
  - This will open up the help file or URL for your game.

  ShowMenuHelpCommand
  - Will make the 'Help' command show up in the main menu.

  HideMenuHelpCommand
  - Will make the 'Help' command hidden in the main menu.

Horror Effects

To apply horror effects to your game, use these plugin commands in the following format:

Main
HorrorEffects target Create Noise
HorrorEffects target Create Glitch
HorrorEffects target Create TV
- Replace 'target' with a compatible effect target. This will create a horror
noise, glitch, or TV effect on the sprite.

HorrorEffects target Remove Noise
HorrorEffects target Remove Glitch
HorrorEffects target Remove TV
- Replace 'target' with a compatible effect target. This will remove the
currently existing horror noise, glitch, or TV effect on the sprite.

HorrorEffects target Clear
- Replace 'target' with a compatible effect target. This will remove all
noise, glitch, or TV effects from the sprite.

HorrorEffects target Change Noise Rate x
- Replace 'target' with a compatible effect target. Replace 'x' with a number
value. The higher the number value, the more noise there is. The lower the
number value, the less noise there is. This can be a decimal value.

HorrorEffects target Change Noise Animated true
HorrorEffects target Change Noise Animated false
- Replace 'target' with a compatible effect target. This will animate the
horror noise if true is used and stop animating the horror noise if false
is used instead.

HorrorEffects target Change Glitch Max x
- Replace 'target' with a compatible effect target. This will set the maximum
number of glitch slices to x.

HorrorEffects target Change Glitch Min x
- Replace 'target' with a compatible effect target. This will set the minimum
number of glitch slices to x.

HorrorEffects target Change Glitch Slice x
- Replace 'target' with a compatible effect target. This will set the maximum
and minimum number of glitch slices to x.

HorrorEffects target Change Glitch Offset x
- Replace 'target' with a compatible effect target. This will set the glitch
offset (how wild it goes) to x. The higher the number, the further the glitch
can go. The lower the number, the closer to the base image it goes.

HorrorEffects target Change Glitch Animated true
HorrorEffects target Change Glitch Animated false
- Replace 'target' with a compatible effect target. This will animate (true)
or remove the animation (false) of the glitch effect.

HorrorEffects target Change Glitch Frequency x
- Replace 'target' with a compatible effect target. If animated, this will
set the glitch frequency to x frames.

HorrorEffects target Change Glitch Strength x
- Replace 'target' with a compatible effect target. If animated, this will
set the glitch strength to x. The higher the number, the stronger the glitch
effect will last. The lower the number, the weaker the effect.

HorrorEffects target Change Glitch Refresh
- Replace 'target' with a compatible effect target. Refreshes the current
glitched slices for a different setting.

HorrorEffects target Change TV Thickness x
- Replace 'target' with a compatible effect target. This will change the
line thickness of the TV effect. Larger numbers mean thicker lines.

HorrorEffects target Change TV Corner x
- Replace 'target' with a compatible effect target. This will change the
corner size. Use a value between 0 and 1. The larger the number, the larger
the corners will be.

HorrorEffects target Change TV Animated true
HorrorEffects target Change TV Animated false
- Replace 'target' with a compatible effect target. true will turn the TV
effect on. false will turn the TV effect off.

HorrorEffects target Change TV Speed x
- Replace 'target' with a compatible effect target. This will change the
speed at which the TV animates.
Targets
These are things you can replace 'target' with:

Screen
- Target becomes the visible map

Battle
- Target becomes the battle screen

Player
- Target becomes the first party member

Follower x
- Target becomes the party member with slot x

Event x
- Target becomes the map event with ID x

Picture x
- Target becomes the picture with ID x

Actor x
- Target becomes the actor with ID x

Party x
- Target becomes the party member with slot x

Enemy x
- Target becomes the battle enemy with index x

Icon Balloons

Use these plugin commands to get icon balloons playing on the player/events.

Plugin Commands

  ---

  ShowIconBalloon x on Player
  ShowIconBalloon x on Player, Wait

  ShowIconBalloon x on Event y
  ShowIconBalloon x on Event y, Wait

  ShowIconBalloon x on Follower y
  ShowIconBalloon x on Follower y, Wait

  ShowIconBalloon x on This Event
  ShowIconBalloon x on This Event, wait
  - This will cause the Icon Balloon using icon index x to appear on the
  player, event y, or follower y. If 'wait' is used, then the event will
  wait until the balloon has finished playing.

  ---

  ShowIconBalloon x to y on Player
  ShowIconBalloon x to y on Player, Wait

  ShowIconBalloon x to y on Event z
  ShowIconBalloon x to y on Event z, Wait

  ShowIconBalloon x to y on Follower z
  ShowIconBalloon x to y on Follower z, Wait

  ShowIconBalloon x to y on This Event
  ShowIconBalloon x to y on This Event, Wait
  - This will cause the Icon Balloon start on icon index x and move through
  to y, the next icon upward each few frames up to icon index y. This icon
  balloon will be played on the player, event z, or follower z. If 'wait' is
  used, then the event will wait until the balloon has finished playing.
  When using this command, x cannot be greater than y.

Improved Battlebacks

You can use the following plugin commands to alter how battlebacks behave in
your game. Keep in mind that these plugin commands must be used while the
party is in battle.

