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

From Yanfly.moe Wiki
Jump to navigation Jump to search
(Message Core)
(Victory Aftermath)
(18 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
{{TOCright}}
 
{{TOCright}}
 +
[[File:PluginCommandsMV.png]]
 +
 +
[[:Category:Plugin Commands (MV)|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 [[:Category:Plugin Commands (MV)|Plugin Command(s)]] that you may use:
 +
 
== [[Advanced Switches & Variables (YEP)|Advanced Switches & Variables]] ==
 
== [[Advanced Switches & Variables (YEP)|Advanced Switches & Variables]] ==
  
Line 50: Line 56:
 
ALLOW ACTION SEQUENCE FORWARD
 
ALLOW ACTION SEQUENCE FORWARD
 
- This will reenable Fast Forward and Skip Forward from this point onward.
 
- This will reenable Fast Forward and Skip Forward from this point onward.
 +
</pre>
 +
 +
== [[Animated Pictures (Olivia)|Animated Pictures]] ==
 +
 +
<html><img src='https://img.itch.zone/aW1nLzE1Njk2NTUuZ2lm/original/TgVNQt.gif'></html>
 +
 +
If you want to change the settings of specific pictures like loop or speed,
 +
please use these plugin commands to change them:
 +
 +
<pre>
 +
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.
 
</pre>
 
</pre>
  
Line 95: Line 129:
 
System and Charge Turn Battle!
 
System and Charge Turn Battle!
 
</nowiki>
 
</nowiki>
 +
 +
=== [[Order Turn Battle (Olivia)|Battle System - OTB (Order Turn Battle)]] ===
 +
<hr>
 +
 +
<html><img src='https://img.itch.zone/aW1nLzE0OTczMzkuZ2lm/original/CUlCjM.gif'></html>
 +
 +
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.
 +
 +
<pre>
 +
setBattleSys OTB
 +
This sets the battle system to Order Turn Battle
 +
 +
setBattleSys DTB
 +
This sets the battle system to Default Turn Battle
 +
</pre>
  
 
=== [[Battle System - STB (YEP)|Battle System - STB]] ===
 
=== [[Battle System - STB (YEP)|Battle System - STB]] ===
Line 143: Line 194:
 
</nowiki>
 
</nowiki>
  
== [[Button Common Events (YEP)|Button Common Events]] ==
+
== [[Bright Effects (Olivia)|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
  
<nowiki>
+
<html><img src='https://img.itch.zone/aW1nLzE5ODYwMDQucG5n/original/c1PJp9.png'></html>
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
+
<pre>
 +
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.
 +
</pre>
  
  RevertButton Ok
+
<html><img src='https://img.itch.zone/aW1nLzE5ODYwMjYucG5n/original/Efokq1.png'></html>
  RevertButton Cancel
+
 
  RevertButton Dash
+
<pre>
  RevertButton PageUp
+
BrightEffects Bloom Brightness x d
  RevertButton PageDown
+
Brightness: The brightness, lower value is more subtle brightness, higher
  RevertButton Left
+
value is blown-out.
  RevertButton Up
+
- Replace x with a decimal value to change the Bloom Brightness value.
  RevertButton Right
+
- Replace d with the duration in frames on how long to make this change.
  RevertButton Down
+
- This will cancel out any Map Horz/Vert notetags for Bloom Brightness.
  RevertButton All
+
</pre>
  - 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"
+
<html><img src='https://img.itch.zone/aW1nLzE5ODYwMzIucG5n/original/gye%2B7u.png'></html>
  function is reverted, then all affected buttons will revert back to their
 
  original functions.
 
  
  SwitchButton Ok
+
<pre>
  SwitchButton Cancel
+
BrightEffects Bloom Threshold x d
  SwitchButton Dash
+
Threshold: Defines how bright a color needs to be to affect bloom.
  SwitchButton PageUp
+
- Replace x with a decimal value to change the Bloom Threshold value.
  SwitchButton PageDown
+
- Replace d with the duration in frames on how long to make this change.
  SwitchButton Left
+
- This will cancel out any Map Horz/Vert notetags for Bloom Threshold.
  SwitchButton Up
+
</pre>
  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
+
<html><img src='https://img.itch.zone/aW1nLzE5ODU5OTAucG5n/original/5QIYzz.png'></html>
  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.
 
</nowiki>
 
  
== [[Call Event (YEP)|Call Event]] ==
+
<pre>
 +
BrightEffects Bloom Reset
 +
- Restores the map/battle's default settings.
 +
</pre>
  
<nowiki>
+
; Godray Plugin Commands
To call upon events from the current map or a different map, use the plugin
 
commands found below:
 
  
  Plugin Commands:
+
<html><img src='https://img.itch.zone/aW1nLzE5ODYwNDEuZ2lm/original/SB52LR.gif'></html>
  
  CallEvent x
+
<pre>
  - This will call upon event x from the current map and use the event list
+
BrightEffects Godray Show
  from the first page of the event.
+
BrightEffects Godray Hide
 +
Visible: If on, the godrays will be visible by default. If off, they won't.
 +
- Show or hide the godray effect
 +
</pre>
  
  CallEvent x, Page y
+
<pre>
  - This will call upon event x from the current map and use the event list
+
BrightEffects Godray Speed x d
  from page y of the event.
+
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.
 +
</pre>
  
  CallEvent x, Map y
+
<html><img src='https://img.itch.zone/aW1nLzE5ODYwNTcucG5n/original/PT6OEK.png'></html>
  - 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
+
<pre>
  - This will call upon event x from map z and use the event list from
+
BrightEffects Godray Gain x d
  page y of the event.
+
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.
 +
</pre>
  
  CallEvent x, Map y, Page z
+
<html><img src='https://img.itch.zone/aW1nLzE5ODYwNjUucG5n/original/lvVkZq.png'></html>
  - 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
+
<pre>
called event data may or may not be instantaneous depending on the size of
+
BrightEffects Godray Lacunarity x d
the map file that is needed to be loaded. At best, it will take a couple of
+
Lacunarity: The density of the fractal noise.
frames of loading time depending on the size.
+
- 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.
 +
</pre>
  
*Note2: If any of the events, pages, and/or maps do not exist, then no
+
<html><img src='https://img.itch.zone/aW1nLzE5ODYwNzEucG5n/original/5UCEub.png'></html>
events will be called and the plugin will skip forward as if nothing has
 
happened. Be cautious about how you call these call events.
 
</nowiki>
 
  
== [[Class Change Core (YEP)|Class Change Core]] ==
+
<pre>
 +
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.
 +
</pre>
  
<nowiki>
+
<html><img src='https://img.itch.zone/aW1nLzE5ODU5OTEucG5n/original/HErqo5.png'></html>
Included in this plugin are multiple Plugin Commands to help assist you with
 
class changing for your game.
 
  
Plugin Command
+
<pre>
  OpenClass
+
BrightEffects Godray Reset
  - This opens the class changing scene.
+
- Restores the map/battle's default settings.
 +
</pre>
  
  ShowClass
+
; Color Adjust Plugin Commands
  HideClass
 
  - This shows/hides the Class option from the main menu.
 
  
  EnableClass
+
<html><img src='https://img.itch.zone/aW1nLzE5ODYwODgucG5n/original/zWsfUd.png'></html>
  DisableClass
 
  - This makes the Class option enabled/disabled.
 
  
  UnlockClass 5 6
+
<pre>
  - This allows Actor 5 to unlock Class 6.
+
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.
 +
</pre>
 +
 
 +
<html><img src='https://img.itch.zone/aW1nLzE5ODYwOTEucG5n/original/Yk53qx.png'></html>
 +
 
 +
<pre>
 +
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.
 +
</pre>
  
  RemoveClass 5 7
+
<html><img src='https://img.itch.zone/aW1nLzE5ODYxMDAucG5n/original/RbIfAv.png'></html>
  - This causes Actor 5 to no longer access Class 7.
 
  
  UnlockClassAll 8
+
<pre>
  - This unlocks Class 8 for the global pool.
+
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.
 +
</pre>
  
  RemoveClassAll 9
+
<html><img src='https://img.itch.zone/aW1nLzE5ODU5OTIucG5n/original/nuIfpS.png'></html>
  - This removes Class 9 from the global pool.
 
  
  EnablePrimaryClassChange 5
+
<pre>
  DisablePrimaryClassChange 5
+
BrightEffects ColorAdjust Reset
  - This enables/disables primary class changing for actor 5.
+
- Restores the map/battle's default settings.
</nowiki>
+
</pre>
  
=== [[Subclass (YEP)|Subclass]] ===
+
== [[Button Common Events (YEP)|Button Common Events]] ==
<hr>
 
  
 
  <nowiki>
 
  <nowiki>
You can use these following plugin commands to change subclassing throughout
+
For those who would like for a way to toggle back and forth between the
the game!
+
bound common events and the default buttons, use these plugin commands.
  
Plugin Command:
+
Plugin Commands
  
   ShowSubclass
+
   RevertButton Ok
   HideSubclass
+
   RevertButton Cancel
   - Shows/Hides the Subclass command in the Class Change Menu.
+
  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.
  
   EnableSubclass
+
   SwitchButton Ok
   DisableSubclass
+
   SwitchButton Cancel
   - Enables/Disables the Subclass command in the Class Change Menu.
+
  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.
  
   ChangeSubclass x y
+
   TriggerButton Ok
   - Changes actor x's subclass to y. Replace y with 0 to remove a subclass.
+
   TriggerButton Cancel
 
+
  TriggerButton Dash
   EnableSubclassChange 5
+
  TriggerButton PageUp
   DisableSubclassChange 5
+
  TriggerButton PageDown
   - This enables/disables subclass changing for actor 5.
+
  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.
 
</nowiki>
 
</nowiki>
  
== [[Common Event Menu (YEP)|Common Event Menu]] ==
+
== [[Call Event (YEP)|Call Event]] ==
  
 
  <nowiki>
 
  <nowiki>
The following plugin commands are used to work the Common Event Menu. Look
+
To call upon events from the current map or a different map, use the plugin
over each of the settings carefully:
+
commands found below:
  
Plugin Command:
+
  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.
  
   ClearCommonEventMenu
+
   CallEvent x, Page y
   - This clears all the listed common events from the Common Event Menu Data
+
   - This will call upon event x from the current map and use the event list
   pool meaning it has to be filled again. You can do so with the next plugin
+
   from page y of the event.
  command:
 
  
   ---
+
  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.
  
   AddCommonEventMenu 1
+
   CallEvent x, Page y, Map z
    - or -
+
   - This will call upon event x from map z and use the event list from
  AddCommonEventMenu 2, 3, 4, 5
+
   page y of the event.
    - 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.
 
  
   ---
+
  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.
  
  SetCommonEventMenuCancel 20
+
*Note1: Because of the programming structure of RPG Maker MV's source, the
  - This will set the cancel button for the common event menu to run common
+
called event data may or may not be instantaneous depending on the size of
  event 20 when canceled. If it is left at 0, no event will run, but the
+
the map file that is needed to be loaded. At best, it will take a couple of
  menu can allow the cancel button to be pressed (and prematurely end it).
+
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.
 +
</nowiki>
  
  DisableCommonEventMenuCancel
+
== [[Class Change Core (YEP)|Class Change Core]] ==
  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
+
<nowiki>
  EnableCommonEventMenuConfirm
+
Included in this plugin are multiple Plugin Commands to help assist you with
  - This will disable the confirm button for the common event menu from
+
class changing for your game.
  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.
 
  
   ---
+
Plugin Command
 +
  OpenClass
 +
   - This opens the class changing scene.
  
   OpenCommonEventMenu
+
   ShowClass
   - After you've set everything up, this command will be used to open up the
+
   HideClass
   common event menu. This can be used on the map. If you are using the
+
   - This shows/hides the Class option from the main menu.
  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.
 
  
   ---
+
  EnableClass
 +
  DisableClass
 +
   - This makes the Class option enabled/disabled.
  
   CommonEventMenuX 0
+
   UnlockClass 5 6
   CommonEventMenuY this.fittingHeight(2)
+
   - This allows Actor 5 to unlock Class 6.
  CommonEventMenuWidth Graphics.boxWidth / 2
+
 
  CommonEventMenuHeight Graphics.boxHeight - this.fittingHeight(2)
+
   RemoveClass 5 7
  CommonEventMenuOpacity 255
+
   - This causes Actor 5 to no longer access Class 7.
   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.
 
  
   ---
+
  UnlockClassAll 8
 +
   - This unlocks Class 8 for the global pool.
  
   ShowCommonEventMenuHelp
+
   RemoveClassAll 9
  HideCommonEventMenuHelp
+
   - This removes Class 9 from the global pool.
   - This will allow you to decide if the help window will be shown or hidden
 
  for the next 'OpenCommonEventMenu' plugin command usage.
 
  
   ---
+
  EnablePrimaryClassChange 5
 +
  DisablePrimaryClassChange 5
 +
   - This enables/disables primary class changing for actor 5.
 +
</nowiki>
  
  CommonEventMenuHelpX 0
+
=== [[Subclass (YEP)|Subclass]] ===
  CommonEventMenuHelpY 0
+
<hr>
  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.
 