---

BATTLEBACK id ADD: folder, filename
BATTLEBACK id ADD: folder, filename, hue
- Replace 'id' with the battleback you wish to alter as a number larger than
2 (i.e. 3 or above). Replace 'folder' with the exact folder name in your
project's 'img' folder (case sensitive). Replace 'filename' with the image
filename without the file extension (case sensitive). If 'hue' is used,
replace 'hue' with a number between 0 and 360 to change the hue of the image
used. This will add a new battleback stacked on top of battlebacks 1 and 2
with higher ID's being on top. When newly added, the new battleback will
start at opacity 0 and fade in with a duration of 20 frames.

BATTLEBACK id REMOVE
- Replace 'id' with the battleback you wish to alter as a number larger than
2 (i.e. 3 or above). This will remove the battleback from being shown. When
this command is used, the battleback will fade with a duration of 20 frames.
Once it reaches 0 opacity, the battleback will be removed from the battle.

BATTLEBACK id CHANGE TO: folder, filename
BATTLEBACK id CHANGE TO: folder, filename, hue
- Replace 'id' with the battleback you wish to alter. Replace 'folder' with
the exact folder name in your project's 'img' folder (case sensitive).
Replace 'filename' with the image filename without the file extension (case
sensitive). This will change the designated battleback's image to use the
desired image depicted by the folder and filename. If 'hue' is used, replace
'hue' with a number between 0 and 360 to change the hue of the image used.

BATTLEBACK id FADE OUT
BATTLEBACK id FADE OUT: duration
BATTLEBACK id FADE IN
BATTLEBACK id FADE IN: duration
- Replace 'id' with the battleback you wish to alter. This will cause the
designated battleback to fade out/in. If 'duration' is used, replace it with
a number to indicate how many frames will be used for the fade out/in. If
no duration is specified, it will default to 20 frames.

BATTLEBACK id OPACITY: n
BATTLEBACK id OPACITY: n%
- Replace 'id' with the battleback you wish to alter. Replace 'n' with the
opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the
opacity rate you wish to set the battleback to (from 0% to 100%). This will
set the designated battleback's opacity to that value. If there are any fade
in or out commands occurring as this command is issued, they'll be disabled.

BATTLEBACK id SCROLL SPEED X: +n
BATTLEBACK id SCROLL SPEED X: -n
BATTLEBACK id SCROLL SPEED Y: +n
BATTLEBACK id SCROLL SPEED Y: -n
- Replace 'id' with the battleback you wish to alter. Replace 'n' with the
value you wish to change the scroll speed X or scroll speed Y of. The higher
the 'n' value, the faster it scrolls.

BATTLEBACK id RESET SCROLL SPEED
- Replace 'id' with the battleback you wish to alter. Resets the scroll
speeds for X and Y back to 0.

Item Core

If you wish to be able to add items to your player's inventory without the
random variance being applied to it, you can use the following plugin
commands to adjust the settings for that.

Plugin Command:
  EnableVarianceStock  - Causes all items acquired from this point forward
                         to have its variance give stock (nonrandom) values.
  DisableVarianceStock - Causes all items acquired from this point forward
                         to have its variance give random values.

A small note is that if you enabled the variance stock values, if the player
restarts the game by either going through the title screen or just turning
off the program and starting it back up, the random variance will be in
effect again. This plugin command is meant to exist as a short term disable.

Attachable Augments


There's a couple of pluging commands you can use with this plugin.

Plugin Command:

  EnableAugments
  - This will enable augments in the item action menu. With them enabled,
  the player can now attach and detach augments to their items.

  DisableAugments
  - This will disable augments in the item action menu and hide their
  options so that the player will be unable to attach or detach augments
  from their items.

  ShowAugments
  - This will show the augments in the item info window when looking at
  item details.

  HideAugments
  - This will hide the augments in the item info window when looking at
  item details.

Item Disassemble


You can use the following plugin commands to alter Item Disassemble related
aspects of your game:

Plugin Command:

  ShowItemDisassemble
  - Shows the Disassemble command in the item menu if the item permits
  disassembling.

  HideItemDisassemble
  - Hides the Disassemble command in the item menu regardless.

Item Durability


There are a few plugin commands you can utilize to show/hide the Repair
option in the Item Action Window and/or enable/disable it.

Plugin Commands

  ShowRepairDurability
  HideRepairDurability
  - This will show/hide the Repair command in the Item Action Window.

  EnableRepairDurability
  DisableRepairDurability
  - This will enable/disable the Repair command in the Item Action Window.

Item Upgrade Slots


The following are some Plugin Commands you can use for your game regarding
the upgrade option in the item menu:

Plugin Command:
  ShowItemUpgrade    - Shows the upgrade option in the item menu.
  HideItemUpgrade    - Hides the upgrade option in the item menu.
  DisableItemUpgrade - Disables the upgrade option in the item menu.
  EnableItemUpgrade  - Enables the upgrade option in the item menu.

You can use those Plugin Commands at any time to adjust the upgrade option.

Item Synthesis

The following are Plugin Commands you may use with events.

Plugin Command:
  OpenSynthesis          Opens up the Synthesis Scene from the field.
  ShowSynthesis          Shows the Synthesis command from the main menu.
  HideSynthesis          Hides the Synthesis command from the main menu.
  EnableSynthesis        Enables the Synthesis command from the main menu.
  DisableSynthesis       Disables the Synthesis command from the main menu.

For those who wish to make the player synthesize only specific recipes, you
can use the following command.

  OpenSynthesis Item 15 Recipe
  - or -
  OpenSynthesis Weapon 20 Recipe
  - or -
  OpenSynthesis Armor 30 Recipe

This will make the synthesis menu, when opened up, only allow the recipes of
the Item 15, Weapon 20, or Armor 30 without needing it and not showing the
recipes of any recipe items within the player's inventory.

Job Points

For those wondering how to manually give, remove, or set JP for an actor,
you can use the following Plugin Commands.

Plugin Commands:

  gainJp actorId jp
  gainJp actorId jp classId
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
  Replace 'jp' with the amount of JP you wish to alter. If you are using
  'classId', replace it with the ID of the actor's class you wish to alter.
  This command will let the actor gain JP.

  loseJp actorId jp
  loseJp actorId jp classId
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
  Replace 'jp' with the amount of JP you wish to alter. If you are using
  'classId', replace it with the ID of the actor's class you wish to alter.
  This command will cause the actor to lose JP.

  setJp actorId jp
  setJp actorId jp classId
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
  Replace 'jp' with the amount of JP you wish to alter. If you are using
  'classId', replace it with the ID of the actor's class you wish to alter.
  This command will set the actor's JP to a particular value.

Map Gold Window

Use the following plugin commands to control the gold window.

Plugin Command:

  OpenMapGoldWindow
  Opens the map gold window.

  CloseMapGoldWindow
  Closes the map gold window.

  MapGoldWindowPosition x
  Changes the screen position of the map gold window to x. Refer to the
  NumPad for the screen position like below:

  7   8   9
  4   5   6
  1   2   3

  If you set the value to 0, it will maintain its current position but will
  automatically move itself to a different location if it intrudes on the
  message window.

Map Select Equip

Use the following plugin commands to utilize the Map Select Equip plugin.

--- Plugin Commands ---

MapSelectEquip var type
- This will open up the Map Select Equip window. Replace 'var' with the ID
of the variable you wish to set the selected item to. Replace 'type' with
'weapon', 'armor', or 'both'. The 'type' will decide the list type.

MapSelectEquipColumns x
- Sets the number of columns for the Map Select Equip Window to x.

MapSelectEquipRows x
- Sets the number of rows for the Map Select Equip Window to x.

MapSelectEquipWidth x
- Sets the width for the Map Select Equip Window to x. If 0 is used, then
the window width will be the screen width.

MapSelectEquipX left
MapSelectEquipX center
MapSelectEquipX right
- Sets the Map Select Equip Window to be aligned to the left side of the
screen, center of the screen, or right side of the screen.

MapSelectEquipY top
MapSelectEquipY middle
MapSelectEquipY bottom
- Sets the Map Select Equip Window to be aligned to the top of the screen,
middle of the screen, or bottom of the screen.

ShowMapSelectEquipQuantity
- Show the quantity of the Equips in the Map Select Equip Window.

HideMapSelectEquipQuantity
- Hide the quantity of the Equips in the Map Select Equip Window.

Map Select Skill

Use the following plugin commands to utilize the Map Select Skill plugin.

--- Plugin Commands ---

MapSelectSkill v a s
- This will open up the Map Select Skill window. Replace 'v' with the ID of
the variable you wish to set to the selected skill. Replace 'a' with the ID
of the actor whose skill list you want to see. 's' is optional, but if used,
it will display the skills from skill type 's' only. Replace 's' with the
skill type's ID number.

MapSelectSkillColumns x
- Sets the number of columns for the Map Select Skill Window to x.

MapSelectSkillRows x
- Sets the number of rows for the Map Select Skill Window to x.

MapSelectSkillWidth x
- Sets the width for the Map Select Skill Window to x. If 0 is used, then
the window width will be the screen width.

MapSelectSkillX left
MapSelectSkillX center
MapSelectSkillX right
- Sets the Map Select Skill Window to be aligned to the left side of the
screen, center of the screen, or right side of the screen.

MapSelectSkillY top
MapSelectSkillY middle
MapSelectSkillY bottom
- Sets the Map Select Skill Window to be aligned to the top of the screen,
middle of the screen, or bottom of the screen.

EnableAllMapSelectSkills
- This will cause all of the skills listed to become selectable regardless
of whether or not the actor is able to use them at the time.

NormalAllMapSelectSkills
- This will cause all of the skills listed to be enabled or disabled based
on whether or not the actor is able to use the skill at the time.

ShowMapSelectSkillCost
- Show the cost of the skills in the Map Select Skill Window.

HideMapSelectSkillCost
- Hide the cost of the skills in the Map Select Skill Window.

Map Status Window

There's plugin commands associate with the Map Status Window that you may
use here!

Plugin Commands:

 OpenMapStatusWindow
 - This will open the Map Status Window while on the map scene. It will be
 automatically refreshed before opening.

 CloseMapStatusWindow
 - This will close the Map Status Window while on the map scene.

 ToggleMapStatusWindow
 - This will switch the Map Status Window between the open and close status
 while on the map scene. When it opens, the window will be refreshed.

 RefreshMapStatusWindow
 - You can force the window to refresh with this command.

 SetMapStatusWindowX n
 - This will set the X position of the Map Status Window to n. You can use a
 formula for n. This position will persist.

 SetMapStatusWindowY n
 - This will set the Y position of the Map Status Window to n. You can use a
 formula for n. This position will persist.

Message Core

The following are some plugin commands you can use through the Event Editor
to change various aspects about the Message system.

Plugin Comand
  MessageRows 6
  - Changes the Message Rows displayed to 6. If you are using continuous
  Show Text events, this will continue displaying the following lines's
  texts until it hits the row limit. Anything after that is cut off until
  the next message starts to avoid accidental overlap.