  
  ---
+
<nowiki>
 +
You can use these following plugin commands to change subclassing throughout
 +
the game!
  
  ShowCommonEventMenuPicture
+
Plugin Command:
  HideCommonEventMenuPicture
 
  - This will allow you to decide if the help window will be shown or hidden
 
  for the next 'OpenCommonEventMenu' plugin command usage.
 
  
   ---
+
  ShowSubclass
 +
  HideSubclass
 +
   - Shows/Hides the Subclass command in the Class Change Menu.
  
   CommonEventMenuPictureX Graphics.boxWidth / 2
+
   EnableSubclass
   CommonEventMenuPictureY this.fittingHeight(2)
+
   DisableSubclass
   CommonEventMenuPictureWidth Graphics.boxWidth / 2
+
   - Enables/Disables the Subclass command in the Class Change Menu.
  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.
 
  
   ---
+
  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.
 +
</nowiki>
 +
 
 +
== [[Common Event Menu (YEP)|Common Event Menu]] ==
 +
 
 +
<nowiki>
 +
The following plugin commands are used to work the Common Event Menu. Look
 +
over each of the settings carefully:
  
  ShowCommonEventMenuSubtext
+
Plugin Command:
  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
+
   ClearCommonEventMenu
   CommonEventMenuSubtextY Graphics.boxHeight - height
+
   - This clears all the listed common events from the Common Event Menu Data
   CommonEventMenuSubtextWidth Graphics.boxWidth / 2
+
   pool meaning it has to be filled again. You can do so with the next plugin
  CommonEventMenuSubtextHeight Graphics.boxHeight - this.fittingHeight(2) -
+
   command:
    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
+
   AddCommonEventMenu 1
   SetCommonEventMenuSettings Basic Setup
+
    - or -
   - This allows you to set the common event windows to position themselves
+
   AddCommonEventMenu 2, 3, 4, 5
  to the default setup provided by the plugin parameters or a basic setup
+
    - or -
   made of just the main list and a help window.
+
  AddCommonEventMenu 6 through 10
</nowiki>
+
   - This will add the listed common event numbers into the common event list
 +
   that will be shown in the common event menu.
  
=== [[Common Event Menu Setup Pack 1 (YEP)|Common Event Menu Setup Pack 1]] ===
+
  ---
<hr>
 
  
<nowiki>
+
  SetCommonEventMenuCancel 20
Use the following plugin commands to change the menu setup of your common
+
  - This will set the cancel button for the common event menu to run common
event menu before opening it up. To see what the layouts look like, please
+
  event 20 when canceled. If it is left at 0, no event will run, but the
refer to the Youtube video link and/or this plugin's page on Yanfly.moe.
+
  menu can allow the cancel button to be pressed (and prematurely end it).
  
Plugin Command:
+
  ---
</nowiki>
 
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/005-300x170.jpg'></html>
+
  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.
  
<nowiki>
+
  DisableCommonEventMenuConfirm
   SetCommonEventMenuSettings Reverse Setup
+
   EnableCommonEventMenuConfirm
   - This puts the Help Window at the top of the screen. The picture and
+
   - This will disable the confirm button for the common event menu from
   subtext menus appear on the left left of the screen. The main list window
+
  being pressed. This is made for those who wish to use the menu only as a
   appears on the right half of the screen.
+
   list and not a selectable menu. The Enable version will reenable the
</nowiki>
+
   confirm function.
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/006-1-300x170.jpg'></html>
+
  ---
  
<nowiki>
+
  OpenCommonEventMenu
   SetCommonEventMenuSettings Full Single Setup
+
   - After you've set everything up, this command will be used to open up the
   - This makes the main list window cover the entire screen. The help,
+
   common event menu. This can be used on the map. If you are using the
   picture, and subtext windows do not appear. There is only one column used.
+
  Battle Engine Core, this menu can be opened in battle as well. All of the
</nowiki>
+
  common events listed by the 'AddCommonEventMenu' plugin command will
 +
   appear in this list.
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/007-300x170.jpg'></html>
+
  ---
  
<nowiki>
+
  CommonEventMenuX 0
   SetCommonEventMenuSettings Full Double Setup
+
  CommonEventMenuY this.fittingHeight(2)
   - This makes the main list window cover the entire screen. The help,
+
  CommonEventMenuWidth Graphics.boxWidth / 2
   picture, and subtext windows do not appear. There are two columns used.
+
  CommonEventMenuHeight Graphics.boxHeight - this.fittingHeight(2)
</nowiki>
+
   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.
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/008-300x170.jpg'></html>
+
  ---
  
<nowiki>
+
  ShowCommonEventMenuHelp
   SetCommonEventMenuSettings Double Common Setup
+
   HideCommonEventMenuHelp
   - The Help Window appears at the top of the screen with the main list
+
   - This will allow you to decide if the help window will be shown or hidden
  window underneath it with two columns. The picture and subtext windows do
+
   for the next 'OpenCommonEventMenu' plugin command usage.
   not appear.
 
</nowiki>
 
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/009-300x170.jpg'></html>
+
  ---
  
<nowiki>
+
  CommonEventMenuHelpX 0
   SetCommonEventMenuSettings Double Subtext Setup
+
  CommonEventMenuHelpY 0
   - The Help Window appears at the top of the screen with the main list
+
  CommonEventMenuHelpWidth Graphics.boxWidth
   window underneath it with two columns. The subtext window appears at the
+
  CommonEventMenuHelpHeight this.fittingHeight(2)
   bottom of the screen. The picture window does not appear.
+
   CommonEventMenuHelpOpacity 255
</nowiki>
+
   - 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.
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/010-300x170.jpg'></html>
+
  ---
  
<nowiki>
+
  ShowCommonEventMenuPicture
   SetCommonEventMenuSettings Double Picture Setup
+
   HideCommonEventMenuPicture
   - The Help Window appears at the top of the screen with the main list
+
   - This will allow you to decide if the help window will be shown or hidden
  window underneath it with two columns. The picture window appears at the
+
   for the next 'OpenCommonEventMenu' plugin command usage.
   bottom of the screen. The subtext window does not appear.
 
</nowiki>
 
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/011-300x170.jpg'></html>
+
  ---
  
<nowiki>
+
  CommonEventMenuPictureX Graphics.boxWidth / 2
   SetCommonEventMenuSettings Double Hybrid Setup
+
  CommonEventMenuPictureY this.fittingHeight(2)
   - The Help Window appears at the top of the screen with the main list
+
  CommonEventMenuPictureWidth Graphics.boxWidth / 2
  window underneath it with two columns. Both picture and subtext windows
+
   CommonEventMenuPictureHeight this.fittingHeight(10)
   appear at the bottom of the screen with the picture window on the left
+
  CommonEventMenuPictureOpacity 255
   side and the subtext window on the right side.
+
   - These plugin commands allow you to adjust the x, y, width, height, and
</nowiki>
+
  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.
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/012-300x170.jpg'></html>
+
  ---
  
<nowiki>
+
  ShowCommonEventMenuSubtext
   SetCommonEventMenuSettings Double Reverse Hybrid Setup
+
   HideCommonEventMenuSubtext
   - The Help Window appears at the top of the screen with the main list
+
   - This will allow you to decide if the help window will be shown or hidden
  window underneath it with two columns. Both picture and subtext windows
+
   for the next 'OpenCommonEventMenu' plugin command usage.
  appear at the bottom of the screen with the subtext window on the left
 
   side and the picture window on the right side.
 
</nowiki>
 
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/013-300x170.jpg'></html>
+
  ---
  
<nowiki>
+
  CommonEventMenuSubtextX Graphics.boxWidth / 2
   SetCommonEventMenuSettings Sandwich Single Setup
+
   CommonEventMenuSubtextY Graphics.boxHeight - height
   - The Help Window appears at the top of the screen and the subtext window
+
   CommonEventMenuSubtextWidth Graphics.boxWidth / 2
   appears at the bottom. The main list is sandwiched in between using only
+
  CommonEventMenuSubtextHeight Graphics.boxHeight - this.fittingHeight(2) -
   one column.
+
    this.fittingHeight(10)
</nowiki>
+
  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.
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/014-300x170.jpg'></html>
+
  ---
  
<nowiki>
+
  SetCommonEventMenuSettings Default Setup
   SetCommonEventMenuSettings Sandwich Double Setup
+
   SetCommonEventMenuSettings Basic Setup
   - The Help Window appears at the top of the screen and the subtext window
+
   - This allows you to set the common event windows to position themselves
   appears at the bottom. The main list is sandwiched in between using two
+
  to the default setup provided by the plugin parameters or a basic setup
  columns for the common event list.
+
   made of just the main list and a help window.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/015-300x170.jpg'></html>
+
=== [[Common Event Menu Setup Pack 1 (YEP)|Common Event Menu Setup Pack 1]] ===
 +
<hr>
  
 
  <nowiki>
 
  <nowiki>
  SetCommonEventMenuSettings Sandwich Picture Setup
+
Use the following plugin commands to change the menu setup of your common
  - The Help Window appears at the top of the screen and the subtext window
+
event menu before opening it up. To see what the layouts look like, please
  appears at the bottom. The main list is sandwiched in between using one
+
refer to the Youtube video link and/or this plugin's page on Yanfly.moe.
  column on the left side. The picture window is also sandwiched on the
+
 
  right side of the screen.
+
Plugin Command:
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/016-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/005-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Sandwich Reverse Picture Setup
+
   SetCommonEventMenuSettings Reverse Setup
   - The Help Window appears at the top of the screen and the subtext window
+
   - This puts the Help Window at the top of the screen. The picture and
  appears at the bottom. The picture window is sandwiched in between the two
+
   subtext menus appear on the left left of the screen. The main list window
   windows on the left half of the screen while the main list is sandwiched
+
   appears on the right half of the screen.
   in between using one column on the right half.
 
 
</nowiki>
 
</nowiki>
  
=== [[Common Event Menu Setup Pack 2 (YEP)|Common Event Menu Setup Pack 2]] ===
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/006-1-300x170.jpg'></html>
<hr>
 
  
 
  <nowiki>
 
  <nowiki>
Use the following plugin commands to change the menu setup of your common
+
  SetCommonEventMenuSettings Full Single Setup
event menu before opening it up. To see what the layouts look like, please
+
  - This makes the main list window cover the entire screen. The help,
refer to the Youtube video link and/or this plugin's page on Yanfly.moe.
+
  picture, and subtext windows do not appear. There is only one column used.
 
 
Plugin Command:
 
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/001-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/007-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Side Subtext Setup
+
   SetCommonEventMenuSettings Full Double Setup
   - This puts the Help Window at the top of the screen. The main list will
+
   - This makes the main list window cover the entire screen. The help,
  appear on the left half of the screen while the subtext window takes the
+
  picture, and subtext windows do not appear. There are two columns used.
  right half of the screen. The picture window does not appear.
 
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/002-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/008-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Side Reverse Subtext Setup
+
   SetCommonEventMenuSettings Double Common Setup
   - This puts the Help Window at the top of the screen. The main list will
+
   - The Help Window appears at the top of the screen with the main list
   appear on the right half of the screen while the subtext window takes the
+
   window underneath it with two columns. The picture and subtext windows do
  left half of the screen. The picture window does not appear.
+
  not appear.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/003-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/009-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Subtext Picture Setup
+
   SetCommonEventMenuSettings Double Subtext Setup
   - This puts the Help Window at the top of the screen. The main list will
+
   - The Help Window appears at the top of the screen with the main list
   appear on the left half of the screen while the subtext window takes the
+
   window underneath it with two columns. The subtext window appears at the
   right half of the screen. The main list will be 4 lines tall while the
+
   bottom of the screen. The picture window does not appear.
  picture window takes the remainder of the height.
 
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/004-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/010-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Subtext Reverse Picture Setup
+
   SetCommonEventMenuSettings Double Picture Setup
   - This puts the Help Window at the top of the screen. The main list will
+
   - The Help Window appears at the top of the screen with the main list
   appear on the right half of the screen while the subtext window takes the
+
   window underneath it with two columns. The picture window appears at the
   left half of the screen. The main list will be 4 lines tall while the
+
   bottom of the screen. The subtext window does not appear.
  picture window takes the remainder of the height.
 