  MessageWidth 400
  - Changes the Message Window Width to 400 pixels. This will cut off any
  words that are shown too far to the right so adjust accordingly!

  EnableWordWrap
  - Enables wordwrapping. If a word extends past the window size, it will
  automatically move onto the next line. Keep in mind, you will need to use
  \br to perform line breaks.

  DisableWordWrap
  - This disables wordwrapping. Line breaks will be automatic at points
  where a new line is started in the editor.

  EnableFastForward
  - Enables Fast Forward key from working with messages.

  DisableFastForward
  - Disables Fast Forward key from working with messages.

Extended Message Pack 1


You can use the following plugin commands to adjust a few of the settings
regarding the Message Window.

Plugin Commands

  --- Letter Sounds ---

  EnableLetterSound
  DisableLetterSound
  - These commands will enable or disable the letter sounds respectively.

  LetterSoundName Cursor2
  - This will replace the current letter sound with the written filename.
  The filename is case sensitive. Do not use the file extension.

  LetterSoundVolume 100
  - This will change the letter sound volume to 100.

  LetterSoundPitch 125
  - This will change the letter sound pitch to 125.

  LetterSoundPitchVariance 10
  - This will cause the letter sound's pitch to fluctuate between -10 & 10.

  LetterSoundPan 0
  - This will change the letter sound's pan to 0.

  LetterSoundPanVariance 10
  - This will cause the letter sound's pan to fluctuate between -10 and 10.

  LetterSoundInterval 2
  - This will change the interval at which the letter sounds are played to
  2 letters. Change it to 0 to play on every letter written out.

  LetterSoundReset
  - This will reset the letter sounds to their default settings.

  --- Choice Settings ---

  ChoiceRowMax 4
  - This will set the maximum amount of visible choices to 4.

  HideChoice 5
  - This will cause choice 5 to be hidden.

  ShowChoice 6
  - This will cause choice 6 to be shown and no longer hidden.

  ClearHiddenChoices
  - All choices become visible and are no longer hidden.

  DisableChoice 1
  - This will cause choice 1 to be disabled.

  EnableChoice 2
  - This will cause choice 2 to be enabled.

  ClearDisabledChoices
  - All choices become enabled and are no longer disabled.

  ClearChoiceSettings
  - All choices are shown and enabled.

  --- Message Window Positions ---

  MessageRows 6
  - Changes the Message Rows displayed to 6. If you are using continuous
  Show Text events, this will continue displaying the following lines's
  texts until it hits the row limit. Anything after that is cut off until
  the next message starts to avoid accidental overlap.

  MessageWidth 400
  - Changes the Message Window Width to 400 pixels. This will cut off any
  words that are shown too far to the right so adjust accordingly!

  MessagePositionX 300
  - Sets the Message Window's X Position to 300. This position will be
  relative to its horizontal anchor point.

  MessagePositionY 400
  - Sets the Message Window's Y Position to 400. This position will be
  relative to its vertical anchor point.

  MessagePositionXAuto
  - Sets the Message Window's X Position to be automatically fitted and not
  set relative to its horizontal anchor point.

  MessagePositionYAuto
  - Sets the Message Window's Y Position to be automatically fitted and not
  set relative to its vertical anchor point.

  MessageAnchorX left
  - Sets the Message Window's x anchor to 'left', 'center', or 'right' if
  you are using specified coordinates.

  MessageAnchorY bottom
  - Sets the Message Window's y anchor to 'top', 'center', or 'bottom' if
  you are using specified coordinates.

  MessagePositionReset
  - Resets both the Message Window's X and Y Positions to its automatic
  positions and not adjusted to its anchor points. The Message Width and the
  Message Rows.

Message Backlog


The following plugin commands can be used to alter various settings
regarding the Message Backlog.

Plugin Command:

  EnableMessageBacklog
  DisableMessageBacklog
  - This enables/disables the message backlog from being playeraccessed.

  EnableMessageLogging
  DisableMessageLogging
  - If enabled, new messages will be recorded to the backlog.
  If disabled, they won't be recorded.

  OpenMessageBacklog
  - This will forcefully open the message backlog if done on the map scene.
  (Highly recommended to be used with Button Common Events)

Music Menu

You can use the following plugin commands to alter the music menu settings
for your game in many ways.

Plugin Commands:

  GoToMusicMenu
  - Sends the player to the music menu scene.

  AllMusicMenuSongs
  - Unlocks all music for the player without the player needing to hear it
  in the game at least once.

  NormalMusicMenuSongs
  - Removes the unlock all setting. The player now needs to hear music in
  the game at least once to unlock the song. This does not remove already
  unlocked song entries.

  UnlockMusicMenuSong x
  UnlockMusicMenuSong x x x
  - This will unlock song ID x for the game. Use multiple x's to unlock a
  group of songs at once. x will refer to the ID found in the plugin's
  parameters. The referred song will be unlocked without the player needing
  to hear the song in the game at least once.

Notification Window

Displaying a notification can be achieved through Plugin Commands. Notifications may appear in any scene.

  Notify: text
  - Replace 'text' with the text you wish to display.
  - This can use text codes.
  - This will appear in the 'Default Location' set by the Plugin Parameter.
  Notify1: text
  Notify2: text
  Notify3: text
  Notify4: text
  Notify5: text
  Notify6: text
  Notify7: text
  Notify8: text
  Notify9: text
  - Use the number corresponding to the NumPad to determine screen location.
  - Replace 'text' with the text you wish to display.
  - This can use text codes.
  NotifyColor: rgba(255, 0, 0, 1)
  - This changes the color of the next notification's background to the
  shown rgba color.
  Read more about it here: https://www.w3schools.com/cssref/func_rgba.asp

Patch Notes

You can use the following plugin commands to adjust how accessing the Patch
file is done for your game.