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/005-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/011-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Picture Subtext Setup
+
   SetCommonEventMenuSettings Double Hybrid Setup
   - This puts the Help Window at the top of the screen. The main list will
+
   - The Help Window appears at the top of the screen with the main list
   appear on the left half of the screen while the picture window takes the
+
  window underneath it with two columns. Both picture and subtext windows
   right half of the screen. The main list will be 4 lines tall while the
+
   appear at the bottom of the screen with the picture window on the left
  subtext window takes the remainder of the height.
+
   side and the subtext window on the right side.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/006-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/012-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Picture Reverse Subtext Setup
+
   SetCommonEventMenuSettings Double Reverse Hybrid Setup
   - This puts the Help Window at the top of the screen. The main list will
+
   - The Help Window appears at the top of the screen with the main list
   appear on the right half of the screen while the picture window takes the
+
  window underneath it with two columns. Both picture and subtext windows
   left half of the screen. The main list will be 4 lines tall while the
+
   appear at the bottom of the screen with the subtext window on the left
  subtext window takes the remainder of the height.
+
   side and the picture window on the right side.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/007-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/013-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Side Picture Setup
+
   SetCommonEventMenuSettings Sandwich Single Setup
   - This puts the Help Window at the top of the screen. The main list will
+
   - The Help Window appears at the top of the screen and the subtext window
  appear on the left half of the screen while the picture window takes the
+
   appears at the bottom. The main list is sandwiched in between using only
   right half of the screen. The subtext window does not appear.
+
  one column.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/008-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/014-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Side Reverse Picture Setup
+
   SetCommonEventMenuSettings Sandwich Double Setup
   - This puts the Help Window at the top of the screen. The main list will
+
   - The Help Window appears at the top of the screen and the subtext window
   appear on the right half of the screen while the picture window takes the
+
  appears at the bottom. The main list is sandwiched in between using two
  right left of the screen. The subtext window does not appear.
+
   columns for the common event list.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/009-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/015-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Left Half Setup
+
   SetCommonEventMenuSettings Sandwich Picture Setup
   - This puts the Help Window and main list on the left half of the screen.
+
   - The Help Window appears at the top of the screen and the subtext window
  Everything is half width.
+
  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.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/010-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/04/016-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Left Half Subtext Setup
+
   SetCommonEventMenuSettings Sandwich Reverse Picture Setup
   - This puts the Help Window, main list, and subtext window on the left
+
   - The Help Window appears at the top of the screen and the subtext window
  half of the screen. Everything is half width.
+
  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.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/011-300x170.jpg'></html>
+
=== [[Common Event Menu Setup Pack 2 (YEP)|Common Event Menu Setup Pack 2]] ===
 +
<hr>
  
 
  <nowiki>
 
  <nowiki>
  SetCommonEventMenuSettings Left Half Picture Setup
+
Use the following plugin commands to change the menu setup of your common
  - This puts the Help Window, main list, and picture window on the left
+
event menu before opening it up. To see what the layouts look like, please
  half of the screen. Everything is half width. The main list is only four
+
refer to the Youtube video link and/or this plugin's page on Yanfly.moe.
  commands tall.
+
 
 +
Plugin Command:
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/012-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/001-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Right Half Setup
+
   SetCommonEventMenuSettings Side Subtext Setup
   - This puts the Help Window and main list on the right half of the screen.
+
   - This puts the Help Window at the top of the screen. The main list will
   Everything is half width.
+
  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.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/013-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/002-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Right Half Subtext Setup
+
   SetCommonEventMenuSettings Side Reverse Subtext Setup
   - This puts the Help Window, main list, and subtext window on the right
+
   - This puts the Help Window at the top of the screen. The main list will
   half of the screen. Everything is half width.
+
  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.
 
</nowiki>
 
</nowiki>
  
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/014-300x170.jpg'></html>
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/003-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
   SetCommonEventMenuSettings Right Half Picture Setup
+
   SetCommonEventMenuSettings Subtext Picture Setup
   - This puts the Help Window, main list, and picture window on the right
+
   - This puts the Help Window at the top of the screen. The main list will
   half of the screen. Everything is half width. The main list is only four
+
  appear on the left half of the screen while the subtext window takes the
   commands tall.
+
   right half of the screen. The main list will be 4 lines tall while the
 +
   picture window takes the remainder of the height.
 
</nowiki>
 
</nowiki>
  
== [[Core Engine (YEP)|Core Engine]] ==
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/004-300x170.jpg'></html>
  
<pre>
+
<nowiki>
Plugin Command:
+
  SetCommonEventMenuSettings Subtext Reverse Picture Setup
   GainGold 1234567890      # Party gains 1234567890 gold.
+
  - This puts the Help Window at the top of the screen. The main list will
   LoseGold 9876543210      # Party loses 9876543210 gold.
+
  appear on the right half of the screen while the subtext window takes the
</pre>
+
   left half of the screen. The main list will be 4 lines tall while the
 +
   picture window takes the remainder of the height.
 +
</nowiki>
  
== [[Credits Page (YEP)|Credits Page]] ==
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/005-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
For those who wish to display the credits window from the map scene during
+
  SetCommonEventMenuSettings Picture Subtext Setup
the middle of your game, you can now do so with a plugin command!
+
  - 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.
 +
</nowiki>
  
Plugin Command:
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/006-300x170.jpg'></html>
  
   OpenCreditsWindow
+
<nowiki>
   - Opens the credit window from in-game during the map scene. This will
+
   SetCommonEventMenuSettings Picture Reverse Subtext Setup
   cause the player and events to be unable to move.
+
   - 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.
 
</nowiki>
 
</nowiki>
  
== [[Damage Core (YEP)|Damage Core]] ==
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/007-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
The following are plugins you can use to set the damage cap rulings for your
+
  SetCommonEventMenuSettings Side Picture Setup
game. Keep in mind that individual aspects such as equipment traits, skill
+
  - This puts the Help Window at the top of the screen. The main list will
properties, etc. will take priority over these default caps.
+
   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.
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.
 
 
</nowiki>
 
</nowiki>
  
== [[Dash Toggle (YEP)|Dash Toggle]] ==
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/008-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
You can use these plugin commands to enable or disable dashing mid-game!
+
  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.
 +
</nowiki>
  
Plugin Command
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/009-300x170.jpg'></html>
  
   EnableDashing
+
<nowiki>
   - Enables the player to be able to dash. However, this will not take
+
   SetCommonEventMenuSettings Left Half Setup
   priority in maps that disable dashing altogether.
+
   - This puts the Help Window and main list on the left half of the screen.
 +
   Everything is half width.
 +
</nowiki>
  
  DisableDashing
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/010-300x170.jpg'></html>
  - Disables the player from being able to dash.
 
  
   ToggleDashing
+
<nowiki>
   - This will enable/disable dashing. This will not take priority in maps
+
   SetCommonEventMenuSettings Left Half Subtext Setup
   that disable dashing altogether.
+
   - This puts the Help Window, main list, and subtext window on the left
 +
   half of the screen. Everything is half width.
 
</nowiki>
 
</nowiki>
  
== [[Enemy Levels (YEP)|Enemy Levels]] ==
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/011-300x170.jpg'></html>
  
 
  <nowiki>
 
  <nowiki>
If you wish to change enemy levels through plugin commands, you can use the
+
  SetCommonEventMenuSettings Left Half Picture Setup
following plugin commands to alter them. These plugin commands are only used
+
  - This puts the Help Window, main list, and picture window on the left
inside battle.
+
  half of the screen. Everything is half width. The main list is only four
 +
  commands tall.
 +
</nowiki>
  
Plugin Command:
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/012-300x170.jpg'></html>
  
   EnemyLevelChange 2 to 50
+
<nowiki>
   - This will reset the enemy in position 2's level to 50.
+
   SetCommonEventMenuSettings Right Half Setup
 +
   - This puts the Help Window and main list on the right half of the screen.
 +
  Everything is half width.
 +
</nowiki>
  
  EnemyLevelChangeAll 50
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/013-300x170.jpg'></html>
  - This will change the levels of all enemies to 50.
 
  
   EnemyGainLevel 3 by 20
+
<nowiki>
   - This will cause the enemy in positon 3 to gain 20 levels.
+
   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.
 +
</nowiki>
  
  EnemyGainLevelAll 20
+
<html><img src='http://yanfly.moe/wp-content/uploads/2016/06/014-300x170.jpg'></html>
  - This will cause all enemies to gain 20 levels.
 
  
   EnemyLoseLevel 4 by 10
+
<nowiki>
   - This will cause the enemy in positon 4 to lose 10 levels.
+
   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.
 +
</nowiki>
  
  EnemyLoseLevelAll 10
+
== [[Core Engine (YEP)|Core Engine]] ==
  - This will cause all enemies to lose 10 levels.
 
  
  EnemyLevelReset 5
+
<pre>
   - This will reset the enemy in position 5's level to the level it had at
+
Plugin Command:
   the start of battle.
+
   GainGold 1234567890      # Party gains 1234567890 gold.
 +
   LoseGold 9876543210      # Party loses 9876543210 gold.
 +
</pre>
  
  EnemyLevelResetAll
+
== [[Credits Page (YEP)|Credits Page]] ==
  - This will reset all enemy levels to their original levels.
 
</nowiki>
 
 
 
=== [[Difficulty Slider (YEP)|Difficulty Slider]] ===
 
<hr>
 
  
 
  <nowiki>
 
  <nowiki>
For those who wish to show/hide the Difficulty Slider from the options menu
+
For those who wish to display the credits window from the map scene during
midway through the game, you can control it using these plugin commands:
+
the middle of your game, you can now do so with a plugin command!
  
Plugin Commands:
+
Plugin Command:
  
   ShowDifficultySlider
+
   OpenCreditsWindow
   - This will show the Difficulty Slider and enable it making it apply to
+
   - Opens the credit window from in-game during the map scene. This will
  all enemies in the game that do not have an unaffected notetag.
+
   cause the player and events to be unable to move.
 
 
  HideDifficultySlider
 
  - This will hide the Difficulty Slider and also disable the slider's
 
   effects on enemy levels in the game.
 
 
</nowiki>
 
</nowiki>
  
== [[Enhanced TP (YEP)|Enhanced TP]] ==
+
== [[Damage Core (YEP)|Damage Core]] ==
  
 
  <nowiki>
 
  <nowiki>
You can use the following Plugin Commands to alter Enhanced TP.
+
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:
 
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.
 +
</nowiki>
  
  ShowTpMode
+
== [[Dash Toggle (YEP)|Dash Toggle]] ==
  HideTpMode
 
  This will show/hide the TP Mode from the Skill Menu.
 
  
  EnableTpMode
+
<nowiki>
  DisableTpMode
+
You can use these plugin commands to enable or disable dashing mid-game!
  This will enable/disable the TP Mode in the Skill Menu.
+
 
 +
Plugin Command
  
   ChangeTpMode Actor 1 to 5
+
   EnableDashing
   This will change the TP mode of Actor 1 to TP Mode 5.
+
   - Enables the player to be able to dash. However, this will not take
 +
  priority in maps that disable dashing altogether.
  
   ChangeTpMode Party 2 to 6
+
   DisableDashing
   This will change the TP mode of Party Member 2 to TP Mode 6.
+
   - Disables the player from being able to dash.
  
   UnlockTpMode Actor 3 Mode 7
+
   ToggleDashing
   This will make Actor 3 unlock TP Mode 7.
+
   - This will enable/disable dashing. This will not take priority in maps
 +
  that disable dashing altogether.
 +
</nowiki>
  
  UnlockTpMode Party 4 Mode 8
+
== [[Dragonbones Event Pictures (Irina)|Dragonbones Event Pictures]] ==
  This will make Party Member 4 unlock TP Mode 8.
 
  
  RemoveTpMode Actor 1 Mode 9
+
Insert these for your Plugin Commands to control the Dragonbones armature
  This will make Actor 1 remove TP Mode 9.
+
attached to pictures.
  
  RemoveTpMode Party 2 Mode 10
+
<hr>
  This will make Party Member 2 remove TP Mode 10.
 
  
  UnlockAllTpModes Actor 1
+
<html><img src='https://img.itch.zone/aW1nLzI5MDc4NTQuZ2lm/original/7oyVDF.gif'></html>
  This will make Actor 1 unlock all TP modes.
 
  
  UnlockAllTpModes Party 2
+
<pre>
  This will make Party member 2 unlock all TP modes.
+
Picture ID Dragonbones: filename
  
   RemoveAllTpModes Actor 1
+
   -Replace 'ID' with the picture ID you want to attach a
  This will make Actor 1 remove all TP modes.
+
  Dragonbones armature to.
  
   RemoveAllTpModes Party 2
+
   -Replace 'filename' with the base filename of the Dragonbones armature.
   This will make Party member 2 remove all TP modes.
+
 
</nowiki>
+
   -If no picture is already shown, one will be created and centered at the
 +
  middle of the screen.
  
== [[Equip Battle Skills (YEP)|Equip Battle Skills]] ==
+
  -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).
 +
</pre>
  
<nowiki>
+
<hr>
You can use the following plugin commands to increase or decrease the amount
 
of battle slots for specific actors.
 
  
Plugin Command:
+
<html><img src='https://img.itch.zone/aW1nLzI5MDc4NzcuZ2lm/original/JdWTCe.gif'></html>
  
  IncreaseActorBattleSlots 3 by 4
+
<pre>
  - This will increase actor 3's number of battle skill slots by 4. The
+
Picture ID Dragonbones Animation: animationName
  total amount of battle skill slots cannot go beyond the 'Maximum Skills'
 
  plugin parameter.
 
  
  DecreaseActorBattleSlots 5 by 2
+
   -Replace 'ID' with the picture ID you want to play an animation on.
   - 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>
+
  -Replace 'animationName' with the animation name used for the armature.
Here are some plugin commands you can use for your game!
+
</pre>
  
Plugin Command:
+
<hr>
  
  EnableEquipBattleSkills
+
<html><img src='https://img.itch.zone/aW1nLzI5MDc4NjcuZ2lm/original/sw7Csa.gif'></html>
  - This will enable the 'Equip Skills' command in the skill menu.
 
  
  DisableEquipBattleSkills
+
<pre>
  - This will disable the 'Equip Skills' command in the skill menu.
+
Picture ID Dragonbones Scale X: value
 +
Picture ID Dragonbones Scale Y: value
  
  ShowEquipBattleSkills
+
   -Replace 'ID' with the picture ID you want to change the base
   - This will show the 'Equip Skills' command in the skill menu.
+
  Dragonbones armature scale of.
  
   HideEquipBattleSkills
+
   -Replace 'value' with a float value depicting the rate.
  - This will hide the 'Equip Skills' command in the skill menu.
+
  This is amplified by the picture's scale value.
</nowiki>
+
</pre>
 +
 
 +
<hr>
 +
 
 +
== [[Dragonbones Map Sprites (Irina)|Dragonbones Map Sprites]] ==
  
== [[Equip Core (YEP)|Equip Core]] ==
+
Insert these for your Plugin Commands to control the Dragonbones armature
 +
attached to a map sprite.
  
=== [[Equip Customize Command (YEP)|Equip Customize Command]] ===
 
 
<hr>
 
<hr>
  
<nowiki>
+
<html><img src='https://img.itch.zone/aW1nLzI5MjM2MzEuZ2lm/original/n9Q%2B8%2F.gif'></html>
There's a couple of plugin commands you can use with this plugin.
 
  
Plugin Command:
+
<pre>
 +
Actor id Dragonbones Sprite Animation: animation
 +
Event id Dragonbones Sprite Animation: animation
 +
Party index Dragonbones Sprite Animation: animation
  
   ShowEquipCustomize
+
   - Replace 'id' with the ID of the actor/event to target.
   - This will show the 'Customize' command in the equip menu.
+
   - 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>
  
  HideEquipCustomize
+
<hr>
  - This will hide the 'Customize' command in the equip menu.
 
</nowiki>
 
  
== [[Event Chase Player (YEP)|Event Chase Player]] ==
+
You can change the Dragonbones map sprite properties of actors permanently
 +
by using the following plugin commands.
  
=== [[Event Chase Stealth (YEP)|Event Chase Stealth]] ===
 
 
<hr>
 
<hr>
  
<nowiki>
+
<pre>
You can use the following Plugin Commands to adjust Stealth Mode in your
+
Actor id Dragonbones Sprite Filename: filename
game mid-game!
+
Party index Dragonbones Sprite Filename: filename
  
Plugin Command:
+
  - 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>
  
  StealthTime x
+
<hr>
  - Puts the player character into Stealth Mode for x frames. Once the
 
  timer is up, the player exits Stealth Mode.
 
  
  StealthMode On
+
<pre>
  - Puts the player character into Stealth Mode. There is no timer for this.
+
Actor id Dragonbones Sprite Scale: x, y
 +
Party index Dragonbones Sprite Scale: x, y
  
   StealthMode Off
+
   - Replace 'id' with the ID of the actor to target.
   - Puts the player character out of Stealth Mode. This also resets the
+
   - Replace 'index' with the index of the party member to target.
   Stealth Timer to 0.
+
   - Replace 'x' and 'y' with the amount to scale the sprite by.
 +
</pre>
  
  EnableStealthDash
+
<hr>
  - Enables the player to be able to dash while in Stealth Mode.
 
  
  DisableStealthDash
+
<pre>
  - Disables the player from being able to dash while in Stealth Mode.
+
Actor id Dragonbones Sprite Speed: x
 +
Party index Dragonbones Sprite Speed: x
  
   SetStealthMoveSpeed x
+
   - Replace 'id' with the ID of the actor to target.
   - Sets the move speed while in Stealth Mode to x.
+
   - 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>
  
  HideStealthGauge
+
<hr>
  - This prevents the Stealth Gauge from being shown at all.
 
  
  ShowStealthGauge
+
<pre>
  - This will show the Stealth Gauge whenever the player is in Stealth Mode.
+
Actor id Dragonbones Sprite Size: width, height
 +
Party index Dragonbones Sprite Size: width, height
  
   EnableDifferentStealthSpeed
+
   - Replace 'id' with the ID of the actor to target.
   - Sets the player to have a different move speed when in Stealth Mode.
+
   - 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>
  
  DisableDifferentStealthSpeed
+
<hr>
  - The player won't have a different move speed when in Stealth Mode.
 
</nowiki>
 
  
== [[Event Mini Label (YEP)|Event Mini Label]] ==
+
<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
  
<nowiki>
+
Party index Dragonbones Sprite Flip Left: true
If you would like to shut off the Event Mini Label mid-game or turn it on,
+
Party index Dragonbones Sprite Flip Left: false
you can use the following plugin commands:
+
Party index Dragonbones Sprite Flip Right: true
 +
Party index Dragonbones Sprite Flip Right: false
  
Plugin Command:
+
  - 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>
  
  HideMiniLabel
+
<pre>
  Hides all Event Mini Label.
+
Actor id Dragonbones Motion type: animation
 +
Party index Dragonbones Motion type: animation
  
   ShowMiniLabel
+
   - Replace 'id' with the ID of the actor to target.
   Shows all Event Mini Label.
+
   - 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>
  
  RefreshMiniLabel
+
<hr>
  Refreshes all Event Mini Labels on the map.
 
</nowiki>
 
  
== [[Event Timer Control (YEP)|Event Timer Control]] ==
+
== [[Enemy Levels (YEP)|Enemy Levels]] ==
  
 
  <nowiki>
 
  <nowiki>
Use the following plugin commands to make use of the new features added by
+
If you wish to change enemy levels through plugin commands, you can use the
this plugin to control the event timer.
+
following plugin commands to alter them. These plugin commands are only used
 +
inside battle.
  
Plugin Commands:
+
Plugin Command:
  
   --- PAUSE/RESUME ---
+
  EnemyLevelChange 2 to 50
 +
   - This will reset the enemy in position 2's level to 50.
  
   EventTimer Pause
+
   EnemyLevelChangeAll 50
   - Pauses the event timer.
+
   - This will change the levels of all enemies to 50.
  
   EventTimer Resume
+
   EnemyGainLevel 3 by 20
   - Resumes the event timer if it has been paused.
+
   - This will cause the enemy in positon 3 to gain 20 levels.
  
   --- COUNT DOWN/UP ---
+
  EnemyGainLevelAll 20
 +
   - This will cause all enemies to gain 20 levels.
  
   EventTimer Countdown
+
   EnemyLoseLevel 4 by 10
   - Changes the direction of the event timer to decrease and count down
+
   - This will cause the enemy in positon 4 to lose 10 levels.
  towards 0 seconds.
 
  
   EventTimer Count Up
+
   EnemyLoseLevelAll 10
   - Changes the direction of the event timer to increase and count upwards
+
   - This will cause all enemies to lose 10 levels.
  endlessly until manually stopped
 
  
   EventTimer Count Toggle
+
   EnemyLevelReset 5
   - Switches the current direction of the event timer to either increase or
+
   - This will reset the enemy in position 5's level to the level it had at
   decrease each second it is active.
+
   the start of battle.
  
   --- INCREASE/DECREASE ---
+
  EnemyLevelResetAll
 +
   - This will reset all enemy levels to their original levels.
 +
</nowiki>
  
  EventTimer Increase x Frames
+
=== [[Difficulty Slider (YEP)|Difficulty Slider]] ===
  EventTimer Decrease x Frames
+
<hr>
  - Replace 'x' with a number value to determine how many frames to
 
  increase or decrease the event timer by.
 
  
  EventTimer Increase x Seconds
+
<nowiki>
  EventTimer Decrease x Seconds
+
For those who wish to show/hide the Difficulty Slider from the options menu
  - Replace 'x' with a number value to determine how many seconds to
+
midway through the game, you can control it using these plugin commands:
  increase or decrease the event timer by.
 
  
  EventTimer Increase x Minutes
+
Plugin Commands:
  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
+
   ShowDifficultySlider
  EventTimer Decrease x Hours
+
   - This will show the Difficulty Slider and enable it making it apply to
   - Replace 'x' with a number value to determine how many hours to
+
   all enemies in the game that do not have an unaffected notetag.
   increase or decrease the event timer by.
 
  
   You can also combine them together as such:
+
   HideDifficultySlider
 
+
   - This will hide the Difficulty Slider and also disable the slider's
   EventTimer Increase x Hours, y Seconds
+
   effects on enemy levels in the game.
  EventTimer Increase x Hours, y Minutes
 
  EventTimer Increase x Minutes, y Seconds
 
   EventTimer Increase x Hours, y Minutes, z Seconds
 
 
</nowiki>
 
</nowiki>
  
== [[External Links (YEP)|External Links]] ==
+
== [[Enhanced TP (YEP)|Enhanced TP]] ==
  
 
  <nowiki>
 
  <nowiki>
If you wish to send players to other links, you can use the following
+
You can use the following Plugin Commands to alter Enhanced TP.
plugin commands.
 
  
Plugin Command
+
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.
+
  ShowTpMode
</nowiki>
+
  HideTpMode
 +
  This will show/hide the TP Mode from the Skill Menu.
  
== [[Footstep Sounds (YEP)|Footstep Sounds]] ==
+
  EnableTpMode
 +
  DisableTpMode
 +
  This will enable/disable the TP Mode in the Skill Menu.
  
<nowiki>
+
  ChangeTpMode Actor 1 to 5
If at any time you wish to enable/disable footstep sounds in your game, you
+
  This will change the TP mode of Actor 1 to TP Mode 5.
can use some plugin commands to do so.
 
  
Plugin Commands:
+
  ChangeTpMode Party 2 to 6
 +
  This will change the TP mode of Party Member 2 to TP Mode 6.
  
   EnableFootsteps
+
   UnlockTpMode Actor 3 Mode 7
   - Turns on footstep sounds.
+
   This will make Actor 3 unlock TP Mode 7.
  
   DisableFootsteps
+
   UnlockTpMode Party 4 Mode 8
   - Turns off footstep sounds.
+
   This will make Party Member 4 unlock TP Mode 8.
</nowiki>
 
  
== [[Force Advantage (YEP)|Force Advantage]] ==
+
  RemoveTpMode Actor 1 Mode 9
 +
  This will make Actor 1 remove TP Mode 9.
  
<nowiki>
+
  RemoveTpMode Party 2 Mode 10
Use the following plugin commands to force a battle advantage on the next
+
  This will make Party Member 2 remove TP Mode 10.
upcoming battle:
 
  
Plugin Command:
+
  UnlockAllTpModes Actor 1
 +
  This will make Actor 1 unlock all TP modes.
  
   ForceAdvantage Pre-Emptive
+
   UnlockAllTpModes Party 2
   ForceAdvantage Preemptive
+
   This will make Party member 2 unlock all TP modes.
  ForceAdvantage First Strike
 
  ForceAdvantage Player
 
  - Forces a pre-emptive strike giving the player the advantage.
 
  
   ForceAdvantage Surprise
+
   RemoveAllTpModes Actor 1
   ForceAdvantage Back Attack
+
   This will make Actor 1 remove all TP modes.
  ForceAdvantage Enemy
 
  - Forces a surprise attack giving the enemy party the advantage.
 
  
   ForceAdvantage None
+
   RemoveAllTpModes Party 2
   ForceAdvantage Normal
+
   This will make Party member 2 remove all TP modes.
  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>
  
== [[Gab Window (YEP)|Gab Window]] ==
+
== [[Equip Battle Skills (YEP)|Equip Battle Skills]] ==
  
 
  <nowiki>
 
  <nowiki>
Using the Gab Window is quite simple. By default, it can be used in either
+
You can use the following plugin commands to increase or decrease the amount
the map scene or the battle scene. To call upon it, you will to use a few
+
of battle slots for specific actors.
Plugin Commands to set up what you wish for the Gab Window to display.
 
  
Plugin Commands:
+
Plugin Command:
  
--- Setup Commands ---
+
  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.
  
GabText text
+
  DecreaseActorBattleSlots 5 by 2
This will set the gab window to type out the above text. Text codes can be
+
  - This will decrease actor 5's number of battle skill slots by 2. The
used for the Gab Window.
+
  total amount of battle skill slots cannot go beneath 1.
 +
</nowiki>
  
GabFaceName filename
+
<nowiki>
If you wish to display a face graphic, use this plugin command to have it
+
Here are some plugin commands you can use for your game!
display a face from the filename.
 
  
GabFaceIndex x
+
Plugin Command:
Used in combination with the above plugin command to define which index the
 
face will use.
 
  
GabSpriteName filename
+
  EnableEquipBattleSkills
If you wish to display a particular character sprite, use this plugin
+
  - This will enable the 'Equip Skills' command in the skill menu.
command to have it display a sprite from the filename.
 
  
GabSpriteIndex x
+
  DisableEquipBattleSkills
Used in combination with the above plugin command to define which index the
+
  - This will disable the 'Equip Skills' command in the skill menu.
sprite will use.
 
  
GabActor x
+
  ShowEquipBattleSkills
GabActorFace x
+
  - This will show the 'Equip Skills' command in the skill menu.
This will display actor x's face graphic where x is the actor's ID.
 