Plugin Commands

  OpenPatchNotes
  - This will open up the Patch file or URL for your game.

  ShowMenuPatchNotesCommand
  - Will make the 'PatchNotes' command show up in the main menu.

  HideMenuPatchNotesCommand
  - Will make the 'PatchNotes' command hidden in the main menu.

Party System

Here are some plugin commands you can use!

Plugin Command:
  OpenPartyMenu     Opens up the Party Menu from the field.

Actors can also be required, meaning the player must have that actor(s) in
the party before the player is able to leave the party menu. Required actors
can be moved around, unlike locked actors. Keep in mind if you do make some
actors required, do not make the game require more actors than the possible
maximum battle members or else the player will be stuck in the party menu.

Plugin Command:
  ShowBattleFormation    - Shows 'Formation' command in battle.
  HideBattleFormation    - Hides 'Formation' command in battle.
  EnableBattleFormation  - Enables 'Formation' command in battle.
  DisableBattleFormation - Disables 'Formation' command in battle.

  LockActor 3          - Locks actor 3.
  LockActor 4 5 6      - Locks actors 4, 5, and 6.
  UnlockActor 3        - Unlocks actor 3.
  UnlockActor 4 5 6    - Unlocks actors 4, 5, and 6.
                       * Locked Actors cannot be moved out of their current
                         position and must be in the party.

  RequireActor 3       - Player must have actor 3 in party.
  RequireActor 4 5 6   - Player must have actors 4, 5, and 6 in party.
  UnrequireActor 3     - Player no longer needs actor 3 in party.
  UnrequireActor 4 5 6 - Player no longer needs actors 4, 5, and 6 in party.
                       * Required Actors must be in the party in order for
                         the player to be able to exit the party menu.

  ChangePartyMax 5     - Changes max party size to 5.

Actor Party Switch


For those who'd like to be able to change the settings of Actor Part Switch
midway through the game, use the following plugin commands:

Plugin Commands:

  ShowActorPartySwitch
  HideActorPartySwitch
  - Shows/hides the 'Switch' command from the actor command window from
  being visible.

  EnableActorPartySwitch
  DisableActorPartySwitch
  - Enables/disables the 'Switch' command from the actor command window
  from being able to selected.

  ResetActorPartySwitchCooldowns
  - Resets all cooldowns for actor party switching.

Picture Common Events

The following are some plugin commands you can use should you want to add a
bit of control with the Picture Common Events.

Plugin Command

  EnableTouchMove
  DisableTouchMove
  - Allows the player to press a destination on the screen and move there or
  disables the player from using touch movement.

  HidePictureCommonEvents
  ShowPictureCommonEvents
  - Manually hide all pictures bound to common events or show them. If shown
  then pictures will return to their previous opacity value. Hidden pictures
  cannot be triggered to activate common events.

  MovePlayer Down
  MovePlayer Left
  MovePlayer Right
  MovePlayer Up
  - Will cause the player character to move as if moving by using a 4-dir
  input (either via keyboard or controller). This is best used with 'Press'.

  TriggerButton Ok
  TriggerButton Cancel
  TriggerButton Dash
  TriggerButton PageUp
  TriggerButton PageDown
  TriggerButton Left
  TriggerButton Up
  TriggerButton Right
  TriggerButton Down
  - This will cause the game to simulate triggering the button command of
  one of those original functions even if there is a common event bound to
  all of the keys of that original function.

Picture Spritesheets

Using the Plugin Command event, you can set a specific picture to change to
a different cell by using the Plugin Command below:

Plugin Commands:

  Picture x Frame y
  - Replace 'x' with the ID of the picture you wish to change the frame of.
  - Replace 'y' with the frame ID to change the picture to.

Proximity Compass

ShowCompass
HideCompass
ToggleCompass
- This will show, hide, or toggle the compass from view. If shown, this will
make the compass visible, unless the player opts to hide the compass or if
the map has a <Hide Compass> notetag.

PlayerCompassIcon x
- Changes the player's compass icon to x.

Quest Journal System

There are various plugin commands you can use to control the quest journal
system in your game.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Plugin Commands:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  Quest Journal Open
  - Opens the quest journal system menu with no quest selected.

  Quest Journal Open To x
  - Replace 'x' with the quest ID you wish to open the quest journal system
  to. If the quest isn't known to the player at the time this plugin command
  takes place, then the quest will be added to the player's quest journal.

  ---

  Quest Journal Show
  Quest Journal Hide
  - Show or hide the Quest Journal option from the main menu.

  Quest Journal Enable
  Quest Journal Disable
  - Enable or disable the Quest Journal option in the main menu.

  ---

  Quest Add x
  - Replace 'x' with an integer. Adds quest ID 'x' to the quest journal as
  an available quest. This will make it viewable from the in-game quest
  journal system menu.

  Quest Add x to y
  - Replace 'x' and 'y' with integer values determining the quest ID range
  you wish to add in mass amounts to the quest journal.

  Quest Add x, x, x
  - Replace 'x' values with integer values representing the quest ID's you
  wish to add to the quest journal.

  ---

  Quest Remove x
  - Replace 'x' with an integer. This will remove quest ID 'x' from the
  quest journal.

  Quest Remove x to y
  - Replace 'x' and 'y' with integer values determining the quest ID range
  you wish to remove in mass amounts from the quest journal.

  Quest Remove x, x, x
  - Replace 'x' values with integer values representing the quest ID's you
  wish to remove from the quest journal.

  ---

  Quest Set Completed x
  Quest Set Failed x
  Quest Set Available x
  - Replace 'x' with the quest ID you wish to change the quest status to
  'completed', 'failed', or 'available'.

  Quest Set Completed x to y
  Quest Set Failed x to y
  Quest Set Available x to y
  - Replace 'x' and 'y' with integer values determining the quest ID range
  you wish to set as completed, failed, or available.

  Quest Set Completed x, x, x
  Quest Set Failed x, x, x
  Quest Set Available x, x, x
  - Replace 'x' values with integer values representing the quest ID's you
  wish to set as completed, failed, or available.

  ---

  Quest x Change Description Entry To y
  - Replace 'x' with the Quest ID you want to modify the description of.
  Replace 'y' with the description entry ID you wish to change the quest to.
  This will make the description, when viewed in-game in the quest journal,
  to display the description entry ID 'y' found in the plugin parameters for
  quest 'x'. This is used for times you wish to update the description text
  midway through a quest.

  ---

  Quest x Show Objective y
  Quest x Hide Objective y
  - Replace 'x' with the Quest ID you wish to alter the objective of.
  Replace 'y' with the objective ID you wish to make visible/hidden. Quests
  can show multiple objectives at once.

  Quest x Show Objective y to z
  Quest x Hide Objective y to z
  - Replace 'x' with the Quest ID you wish to alter the objective of.
  Replace 'y' and 'z' with the objective ID range you wish to make
  visible/hidden. Quests can show multiple objectives at once.

  Quest x Show Objective y, y, y
  Quest x Hide Objective y, y, y
  - Replace 'x' with the Quest ID you wish to alter the objective of.
  Replace 'y' values with integer values representing the objective ID's you
  wish to make visible/hidden. Quests can show multiple objectives at once.

  Quest X Show All Objectives
  Quest X Hide All Objectives
  - Replace 'x' with the Quest ID you wish to alter the objectives of.
  This will show/hide all of the quest's objectives.

  Quest x Complete Objective y
  Quest x Fail Objective y
  Quest x Normalize Objective y
  - Replace 'x' with the Quest ID you wish to alter the objective of.
  Replace 'y' with the objective ID you wish to change the status of.
  Using 'Complete' will mark the objective as completed. Using 'Fail' will
  mark the objective as failed. Using 'Normalize' will set the objective's
  status to neither completed or failed.

  Quest x Complete Objective y to z
  Quest x Fail Objective y to z
  Quest x Normalize Objective y to z
  - Replace 'x' with the Quest ID you wish to alter the objective of.
  Replace 'y' and 'z' with the objective ID range you wish to change the
  status of. Using 'Complete' will mark the objective as completed. Using
  'Fail' will mark the objective as failed. Using 'Normalize' will set the
  objective's status to neither completed or failed.

  Quest x Complete Objective y, y, y
  Quest x Fail Objective y, y, y
  Quest x Normalize Objective y, y, y
  - Replace 'x' with the Quest ID you wish to alter the objective of.
  Replace 'y' values with integer values representing the objective ID's you
  wish to change the status of. Using 'Complete' will mark the objective as
  completed. Using 'Fail' will mark the objective as failed. Using
  'Normalize' will set the objective's status to neither completed or
  failed.

  Quest x Complete All Objectives
  Quest x Fail All Objectives
  Quest x Normalize All Objectives
  - Replace 'x' with the Quest ID you wish to alter the objectives of.
  This will complete/fail/normalize all of the quest's objectives.

  ---

  Quest x Show Reward y
  Quest x Hide Reward y
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
  'y' with the reward ID you wish to make visible/hidden. Quests can show
  multiple reward at once.

  Quest x Show Reward y to z
  Quest x Hide Reward y to z
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
  'y' and 'z' with the reward ID range you wish to make visible/hidden.
  Quests can show multiple reward at once.

  Quest x Show Reward y, y, y
  Quest x Hide Reward y, y, y
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
  'y' values with integer values representing the reward ID's you wish to
  make visible/hidden. Quests can show multiple reward at once.

  Quest x Show All Rewards
  Quest x Hide All Rewards
  - Replace 'x' with the Quest ID you wish to alter the rewards of. This
  will show/hide all of the quest's rewards.

  Quest x Claim Reward y
  Quest x Deny Reward y
  Quest x Normalize Reward y
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
  'y' with the reward ID you wish to change the status of. Using 'Claim'
  will mark the reward as claimed. Using 'Deny' will mark the reward as
  denied. Using 'Normalize' will set the reward's status to neither claimed
  or denied.

  Quest x Claim Reward y to z
  Quest x Deny Reward y to z
  Quest x Normalize Reward y to z
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
  'y' and 'z' with the reward ID range you wish to change the status of.
  Using 'Claim' will mark the reward as claimed. Using 'Deny' will mark the
  reward as denied. Using 'Normalize' will set the reward's status to
  neither claimed or denied.

  Quest x Claim Reward y, y, y
  Quest x Deny Reward y, y, y
  Quest x Normalize Reward y, y, y
  - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
  'y' values with integer values representing the reward ID you wish to
  change the status of. Using 'Claim' will mark the reward as claimed. Using
  'Deny' will mark the reward as denied. Using 'Normalize' will set the
  reward's status to neither claimed or denied.