  
GabActorSprite x
+
  HideEquipBattleSkills
This will display actor x's sprite graphic where x is the actor's ID.
+
  - This will hide the 'Equip Skills' command in the skill menu.
 +
</nowiki>
  
GabParty x
+
== [[Equip Core (YEP)|Equip Core]] ==
GabPartyFace x
 
This will display party member x's face graphic where x is the position.
 
  
GabPartySprite x
+
=== [[Equip Customize Command (YEP)|Equip Customize Command]] ===
This will display party member x's sprite graphic where x is the position.
+
<hr>
  
GabSound filename
+
<nowiki>
This will play a sound from the SE folder under that particular filename.
+
There's a couple of plugin commands you can use with this plugin.
  
GabSwitch x
+
Plugin Command:
This will enable switch x when this gab finishes playing.
 
  
WaitForGab
+
  ShowEquipCustomize
Causes the game to wait until all gabs are finished playing.
+
  - This will show the 'Customize' command in the equip menu.
  
--- Display Commands ---
+
  HideEquipCustomize
 +
  - This will hide the 'Customize' command in the equip menu.
 +
</nowiki>
  
ShowGab
+
== [[Event Chase Player (YEP)|Event Chase Player]] ==
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
+
=== [[Event Chase Stealth (YEP)|Event Chase Stealth]] ===
playing gab will finish playing before moving onto the next. If it so
+
<hr>
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
+
<nowiki>
Once the above settings are complete, use this Plugin Command to clear all
+
You can use the following Plugin Commands to adjust Stealth Mode in your
the other gabs in the Gab Window and display the above data.
+
game mid-game!
  
ClearGab
+
Plugin Command:
This clears out the Gab Window of the current gab and any gabs queued.
 
</nowiki>
 
  
== [[Help File Access (YEP)|Help File Access]] ==
+
  StealthTime x
 +
  - Puts the player character into Stealth Mode for x frames. Once the
 +
  timer is up, the player exits Stealth Mode.
  
<nowiki>
+
  StealthMode On
You can use the following plugin commands to adjust how accessing the help
+
  - Puts the player character into Stealth Mode. There is no timer for this.
file is done for your game.
 
  
Plugin Commands
+
  StealthMode Off
 +
  - Puts the player character out of Stealth Mode. This also resets the
 +
  Stealth Timer to 0.
  
   OpenHelp
+
   EnableStealthDash
   - This will open up the help file or URL for your game.
+
   - Enables the player to be able to dash while in Stealth Mode.
  
   ShowMenuHelpCommand
+
   DisableStealthDash
   - Will make the 'Help' command show up in the main menu.
+
   - Disables the player from being able to dash while in Stealth Mode.
  
   HideMenuHelpCommand
+
   SetStealthMoveSpeed x
   - Will make the 'Help' command hidden in the main menu.
+
   - Sets the move speed while in Stealth Mode to x.
</nowiki>
 
  
== [[Icon Balloons (YEP)|Icon Balloons]] ==
+
  HideStealthGauge
 +
  - This prevents the Stealth Gauge from being shown at all.
  
<nowiki>
+
  ShowStealthGauge
Use these plugin commands to get icon balloons playing on the player/events.
+
  - This will show the Stealth Gauge whenever the player is in Stealth Mode.
  
Plugin Commands
+
  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.
 +
</nowiki>
  
  ShowIconBalloon x on Player
+
== [[Event Mini Label (YEP)|Event Mini Label]] ==
  ShowIconBalloon x on Player, Wait
 
  
  ShowIconBalloon x on Event y
+
<nowiki>
  ShowIconBalloon x on Event y, Wait
+
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:
  
   ShowIconBalloon x on Follower y
+
   HideMiniLabel
   ShowIconBalloon x on Follower y, Wait
+
   Hides all Event Mini Label.
  
   ShowIconBalloon x on This Event
+
   ShowMiniLabel
   ShowIconBalloon x on This Event, wait
+
   Shows all Event Mini Label.
  - 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.
 
  
   ---
+
   RefreshMiniLabel
 +
  Refreshes all Event Mini Labels on the map.
 +
</nowiki>
  
  ShowIconBalloon x to y on Player
+
== [[Event Timer Control (YEP)|Event Timer Control]] ==
  ShowIconBalloon x to y on Player, Wait
 
  
  ShowIconBalloon x to y on Event z
+
<nowiki>
  ShowIconBalloon x to y on Event z, Wait
+
Use the following plugin commands to make use of the new features added by
 +
this plugin to control the event timer.
  
  ShowIconBalloon x to y on Follower z
+
Plugin Commands:
  ShowIconBalloon x to y on Follower z, Wait
 
  
  ShowIconBalloon x to y on This Event
+
   --- PAUSE/RESUME ---
  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.
 
</nowiki>
 
  
== [[Improved Battlebacks (YEP)|Improved Battlebacks]] ==
+
  EventTimer Pause
 +
  - Pauses the event timer.
  
<nowiki>
+
  EventTimer Resume
You can use the following plugin commands to alter how battlebacks behave in
+
  - Resumes the event timer if it has been paused.
your game. Keep in mind that these plugin commands must be used while the
 
party is in battle.
 
  
---
+
  --- COUNT DOWN/UP ---
  
BATTLEBACK id ADD: folder, filename
+
  EventTimer Countdown
BATTLEBACK id ADD: folder, filename, hue
+
  - Changes the direction of the event timer to decrease and count down
- Replace 'id' with the battleback you wish to alter as a number larger than
+
  towards 0 seconds.
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
+
  EventTimer Count Up
- Replace 'id' with the battleback you wish to alter as a number larger than
+
  - Changes the direction of the event timer to increase and count upwards
2 (i.e. 3 or above). This will remove the battleback from being shown. When
+
  endlessly until manually stopped
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
+
  EventTimer Count Toggle
BATTLEBACK id CHANGE TO: folder, filename, hue
+
  - Switches the current direction of the event timer to either increase or
- Replace 'id' with the battleback you wish to alter. Replace 'folder' with
+
  decrease each second it is active.
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
+
  --- INCREASE/DECREASE ---
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
+
  EventTimer Increase x Frames
BATTLEBACK id OPACITY: n%
+
  EventTimer Decrease x Frames
- Replace 'id' with the battleback you wish to alter. Replace 'n' with the
+
  - Replace 'x' with a number value to determine how many frames to
opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the
+
  increase or decrease the event timer by.
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
+
  EventTimer Increase x Seconds
in or out commands occurring as this command is issued, they'll be disabled.
+
  EventTimer Decrease x Seconds
 +
  - Replace 'x' with a number value to determine how many seconds to
 +
  increase or decrease the event timer by.
  
BATTLEBACK id SCROLL SPEED X: +n
+
  EventTimer Increase x Minutes
BATTLEBACK id SCROLL SPEED X: -n
+
  EventTimer Decrease x Minutes
BATTLEBACK id SCROLL SPEED Y: +n
+
  - Replace 'x' with a number value to determine how many minutes to
BATTLEBACK id SCROLL SPEED Y: -n
+
  increase or decrease the event timer by.
- 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
+
  EventTimer Increase x Hours
- Replace 'id' with the battleback you wish to alter. Resets the scroll
+
  EventTimer Decrease x Hours
speeds for X and Y back to 0.
+
  - Replace 'x' with a number value to determine how many hours to
</nowiki>
+
  increase or decrease the event timer by.
  
== [[Item Core (YEP)|Item Core]] ==
+
  You can also combine them together as such:
  
  <nowiki>
+
  EventTimer Increase x Hours, y Seconds
If you wish to be able to add items to your player's inventory without the
+
  EventTimer Increase x Hours, y Minutes
random variance being applied to it, you can use the following plugin
+
  EventTimer Increase x Minutes, y Seconds
commands to adjust the settings for that.
+
  EventTimer Increase x Hours, y Minutes, z Seconds
 +
</nowiki>
 +
 
 +
== [[External Links (YEP)|External Links]] ==
 +
 
 +
  <nowiki>
 +
If you wish to send players to other links, you can use the following
 +
plugin commands.
  
Plugin Command:
+
Plugin Command
   EnableVarianceStock  - Causes all items acquired from this point forward
+
   OpenNewTab http://www.google.com/    Opens link in a new tab.
                        to have its variance give stock (nonrandom) values.
+
   OpenNewWindow http://www.google.com/  Opens link in a new window.
   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
+
Some web browsers may not differentiate these commands too much.
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.
 
 
</nowiki>
 
</nowiki>
  
=== [[Attachable Augments (YEP)|Attachable Augments]] ===
+
== [[Footstep Sounds (YEP)|Footstep Sounds]] ==
<hr>
 
  
 
  <nowiki>
 
  <nowiki>
There's a couple of pluging commands you can use with this plugin.
+
If at any time you wish to enable/disable footstep sounds in your game, you
 +
can use some plugin commands to do so.
  
Plugin Command:
+
Plugin Commands:
  
   EnableAugments
+
   EnableFootsteps
   - This will enable augments in the item action menu. With them enabled,
+
   - Turns on footstep sounds.
  the player can now attach and detach augments to their items.
 
  
   DisableAugments
+
   DisableFootsteps
   - This will disable augments in the item action menu and hide their
+
   - Turns off footstep sounds.
  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.
 
 
</nowiki>
 
</nowiki>
  
=== [[Item Disassemble (YEP)|Item Disassemble]] ===
+
== [[Force Advantage (YEP)|Force Advantage]] ==
<hr>
 
  
 
  <nowiki>
 
  <nowiki>
You can use the following plugin commands to alter Item Disassemble related
+
Use the following plugin commands to force a battle advantage on the next
aspects of your game:
+
upcoming battle:
  
 
Plugin Command:
 
Plugin Command:
  
   ShowItemDisassemble
+
   ForceAdvantage Pre-Emptive
   - Shows the Disassemble command in the item menu if the item permits
+
  ForceAdvantage Preemptive
  disassembling.
+
  ForceAdvantage First Strike
 +
  ForceAdvantage Player
 +
   - Forces a pre-emptive strike giving the player the advantage.
  
   HideItemDisassemble
+
   ForceAdvantage Surprise
   - Hides the Disassemble command in the item menu regardless.
+
  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.
 
</nowiki>
 
</nowiki>
  
=== [[Item Durability (YEP)|Item Durability]] ===
+
== [[Gab Window (YEP)|Gab Window]] ==
<hr>
 
  
 
  <nowiki>
 
  <nowiki>
There are a few plugin commands you can utilize to show/hide the Repair
+
Using the Gab Window is quite simple. By default, it can be used in either
option in the Item Action Window and/or enable/disable it.
+
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:
  
  ShowRepairDurability
+
--- Setup Commands ---
  HideRepairDurability
 
  - This will show/hide the Repair command in the Item Action Window.
 
  
  EnableRepairDurability
+
GabText text
  DisableRepairDurability
+
This will set the gab window to type out the above text. Text codes can be
  - This will enable/disable the Repair command in the Item Action Window.
+
used for the Gab Window.
</nowiki>
 
  
=== [[Item Upgrade Slots (YEP)|Item Upgrade Slots]] ===
+
GabFaceName filename
<hr>
+
If you wish to display a face graphic, use this plugin command to have it
 +
display a face from the filename.
  
<nowiki>
+
GabFaceIndex x
The following are some Plugin Commands you can use for your game regarding
+
Used in combination with the above plugin command to define which index the
the upgrade option in the item menu:
+
face will use.
  
Plugin Command:
+
GabSpriteName filename
  ShowItemUpgrade    - Shows the upgrade option in the item menu.
+
If you wish to display a particular character sprite, use this plugin
  HideItemUpgrade    - Hides the upgrade option in the item menu.
+
command to have it display a sprite from the filename.
  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.
+
GabSpriteIndex x
</nowiki>
+
Used in combination with the above plugin command to define which index the
 +
sprite will use.
  
== [[Item Synthesis (YEP)|Item Synthesis]] ==
+
GabActor x
 +
GabActorFace x
 +
This will display actor x's face graphic where x is the actor's ID.
  
<nowiki>
+
GabActorSprite x
The following are Plugin Commands you may use with events.
+
This will display actor x's sprite graphic where x is the actor's ID.
  
Plugin Command:
+
GabParty x
  OpenSynthesis          Opens up the Synthesis Scene from the field.
+
GabPartyFace x
  ShowSynthesis          Shows the Synthesis command from the main menu.
+
This will display party member x's face graphic where x is the position.
  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
+
GabPartySprite x
can use the following command.
+
This will display party member x's sprite graphic where x is the position.
  
  OpenSynthesis Item 15 Recipe
+
GabSound filename
  - or -
+
This will play a sound from the SE folder under that particular filename.
  OpenSynthesis Weapon 20 Recipe
 
  - or -
 
  OpenSynthesis Armor 30 Recipe
 
  
This will make the synthesis menu, when opened up, only allow the recipes of
+
GabSwitch x
the Item 15, Weapon 20, or Armor 30 without needing it and not showing the
+
This will enable switch x when this gab finishes playing.
recipes of any recipe items within the player's inventory.
 