  Quest x Claim All Rewards
  Quest x Deny All Rewards
  Quest x Normalize All Rewards
  - Replace 'x' with the Quest ID you wish to alter the rewards of. This
  will claim/deny/normalize all of the quest's rewards.

  ---

  Quest x Change Subtext Entry To y
  - Replace 'x' with the Quest ID you want to modify the subtext of. Replace
  'y' with the subtext entry ID you wish to change the quest to. This will
  make the subtext, when viewed in-game in the quest journal, to display the
  subtext entry ID 'y' found in the plugin parameters for quest 'x'. This is
  used for times you wish to update the subtext text midway through a quest.

  ---

Map Quest Window


You can use the following plugin commands to change the behavior of the
Map Quest Window.

Plugin Commands:

  SetActiveQuest x
  - Sets the active quest to x.

  RefreshActiveQuestWindow
  - Refreshes the map quest window.

  ShowActiveQuestWindow
  HideActiveQuestWindow
  - Changes the Active Map Quest Window to be visible/hidden. This will not
  override the player's Options Menu's setting to hide the window.

Repel & Lure Encounters

For those who would like to adjust the lure rates and lure flat values
mid-game, you can use the following plugin commands.

Plugin Commands:

  SetLureRate x
  - Sets the lure rate for encounters to x when the Lure Variable is active.
  You can use JavaScript code for x if you are familiar with JavaScript.

  SetLureFlat x
  - Sets the flat value for encounters to x when the Lure Variable is active.
  You can use JavaScript code for x if you are familiar with JavaScript.

Row Formation

The following are some plugin commands you can use to adjust rows mid-game.

Plugin Command:

  ShowMenuRow
  HideMenuRow
  This will either show or hide the Row command from the main menu.

  EnableMenuRow
  DisableMenuRow
  This will either enable or disable the Row command from the main menu.

  ShowBattleRow
  HideBattleRow
  This will either show or hide the Row command from the battle party menu.
  This requires the YEP_BattleEngineCore plugin to take effect.

  EnableBattleRow
  DisableBattleRow
  This will either enable or disable the Row command from the battle party
  menu. This requires the YEP_BattleEngineCore plugin to take effect.

  SetActorRow actorId x
  This will set the actor represented by actorId to move to row x. If you
  want to move actor 3 to the 2nd row, the plugin command would look like:
  SetActorRow 3 2

  SetPartyRow slotId x
  This will set the party member in slotId to move to row x. If you want to
  move the 3rd party member to the 2nd row, the plugin command would look
  like: SetPartyRow 3 2

  SetEnemyRow slotId x
  This will set the enemy member in slotId to move to row x. If you want to
  move the 3rd enemy member to the 2nd row, the plugin command would look
  like: SetEnemyRow 3 2
  * Note: If you use this plugin command during turn 0 and the parameter
  'Adjust Relative' is set to false, the enemies will not move and
  automatically assume the position they are in will be the row they'll be
  in. On the other hand, using this plugin on anything after turn 0 will
  move the enemy visually to a different position on the screen. If the
  parameter 'Adjust Relative' is true, the enemies will move.

Save Core

Autosave


Autosave is manually done by the game developer using plugin commands. There
are also other plugin commands that can control autosaving, too.

  Plugin Commands:

     Autosave
     - This will make the game automatically save in the last saved file
     slot used by the player. If the player has started a new game and did
     not save into a slot yet, nothing will happen. If autosave is disabled
     by the player through the Options menu or disabled by the system with
     a plugin command, nothing will happen either.

     EnableAutosave
     DisableAutosave
     - This will forcibly enable or disable autosaving done by the game.
     This will not bypass the player's option to disable Autosave if trying
     to enable it. The player's decision to disable Autosaving will take
     priority over the game dev's. If you wish to take this option away from
     the player, please change it in the plugin parameters.

New Game+

To set the current save to have New Game+ settings, you'll need to use these
plugin commands to alter the settings:

Plugin Commands:

  EnableNewGamePlus
  - This will cause any save after this has been enabled to have a New Game+
  option instead of the "Load" command on the loading screen.

  DisableNewGamePlus
  - This will disable the New Game+ option for saves made after this plugin
  command has run. The "Load" option will appear instead of "New Game+".

Save Event Locations

Plugin Command
  ResetAllEventLocations
  - This resets all the event locations on the map.

Self Switches & Variables

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)'.

Skill Core

Party Limit Gauge


You can use plugin commands inside events to alter the amount of Party Limit
Gauge the player's party or enemy party has.

Plugin Command

  SetPartyLimitGaugeValue x
  SetTroopLimitGaugeValue x
  - Sets the player party's or enemy party's raw Party Limit Gauge
  value to x.

  GainPartyLimitGaugeValue x
  GainTroopLimitGaugeValue x
  - The player party's or enemy party's raw Party Limit Gauge gains
  x value.

  LosePartyLimitGaugeValue x
  LoseTroopLimitGaugeValue x
  - The player party's or enemy party's raw Party Limit Gauge gains
  x value.

  SetPartyLimitGaugeIncrement x
  SetTroopLimitGaugeIncrement x
  - Sets the player party's or enemy party's Party Limit Gauge value
  to x increments.

  GainPartyLimitGaugeIncrement x
  GainTroopLimitGaugeIncrement x
  - The player party's or enemy party's Party Limit Gauge gains
  x increments.

  LosePartyLimitGaugeIncrement x
  LoseTroopLimitGaugeIncrement x
  - The player party's or enemy party's Party Limit Gauge gains
  x increments.

  ShowPartyLimitGauge
  HidePartyLimitGauge
  ShowTroopLimitGauge
  HideTroopLimitGauge
  - Shows or hides the Party/Troop Limit Gauge.

Skill Learn System

You can use the following Plugin Commands from the Event Editor to alter
whether or not you want the 'Learn Skill' command to appear in the skill
scene or to have it enabled.

Plugin Command:
  ShowLearnSkill            Shows the 'Learn Skill' command.
  HideLearnSkill            Hides the 'Learn Skill' command.
  EnableLearnSkill          Enables the 'Learn Skill' command.
  DisableLearnSkill         Disables the 'Learn Skill' command.
  OpenLearnSkill actor x    Opens Learn Skill menu for actor x.
  OpenLearnSkill party x    Opens Learn Skill menu for party member x.

Stat Allocation

You can use the following plugin commands for various Stat Allocation
related effects in your game!

Plugin Commands:

  ShowStatAllocate
  HideStatAllocate
  - This will show or hide the main menu's Stat Allocation command.

  EnableStatAllocate
  DisableStatAllocate
  - This will enable or disable the main menu's Stat Allocation command.

  ShowRevertAllocate
  HideRevertAllocate
  - This will show or hide the Allocation scene's 'Revert' command.

  EnableRevertAllocate
  DisableRevertAllocate
  - This will enable or disable the Allocation scene's 'Revert' command.

  OpenStatAllocate x
  - This will open up the stat allocation menu for the party member whose
  index is equal to x. 0 is the first slot.

Status Menu Core

Actor Variables


These are plugin commands to allow you to hide/show specific variables
throughout your game.

Plugin Command:

HideActorVariable 1
Hides variable 1 from being shown in the actor status menu.

ShowActorVariable 2
Disables any hidden properties for variable 2 in the actor status menu.

Profile Status Page


The following plugin commands can be used to alter an actor's profile page.

Plugin Commands:

ClearProfileText actorId
This will clear out all of actorId's profile text.

AddProfileText actorId text
This will add to actorId's profile text the line of text.

ProfileTextLine lineIndex actorId text
This will change the specific lineIndex of the profile text for actorId to
display a specific text. For example, if you wish to the 50th line of the
profile text for actor 3 to 'Hello World', you'll write this out as the
plugin command:
ProfileTextLine 49 3 Hello World

ProfileImage actorId filename
This will change the profile image for actorId to filename without the file
extension. For example, if you wish to change actor 3's profile image to
Aldo.png, you'll write out this as the plugin command:
ProfileImage 3 Aldo

ProfileImageAlign actorId align
This will change the profile image alignment for actorId. Replace 'align'
with 'left', 'center', or 'right' without the quotes. If a nonexistant word
is used for the alignment, then the right alignment will be used. If you
wish to make the image aligned to the left for actor 3, you'll use:
ProfileImageAlign 3 Left

Stop Map Movement

You can use the following plugin commands to produce the following effects:

Plugin Command

  StopEventMovement
  Stops events from automatically moving by themselves. You can still move
  events through movement routes set by your active event.

  AllowEventMovement
  Allows events to move automatically by themselves again. If you have any
  of the plugin parameters disabling events from moving during either events
  or messages, this will not bypass it.

  StopPlayerMovement
  Stops player from being able to move via input. You can still move the
  player through movement routes set by your active event.

  AllowPlayerMovement
  Allows player to move again via input.

Tool Ring System

Open Tool Ring
- Opens up the tool ring forcefully.

Victory Aftermath

If you wish to alter the Victory Aftermath sequence a bit, you can use the
following Plugin Commands.

Plugin Commands:
  DisableVictoryAftermath   - Disables the Victory Aftermath sequence and
                              bypasses the Victory Aftermath music, too.
  EnableVictoryAftermath    - Enables the Victory Aftermath sequence if
                              it has been previously disabled.
  DisableVictoryMusic       - Disables the Victory Aftermath music to just
                              continue playing whatever was playing.
  EnableVictoryMusic        - Enables the Victory Aftermath music if it has
                              been previously disabled.

Aftermath Level Up


You can use these plugin commands to adjust whether or not the Level Up
portion of the Victory Aftermath will occur.

Plugin Command:

  ShowVictoryLevelUp
  This will cause the level up segment of the Victory Aftermath to appear if
  there is an actor that leveled up in the current battle.

  HideVictoryLevelUp
  This will cause the level up segment of the Victory Aftermath to not
  appear at all regardless of any actors leveling up in that battle.

Victory Sequence UI

If you want to turn on or off the victory sequence or the music, use these plugin commands:

EnableVictoryAftermath
DisableVictoryAftermath
This turns on or off the victory sequence. This one matches Yanfly's plugin
command so you don't have to change your game's plugin command call if you
are switching over.

EnableVictoryMusic
DisableVictoryMusic
This turns on or off the victory BGM and ME. This one matches Yanfly's
plugin command so you don't have to change your game's plugin command call
if you are switching over.

Weather In Battle

Plugin Commands:

  SaveWeather
  - Saves the current weather settings, meaning the type, power, and
  duration to change will be saved.

  RecallWeather
  - Recalls the last saved weather settings. If nothing was last saved,
  then nothing will happen. Using this plugin command will not remove the
  last saved weather settings from memory.

Pages in category "Plugin Commands (MV)"

The following 82 pages are in this category, out of 82 total.