</nowiki>
 
  
== [[Job Points (YEP)|Job Points]] ==
+
WaitForGab
 +
Causes the game to wait until all gabs are finished playing.
  
<nowiki>
+
--- Display Commands ---
For those wondering how to manually give, remove, or set JP for an actor,
 
you can use the following Plugin Commands.
 
  
Plugin 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.
  
  gainJp actorId jp
+
*Note If multiple ShowGabs are used, they will be queued up. The current
  gainJp actorId jp classId
+
playing gab will finish playing before moving onto the next. If it so
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
+
happens that the inputted Gab would have the same exact settings as a
  Replace 'jp' with the amount of JP you wish to alter. If you are using
+
previously loaded gab within the same queue, it will not be inserted to
  'classId', replace it with the ID of the actor's class you wish to alter.
+
prevent any redundancy amongst the conversation.
  This command will let the actor gain JP.
 
  
  loseJp actorId jp
+
ForceGab
  loseJp actorId jp classId
+
Once the above settings are complete, use this Plugin Command to clear all
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
+
the other gabs in the Gab Window and display the above data.
  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
+
ClearGab
  setJp actorId jp classId
+
This clears out the Gab Window of the current gab and any gabs queued.
  Replace 'actorId' with the ID of the actor you wish to change the JP of.
+
</nowiki>
  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]] ==
+
== [[Help File Access (YEP)|Help File Access]] ==
  
 
  <nowiki>
 
  <nowiki>
Use the following plugin commands to control the gold window.
+
You can use the following plugin commands to adjust how accessing the help
 +
file is done for your game.
  
Plugin Command:
+
Plugin Commands
  
   OpenMapGoldWindow
+
   OpenHelp
   Opens the map gold window.
+
   - This will open up the help file or URL for your game.
  
   CloseMapGoldWindow
+
   ShowMenuHelpCommand
   Closes the map gold window.
+
   - Will make the 'Help' command show up in the main menu.
  
   MapGoldWindowPosition x
+
   HideMenuHelpCommand
   Changes the screen position of the map gold window to x. Refer to the
+
   - Will make the 'Help' command hidden in the main menu.
  NumPad for the screen position like below:
+
</nowiki>
  
  7  8  9
+
== [[Horror Effects (Olivia)|Horror Effects]] ==
  4  5  6
 
  1  2  3
 
  
  If you set the value to 0, it will maintain its current position but will
+
<html><img src='https://img.itch.zone/aW1hZ2UvMzI0NDQyLzE2MDM2MDIuZ2lm/original/11Kxzx.gif'></html>
  automatically move itself to a different location if it intrudes on the
 
  message window.
 
</nowiki>
 
  
== [[Map Select Equip (YEP)|Map Select Equip]] ==
+
To apply horror effects to your game, use these plugin commands in the
 +
following format:
 +
 
 +
; Main
  
<nowiki>
+
<pre>
Use the following plugin commands to utilize the Map Select Equip plugin.
+
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.
  
--- Plugin Commands ---
+
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.
  
MapSelectEquip var type
+
HorrorEffects target Clear
- This will open up the Map Select Equip window. Replace 'var' with the ID
+
- Replace 'target' with a compatible effect target. This will remove all
of the variable you wish to set the selected item to. Replace 'type' with
+
noise, glitch, or TV effects from the sprite.
'weapon', 'armor', or 'both'. The 'type' will decide the list type.
 
  
MapSelectEquipColumns x
+
HorrorEffects target Change Noise Rate x
- Sets the number of columns for the Map Select Equip Window to 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.
  
MapSelectEquipRows x
+
HorrorEffects target Change Noise Animated true
- Sets the number of rows for the Map Select Equip Window to x.
+
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.
  
MapSelectEquipWidth x
+
HorrorEffects target Change Glitch Max x
- Sets the width for the Map Select Equip Window to x. If 0 is used, then
+
- Replace 'target' with a compatible effect target. This will set the maximum
the window width will be the screen width.
+
number of glitch slices to x.
  
MapSelectEquipX left
+
HorrorEffects target Change Glitch Min x
MapSelectEquipX center
+
- Replace 'target' with a compatible effect target. This will set the minimum
MapSelectEquipX right
+
number of glitch slices to x.
- 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
+
HorrorEffects target Change Glitch Slice x
MapSelectEquipY middle
+
- Replace 'target' with a compatible effect target. This will set the maximum
MapSelectEquipY bottom
+
and minimum number of glitch slices to x.
- 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
+
HorrorEffects target Change Glitch Offset x
- Show the quantity of the Equips in the Map Select Equip Window.
+
- 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.
  
HideMapSelectEquipQuantity
+
HorrorEffects target Change Glitch Animated true
- Hide the quantity of the Equips in the Map Select Equip Window.
+
HorrorEffects target Change Glitch Animated false
</nowiki>
+
- Replace 'target' with a compatible effect target. This will animate (true)
 +
or remove the animation (false) of the glitch effect.
  
== [[Map Select Skill (YEP)|Map Select Skill]] ==
+
HorrorEffects target Change Glitch Frequency x
 +
- Replace 'target' with a compatible effect target. If animated, this will
 +
set the glitch frequency to x frames.
  
<nowiki>
+
HorrorEffects target Change Glitch Strength x
Use the following plugin commands to utilize the Map Select Skill plugin.
+
- 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.
  
--- Plugin Commands ---
+
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.
  
MapSelectSkill v a s
+
HorrorEffects target Change TV Corner x
- This will open up the Map Select Skill window. Replace 'v' with the ID of
+
- Replace 'target' with a compatible effect target. This will change the
the variable you wish to set to the selected skill. Replace 'a' with the ID
+
corner size. Use a value between 0 and 1. The larger the number, the larger
of the actor whose skill list you want to see. 's' is optional, but if used,
+
the corners will be.
it will display the skills from skill type 's' only. Replace 's' with the
 
skill type's ID number.
 
  
MapSelectSkillColumns x
+
HorrorEffects target Change TV Animated true
- Sets the number of columns for the Map Select Skill Window to x.
+
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.
  
MapSelectSkillRows x
+
HorrorEffects target Change TV Speed x
- Sets the number of rows for the Map Select Skill Window to x.
+
- Replace 'target' with a compatible effect target. This will change the
 +
speed at which the TV animates.
 +
</pre>
  
MapSelectSkillWidth x
+
; Targets
- 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
+
<pre>
MapSelectSkillX center
+
These are things you can replace 'target' with:
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
+
Screen
MapSelectSkillY middle
+
- Target becomes the visible map
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
+
Battle
- This will cause all of the skills listed to become selectable regardless
+
- Target becomes the battle screen
of whether or not the actor is able to use them at the time.
 
  
NormalAllMapSelectSkills
+
Player
- This will cause all of the skills listed to be enabled or disabled based
+
- Target becomes the first party member
on whether or not the actor is able to use the skill at the time.
 
  
ShowMapSelectSkillCost
+
Follower x
- Show the cost of the skills in the Map Select Skill Window.
+
- Target becomes the party member with slot x
  
HideMapSelectSkillCost
+
Event x
- Hide the cost of the skills in the Map Select Skill Window.
+
- Target becomes the map event with ID x
</nowiki>
 
  
== [[Message Core (YEP)|Message Core]] ==
+
Picture x
 +
- Target becomes the picture with ID x
  
<nowiki>The following are some plugin commands you can use through the Event Editor
+
Actor x
to change various aspects about the Message system.
+
- Target becomes the actor with ID x
  
Plugin Comand
+
Party x
  MessageRows 6
+
- Target becomes the party member with slot x
  - 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
+
Enemy x
  - Changes the Message Window Width to 400 pixels. This will cut off any
+
- Target becomes the battle enemy with index x
  words that are shown too far to the right so adjust accordingly!
+
</pre>
  
  EnableWordWrap
+
== [[Icon Balloons (YEP)|Icon Balloons]] ==
  - 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
+
<nowiki>
  - This disables wordwrapping. Line breaks will be automatic at points
+
Use these plugin commands to get icon balloons playing on the player/events.
  where a new line is started in the editor.
 
  
  EnableFastForward
+
Plugin Commands
  - Enables Fast Forward key from working with messages.
 
  
  DisableFastForward
+
   ---
   - Disables Fast Forward key from working with messages.
 
</nowiki>
 
  
=== [[Extended Message Pack 1 (YEP)|Extended Message Pack 1]] ===
+
  ShowIconBalloon x on Player
<hr>
+
  ShowIconBalloon x on Player, Wait
  
<nowiki>You can use the following plugin commands to adjust a few of the settings
+
  ShowIconBalloon x on Event y
regarding the Message Window.
+
  ShowIconBalloon x on Event y, Wait
  
Plugin Commands
+
  ShowIconBalloon x on Follower y
 +
  ShowIconBalloon x on Follower y, Wait
  
   --- Letter Sounds ---
+
  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.
  
  EnableLetterSound
+
   ---
  DisableLetterSound
 
   - These commands will enable or disable the letter sounds respectively.
 
  
   LetterSoundName Cursor2
+
   ShowIconBalloon x to y on Player
   - This will replace the current letter sound with the written filename.
+
   ShowIconBalloon x to y on Player, Wait
  The filename is case sensitive. Do not use the file extension.
 
  
   LetterSoundVolume 100
+
   ShowIconBalloon x to y on Event z
   - This will change the letter sound volume to 100.
+
   ShowIconBalloon x to y on Event z, Wait
  
   LetterSoundPitch 125
+
   ShowIconBalloon x to y on Follower z
   - This will change the letter sound pitch to 125.
+
   ShowIconBalloon x to y on Follower z, Wait
  
   LetterSoundPitchVariance 10
+
   ShowIconBalloon x to y on This Event
   - This will cause the letter sound's pitch to fluctuate between -10 & 10.
+
  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.
 +
</nowiki>
  
  LetterSoundPan 0
+
== [[Improved Battlebacks (YEP)|Improved Battlebacks]] ==
  - This will change the letter sound's pan to 0.
 
  
  LetterSoundPanVariance 10
+
<nowiki>
  - This will cause the letter sound's pan to fluctuate between -10 and 10.
+
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.
  
  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
+
BATTLEBACK id ADD: folder, filename
  - This will reset the letter sounds to their default settings.
+
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.
  
  --- Choice Settings ---
+
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.
  
  ChoiceRowMax 4
+
BATTLEBACK id CHANGE TO: folder, filename
  - This will set the maximum amount of visible choices to 4.
+
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.
  
  HideChoice 5
+
BATTLEBACK id FADE OUT
  - This will cause choice 5 to be hidden.
+
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.
  
  ShowChoice 6
+
BATTLEBACK id OPACITY: n
  - This will cause choice 6 to be shown and no longer hidden.
+
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.
  
  ClearHiddenChoices
+
BATTLEBACK id SCROLL SPEED X: +n
  - All choices become visible and are no longer hidden.
+
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.
  
  DisableChoice 1
+
BATTLEBACK id RESET SCROLL SPEED
  - This will cause choice 1 to be disabled.
+
- Replace 'id' with the battleback you wish to alter. Resets the scroll
 +
speeds for X and Y back to 0.
 +
</nowiki>
  
  EnableChoice 2
+
== [[Item Core (YEP)|Item Core]] ==
  - This will cause choice 2 to be enabled.
 
  
  ClearDisabledChoices
+
<nowiki>
  - All choices become enabled and are no longer disabled.
+
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.
  
   ClearChoiceSettings
+
Plugin Command:
   - All choices are shown and enabled.
+
   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.
  
  --- Message Window Positions ---
+
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.
 +
</nowiki>
  
  MessageRows 6
+
=== [[Attachable Augments (YEP)|Attachable Augments]] ===
  - Changes the Message Rows displayed to 6. If you are using continuous
+
<hr>
  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
+
<nowiki>
  - Changes the Message Window Width to 400 pixels. This will cut off any
+
There's a couple of pluging commands you can use with this plugin.
  words that are shown too far to the right so adjust accordingly!
 
  
  MessagePositionX 300
+
Plugin Command:
  - Sets the Message Window's X Position to 300. This position will be
 
  relative to its horizontal anchor point.
 
  
   MessagePositionY 400
+
   EnableAugments
   - Sets the Message Window's Y Position to 400. This position will be
+
   - This will enable augments in the item action menu. With them enabled,
   relative to its vertical anchor point.
+
   the player can now attach and detach augments to their items.
  
   MessagePositionXAuto
+
   DisableAugments
   - Sets the Message Window's X Position to be automatically fitted and not
+
   - This will disable augments in the item action menu and hide their
   set relative to its horizontal anchor point.
+
   options so that the player will be unable to attach or detach augments
 +
  from their items.
  
   MessagePositionYAuto
+
   ShowAugments
   - Sets the Message Window's Y Position to be automatically fitted and not
+
   - This will show the augments in the item info window when looking at
   set relative to its vertical anchor point.
+
   item details.
  
   MessageAnchorX left
+
   HideAugments
   - Sets the Message Window's x anchor to 'left', 'center', or 'right' if
+
   - This will hide the augments in the item info window when looking at
  you are using specified coordinates.
+
   item details.
 
 
  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.
 
 
</nowiki>
 
</nowiki>
  
=== [[Message Backlog (YEP)|Message Backlog]] ===
+
=== [[Item Disassemble (YEP)|Item Disassemble]] ===
 
<hr>
 
<hr>
  
  <nowiki>The following plugin commands can be used to alter various settings
+
  <nowiki>
regarding the Message Backlog.
+
You can use the following plugin commands to alter Item Disassemble related
 +
aspects of your game:
  
 
Plugin Command:
 
Plugin Command:
  
   EnableMessageBacklog
+
   ShowItemDisassemble
   DisableMessageBacklog
+
   - Shows the Disassemble command in the item menu if the item permits
   - This enables/disables the message backlog from being playeraccessed.
+
   disassembling.
  
   EnableMessageLogging
+
   HideItemDisassemble
  DisableMessageLogging
+
   - Hides the Disassemble command in the item menu regardless.
   - 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)
 
 
</nowiki>
 
</nowiki>
  
== [[Party System (YEP)|Party System]] ==
+
=== [[Item Durability (YEP)|Item Durability]] ===
 +
<hr>
  
 
  <nowiki>
 
  <nowiki>
Here are some plugin commands you can use!
+
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 Command:
+
Plugin Commands
  OpenPartyMenu    Opens up the Party Menu from the field.
 
  
Actors can also be required, meaning the player must have that actor(s) in
+
  ShowRepairDurability
the party before the player is able to leave the party menu. Required actors
+
  HideRepairDurability
can be moved around, unlike locked actors. Keep in mind if you do make some
+
  - This will show/hide the Repair command in the Item Action Window.
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:
+
   EnableRepairDurability
   ShowBattleFormation    - Shows 'Formation' command in battle.
+
   DisableRepairDurability
   HideBattleFormation    - Hides 'Formation' command in battle.
+
   - This will enable/disable the Repair command in the Item Action Window.
   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.
 
 
</nowiki>
 
</nowiki>
  
=== [[Actor Party Switch (YEP)|Actor Party Switch]] ===
+
=== [[Item Upgrade Slots (YEP)|Item Upgrade Slots]] ===
 
<hr>
 
<hr>
  
 
  <nowiki>
 
  <nowiki>
For those who'd like to be able to change the settings of Actor Part Switch
+
The following are some Plugin Commands you can use for your game regarding
midway through the game, use the following plugin commands:
+
the upgrade option in the item menu:
  
Plugin Commands:
+
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.
  
  ShowActorPartySwitch
+
You can use those Plugin Commands at any time to adjust the upgrade option.
  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.
 
 
</nowiki>
 
</nowiki>
  
== [[Quest Journal System (YEP)|Quest Journal System]] ==
+
== [[Item Synthesis (YEP)|Item Synthesis]] ==
  
 
  <nowiki>
 
  <nowiki>
There are various plugin commands you can use to control the quest journal
+
The following are Plugin Commands you may use with events.
system in your game.
 
  
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
+
Plugin Command:
Plugin Commands:
+
  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.
   Quest Journal Open
+
  EnableSynthesis        Enables the Synthesis command from the main menu.
   - Opens the quest journal system menu with no quest selected.
+
  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.
 +
</nowiki>
 +
 
 +
== [[Job Points (YEP)|Job Points]] ==
 +
 
 +
<nowiki>
 +
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.
 +
</nowiki>
 +
 
 +
== [[Map Gold Window (YEP)|Map Gold Window]] ==
 +
 
 +
<nowiki>
 +
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.
 +
</nowiki>
 +
 
 +
== [[Map Select Equip (YEP)|Map Select Equip]] ==
 +
 
 +
<nowiki>
 +
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.
 +
</nowiki>
 +
 
 +
== [[Map Select Skill (YEP)|Map Select Skill]] ==
 +
 
 +
<nowiki>
 +
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.
 +
</nowiki>
 +
 
 +
== [[Map Status Window (YEP)|Map Status Window]] ==
 +
 
 +
<nowiki>
 +
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.
 +
</nowiki>
 +
 
 +
== [[Message Core (YEP)|Message Core]] ==
 +
 
 +
<nowiki>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.
 +
</nowiki>
 +
 
 +
=== [[Extended Message Pack 1 (YEP)|Extended Message Pack 1]] ===
 +
<hr>
 +
 
 +
<nowiki>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.
 +
</nowiki>
 +
 
 +
=== [[Message Backlog (YEP)|Message Backlog]] ===
 +
<hr>
 +
 
 +
<nowiki>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)
 +
</nowiki>
 +
 
 +
== [[Music Menu (YEP)|Music Menu]] ==
 +
 
 +
<nowiki>
 +
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.
 +
</nowiki>
 +
 
 +
== [[Notification Window (Arisu)|Notification Window]] ==
 +
 
 +
<html><img src='https://img.itch.zone/aW1nLzI0Mzg2ODcucG5n/original/xSWbyO.png' width='300'></html>
 +
 
 +
Displaying a notification can be achieved through Plugin Commands.
 +
Notifications may appear in any scene.
 +
 
 +
<pre>
 +
  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>
 +
 
 +
<pre>
 +
  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>
 +
 
 +
<pre>
 +
  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>
 +
 
 +
== [[Patch Notes (YEP)|Patch Notes]] ==
 +
 
 +
<pre>
 +
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.
 +
</pre>
 +
 
 +
== [[Party System (YEP)|Party System]] ==
 +
 
 +
<nowiki>
 +
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.
 +
</nowiki>
 +
 
 +
=== [[Actor Party Switch (YEP)|Actor Party Switch]] ===
 +
<hr>
 +
 
 +
<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:
 +
 
 +
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.
 +
</nowiki>
 +
 
 +
== [[Picture Common Events (YEP)|Picture Common Events]] ==
 +
 
 +
<nowiki>
 +
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.
 +
</nowiki>
 +
 
 +
== [[Picture Spritesheets (YEP)|Picture Spritesheets]] ==
 +
 
 +
<pre>
 +
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.
 +
</pre>
 +
 
 +
== [[Proximity Compass (Olivia)|Proximity Compass]] ==
 +
 
 +
<html><img src='https://img.itch.zone/aW1hZ2UvMzI3MzAwLzE2MTkzNjYuZ2lm/original/d%2B4T1k.gif'></html>
 +
 
 +
<html><img src='https://img.itch.zone/aW1nLzE2MTkzOTIucG5n/original/6Mf5vJ.png'></html>
 +
 
 +
<pre>
 +
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.
 +
</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>
 +
 
 +
== [[Quest Journal System (YEP)|Quest Journal System]] ==
 +
 
 +
<nowiki>
 +
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 Journal Open To x
+
   Quest Set Completed x, x, x
   - Replace 'x' with the quest ID you wish to open the quest journal system
+
  Quest Set Failed x, x, x
   to. If the quest isn't known to the player at the time this plugin command
+
  Quest Set Available x, x, x
  takes place, then the quest will be added to the player's quest journal.
+
   - Replace 'x' values with integer values representing the quest ID's you
 +
   wish to set as completed, failed, or available.
  
 
   ---
 
   ---
  
   Quest Journal Show
+
   Quest x Change Description Entry To y
  Quest Journal Hide
+
   - Replace 'x' with the Quest ID you want to modify the description of.
   - Show or hide the Quest Journal option from the main menu.
+
   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,
   Quest Journal Enable
+
   to display the description entry ID 'y' found in the plugin parameters for
   Quest Journal Disable
+
  quest 'x'. This is used for times you wish to update the description text
   - Enable or disable the Quest Journal option in the main menu.
+
  midway through a quest.
  
 
   ---
 
   ---
  
   Quest Add x
+
   Quest x Show Objective y
   - Replace 'x' with an integer. Adds quest ID 'x' to the quest journal as
+
  Quest x Hide Objective y
   an available quest. This will make it viewable from the in-game quest
+
   - Replace 'x' with the Quest ID you wish to alter the objective of.
   journal system menu.
+
   Replace 'y' with the objective ID you wish to make visible/hidden. Quests
 +
   can show multiple objectives at once.
  
   Quest Add x to y
+
   Quest x Show Objective y to z
   - Replace 'x' and 'y' with integer values determining the quest ID range
+
  Quest x Hide Objective y to z
  you wish to add in mass amounts to the quest journal.
+
   - 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 Add x, x, x
+
   Quest x Show Objective y, y, y
   - Replace 'x' values with integer values representing the quest ID's you
+
  Quest x Hide Objective y, y, y
   wish to add to the quest journal.
+
   - 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 Remove x
+
   Quest x Complete Objective y
   - Replace 'x' with an integer. This will remove quest ID 'x' from the
+
  Quest x Fail Objective y
   quest journal.
+
  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 Remove x to y
+
   Quest x Complete Objective y to z
   - Replace 'x' and 'y' with integer values determining the quest ID range
+
  Quest x Fail Objective y to z
   you wish to remove in mass amounts from the quest journal.
+
  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 Remove x, x, x
+
   Quest x Complete All Objectives
   - Replace 'x' values with integer values representing the quest ID's you
+
  Quest x Fail All Objectives
   wish to remove from the quest journal.
+
  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 Set Completed x
+
   Quest x Show Reward y
   Quest Set Failed x
+
   Quest x Hide Reward y
  Quest Set Available x
+
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
   - Replace 'x' with the quest ID you wish to change the quest status to
+
   'y' with the reward ID you wish to make visible/hidden. Quests can show
   'completed', 'failed', or 'available'.
+
  multiple reward at once.
  
   Quest Set Completed x to y
+
   Quest x Show Reward y to z
   Quest Set Failed x to y
+
   Quest x Hide Reward y to z
   Quest Set Available x to y
+
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
   - Replace 'x' and 'y' with integer values determining the quest ID range
+
   'y' and 'z' with the reward ID range you wish to make visible/hidden.
  you wish to set as completed, failed, or available.
+
  Quests can show multiple reward at once.
  
   Quest Set Completed x, x, x
+
   Quest x Show Reward y, y, y
   Quest Set Failed x, x, x
+
   Quest x Hide Reward y, y, y
   Quest Set Available x, x, x
+
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
   - Replace 'x' values with integer values representing the quest ID's you
+
   'y' values with integer values representing the reward ID's you wish to
   wish to set as completed, failed, or available.
+
   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 Change Description Entry To y
+
   Quest x Claim Reward y
   - Replace 'x' with the Quest ID you want to modify the description of.
+
  Quest x Deny Reward y
   Replace 'y' with the description entry ID you wish to change the quest to.
+
  Quest x Normalize Reward y
   This will make the description, when viewed in-game in the quest journal,
+
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
   to display the description entry ID 'y' found in the plugin parameters for
+
   'y' with the reward ID you wish to change the status of. Using 'Claim'
  quest 'x'. This is used for times you wish to update the description text
+
   will mark the reward as claimed. Using 'Deny' will mark the reward as
   midway through a quest.
+
   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 Show Objective y
+
   Quest x Claim Reward y, y, y
   Quest x Hide Objective y
+
  Quest x Deny Reward y, y, y
   - Replace 'x' with the Quest ID you wish to alter the objective of.
+
   Quest x Normalize Reward y, y, y
   Replace 'y' with the objective ID you wish to make visible/hidden. Quests
+
   - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
   can show multiple objectives at once.
+
   '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 Show Objective y to z
+
   Quest x Claim All Rewards
   Quest x Hide Objective y to z
+
  Quest x Deny All Rewards
   - Replace 'x' with the Quest ID you wish to alter the objective of.
+
   Quest x Normalize All Rewards
   Replace 'y' and 'z' with the objective ID range you wish to make
+
   - Replace 'x' with the Quest ID you wish to alter the rewards of. This
   visible/hidden. Quests can show multiple objectives at once.
+
   will claim/deny/normalize all of the quest's rewards.
 +
 
 +
   ---
  
   Quest x Show Objective y, y, y
+
   Quest x Change Subtext Entry To y
  Quest x Hide Objective y, y, y
+
   - Replace 'x' with the Quest ID you want to modify the subtext of. Replace
   - Replace 'x' with the Quest ID you wish to alter the objective of.
+
   'y' with the subtext entry ID you wish to change the quest to. This will
   Replace 'y' values with integer values representing the objective ID's you
+
  make the subtext, when viewed in-game in the quest journal, to display the
   wish to make visible/hidden. Quests can show multiple objectives at once.
+
  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 X Show All Objectives
+
   ---
  Quest X Hide All Objectives
+
</nowiki>
  - 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
+
=== [[Map Quest Window (YEP)|Map Quest Window]] ===
  Quest x Fail Objective y
+
<hr>
  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
+
<nowiki>
  Quest x Fail Objective y to z
+
You can use the following plugin commands to change the behavior of the
  Quest x Normalize Objective y to z
+
Map Quest Window.
  - 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
+
Plugin Commands:
  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
+
   SetActiveQuest x
   Quest x Fail All Objectives
+
   - Sets the active quest to x.
   Quest x Normalize All Objectives
+
 
   - Replace 'x' with the Quest ID you wish to alter the objectives of.
+
   RefreshActiveQuestWindow
  This will complete/fail/normalize all of the quest's objectives.
+
   - 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.
 +
</nowiki>
  
  Quest x Show Reward y
+
== [[Repel & Lure Encounters (YEP)|Repel & Lure Encounters]] ==
  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
+
<nowiki>
  Quest x Hide Reward y to z
+
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 reward of. Replace
+
mid-game, you can use the following plugin commands.
  '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
+
Plugin Commands:
  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
+
   SetLureRate x
   Quest x Hide All Rewards
+
   - Sets the lure rate for encounters to x when the Lure Variable is active.
   - Replace 'x' with the Quest ID you wish to alter the rewards of. This
+
   You can use JavaScript code for x if you are familiar with JavaScript.
   will show/hide all of the quest's rewards.
+
 
 +
  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.
 +
</nowiki>
  
  Quest x Claim Reward y
+
== [[Row Formation (YEP)|Row Formation]] ==
  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
+
<nowiki>
  Quest x Deny Reward y to z
+
The following are some plugin commands you can use to adjust rows mid-game.
  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
+
Plugin Command:
  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
+
   ShowMenuRow
   Quest x Deny All Rewards
+
   HideMenuRow
   Quest x Normalize All Rewards
+
   This will either show or hide the Row command from the main menu.
  - Replace 'x' with the Quest ID you wish to alter the rewards of. This
 
  will claim/deny/normalize all of the quest's rewards.
 
  
   ---
+
   EnableMenuRow
 +
  DisableMenuRow
 +
  This will either enable or disable the Row command from the main menu.
  
   Quest x Change Subtext Entry To y
+
   ShowBattleRow
   - Replace 'x' with the Quest ID you want to modify the subtext of. Replace
+
   HideBattleRow
   'y' with the subtext entry ID you wish to change the quest to. This will
+
   This will either show or hide the Row command from the battle party menu.
  make the subtext, when viewed in-game in the quest journal, to display the
+
   This requires the YEP_BattleEngineCore plugin to take effect.
   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.
 
  
   ---
+
   EnableBattleRow
</nowiki>
+
  DisableBattleRow
 +
  This will either enable or disable the Row command from the battle party
 +
  menu. This requires the YEP_BattleEngineCore plugin to take effect.
  
=== [[Map Quest Window (YEP)|Map Quest Window]] ===
+
  SetActorRow actorId x
<hr>
+
  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
  
<nowiki>
+
  SetPartyRow slotId x
You can use the following plugin commands to change the behavior of the
+
  This will set the party member in slotId to move to row x. If you want to
Map Quest Window.
+
  move the 3rd party member to the 2nd row, the plugin command would look
 +
  like: SetPartyRow 3 2
  
Plugin Commands:
+
  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>
  
  SetActiveQuest x
+
== [[Save Core (YEP)|Save Core]] ==
  - Sets the active quest to x.
 
  
  RefreshActiveQuestWindow
+
=== [[Autosave (YEP)|Autosave]] ===
  - Refreshes the map quest window.
+
<hr>
  
   ShowActiveQuestWindow
+
<nowiki>Autosave is manually done by the game developer using plugin commands. There
  HideActiveQuestWindow
+
are also other plugin commands that can control autosaving, too.
  - 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.
+
   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.
 
</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
 +
  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]] ==
  
  SetActorRow actorId x
+
=== [[Party Limit Gauge (YEP)|Party Limit Gauge]] ===
  This will set the actor represented by actorId to move to row x. If you
+
<hr>
  want to move actor 3 to the 2nd row, the plugin command would look like:
 
  SetActorRow 3 2
 
  
  SetPartyRow slotId x
+
<nowiki>
  This will set the party member in slotId to move to row x. If you want to
+
You can use plugin commands inside events to alter the amount of Party Limit
  move the 3rd party member to the 2nd row, the plugin command would look
+
Gauge the player's party or enemy party has.
  like: SetPartyRow 3 2
 
  
  SetEnemyRow slotId x
+
Plugin Command
  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>
 
  
== [[Save Core (YEP)|Save Core]] ==
+
  SetPartyLimitGaugeValue x
 +
  SetTroopLimitGaugeValue x
 +
  - Sets the player party's or enemy party's raw Party Limit Gauge
 +
  value to x.
  
=== [[Autosave (YEP)|Autosave]] ===
+
  GainPartyLimitGaugeValue x
<hr>
+
  GainTroopLimitGaugeValue x
 +
  - The player party's or enemy party's raw Party Limit Gauge gains
 +
  x value.
  
<nowiki>Autosave is manually done by the game developer using plugin commands. There
+
  LosePartyLimitGaugeValue x
are also other plugin commands that can control autosaving, too.
+
  LoseTroopLimitGaugeValue x
 +
  - The player party's or enemy party's raw Party Limit Gauge gains
 +
  x value.
  
   Plugin Commands:
+
   SetPartyLimitGaugeIncrement x
 +
  SetTroopLimitGaugeIncrement x
 +
  - Sets the player party's or enemy party's Party Limit Gauge value
 +
  to x increments.
  
    Autosave
+
  GainPartyLimitGaugeIncrement x
    - This will make the game automatically save in the last saved file
+
  GainTroopLimitGaugeIncrement x
    slot used by the player. If the player has started a new game and did
+
  - The player party's or enemy party's Party Limit Gauge gains
    not save into a slot yet, nothing will happen. If autosave is disabled
+
  x increments.
    by the player through the Options menu or disabled by the system with
+
 
    a plugin command, nothing will happen either.
+
  LosePartyLimitGaugeIncrement x
 +
  LoseTroopLimitGaugeIncrement x
 +
  - The player party's or enemy party's Party Limit Gauge gains
 +
  x increments.
  
    EnableAutosave
+
  ShowPartyLimitGauge
    DisableAutosave
+
  HidePartyLimitGauge
    - This will forcibly enable or disable autosaving done by the game.
+
  ShowTroopLimitGauge
    This will not bypass the player's option to disable Autosave if trying
+
  HideTroopLimitGauge
    to enable it. The player's decision to disable Autosaving will take
+
  - Shows or hides the Party/Troop Limit Gauge.
    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>
 
</nowiki>
  
=== [[New Game+ (YEP)|New Game+]] ===
+
== [[Skill Learn System (YEP)|Skill Learn System]] ==
  
  <nowiki>To set the current save to have New Game+ settings, you'll need to use these
+
  <nowiki>
plugin commands to alter the settings:
+
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 Commands:
+
Plugin Command:
 
+
   ShowLearnSkill            Shows the 'Learn Skill' command.
   EnableNewGamePlus
+
   HideLearnSkill            Hides the 'Learn Skill' command.
   - This will cause any save after this has been enabled to have a New Game+
+
   EnableLearnSkill          Enables the 'Learn Skill' command.
   option instead of the "Load" command on the loading screen.
+
   DisableLearnSkill        Disables the 'Learn Skill' command.
 
+
   OpenLearnSkill actor x    Opens Learn Skill menu for actor x.
   DisableNewGamePlus
+
   OpenLearnSkill party x    Opens Learn Skill menu for party member x.
   - 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+".
 
 
</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
+
   ShowRevertAllocate
   number like '12345', a calculation using 'value' (the current value of the
+
   HideRevertAllocate
   Self Variable), or a piece of code like '$gameVariables.value(4)'.
+
   - 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.
 
</nowiki>
 
</nowiki>
  
== [[Skill Core (YEP)|Skill Core]] ==
+
== [[Status Menu Core (YEP)|Status Menu Core]] ==
  
=== [[Party Limit Gauge (YEP)|Party Limit Gauge]] ===
+
=== [[Actor Variables (YEP)|Actor Variables]] ===
 
<hr>
 
<hr>
  
 
  <nowiki>
 
  <nowiki>
You can use plugin commands inside events to alter the amount of Party Limit
+
These are plugin commands to allow you to hide/show specific variables
Gauge the player's party or enemy party has.
+
throughout your game.
  
Plugin Command
+
Plugin Command:
  
  SetPartyLimitGaugeValue x
+
HideActorVariable 1
  SetTroopLimitGaugeValue x
+
Hides variable 1 from being shown in the actor status menu.
  - Sets the player party's or enemy party's raw Party Limit Gauge
 
  value to x.
 
  
  GainPartyLimitGaugeValue x
+
ShowActorVariable 2
  GainTroopLimitGaugeValue x
+
Disables any hidden properties for variable 2 in the actor status menu.
  - The player party's or enemy party's raw Party Limit Gauge gains
+
</nowiki>
  x value.
 
  
  LosePartyLimitGaugeValue x
+
=== [[Profile Status Page (YEP)|Profile Status Page]] ===
  LoseTroopLimitGaugeValue x
+
<hr>
  - The player party's or enemy party's raw Party Limit Gauge gains
 
  x value.
 
  
  SetPartyLimitGaugeIncrement x
+
<nowiki>
  SetTroopLimitGaugeIncrement x
+
The following plugin commands can be used to alter an actor's profile page.
  - Sets the player party's or enemy party's Party Limit Gauge value
 
  to x increments.
 
  
  GainPartyLimitGaugeIncrement x
+
Plugin Commands:
  GainTroopLimitGaugeIncrement x
 
  - The player party's or enemy party's Party Limit Gauge gains
 
  x increments.
 
  
  LosePartyLimitGaugeIncrement x
+
ClearProfileText actorId
  LoseTroopLimitGaugeIncrement x
+
This will clear out all of actorId's profile text.
  - The player party's or enemy party's Party Limit Gauge gains
 
  x increments.
 
  
  ShowPartyLimitGauge
+
AddProfileText actorId text
  HidePartyLimitGauge
+
This will add to actorId's profile text the line of text.
  ShowTroopLimitGauge
+
 
  HideTroopLimitGauge
+
ProfileTextLine lineIndex actorId text
  - Shows or hides the Party/Troop Limit Gauge.
+
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>
 
</nowiki>
  
== [[Skill Learn System (YEP)|Skill Learn System]] ==
+
== [[Stop Map Movement (YEP)|Stop Map Movement]] ==
  
 
  <nowiki>
 
  <nowiki>
You can use the following Plugin Commands from the Event Editor to alter
+
You can use the following plugin commands to produce the following effects:
whether or not you want the 'Learn Skill' command to appear in the skill
+
 
scene or to have it enabled.
+
Plugin Command
  
Plugin Command:
+
   StopEventMovement
  ShowLearnSkill            Shows the 'Learn Skill' command.
+
   Stops events from automatically moving by themselves. You can still move
  HideLearnSkill            Hides the 'Learn Skill' command.
+
   events through movement routes set by your active event.
  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>
 
  
== [[Stat Allocation (YEP)|Stat Allocation]] ==
+
  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.
  
<nowiki>
+
  StopPlayerMovement
You can use the following plugin commands for various Stat Allocation
+
  Stops player from being able to move via input. You can still move the
related effects in your game!
+
  player through movement routes set by your active event.
  
Plugin Commands:
+
  AllowPlayerMovement
 +
  Allows player to move again via input.
 +
</nowiki>
  
  ShowStatAllocate
+
== [[Tool Ring System (Irina)|Tool Ring System]] ==
  HideStatAllocate
 
  - This will show or hide the main menu's Stat Allocation command.
 
  
  EnableStatAllocate
+
<html><img src='https://img.itch.zone/aW1hZ2UvNjAwNDg2LzMxODIyODUuZ2lm/original/1pzCl7.gif'></html>
  DisableStatAllocate
 
  - This will enable or disable the main menu's Stat Allocation command.
 
  
  ShowRevertAllocate
+
<pre>
  HideRevertAllocate
+
Open Tool Ring
  - This will show or hide the Allocation scene's 'Revert' command.
+
- Opens up the tool ring forcefully.
 +
</pre>
  
  EnableRevertAllocate
+
== [[Victory Aftermath (YEP)|Victory Aftermath]] ==
  DisableRevertAllocate
 
  - This will enable or disable the Allocation scene's 'Revert' command.
 
  
   OpenStatAllocate x
+
<nowiki>
   - This will open up the stat allocation menu for the party member whose
+
If you wish to alter the Victory Aftermath sequence a bit, you can use the
   index is equal to x. 0 is the first slot.
+
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.
 
</nowiki>
 
</nowiki>
  
== [[Status Menu Core (YEP)|Status Menu Core]] ==
+
=== [[Aftermath Level Up (YEP)|Aftermath Level Up]] ===
 
 
=== [[Actor Variables (YEP)|Actor Variables]] ===
 
 
<hr>
 
<hr>
  
 
  <nowiki>
 
  <nowiki>
These are plugin commands to allow you to hide/show specific variables
+
You can use these plugin commands to adjust whether or not the Level Up
throughout your game.
+
portion of the Victory Aftermath will occur.
  
 
Plugin Command:
 
Plugin Command:
  
HideActorVariable 1
+
  ShowVictoryLevelUp
Hides variable 1 from being shown in the actor status menu.
+
  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.
  
ShowActorVariable 2
+
  HideVictoryLevelUp
Disables any hidden properties for variable 2 in the actor status menu.
+
  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.
 
</nowiki>
 
</nowiki>
  
=== [[Profile Status Page (YEP)|Profile Status Page]] ===
+
== [[Victory Sequence UI (Olivia)|Victory Sequence UI]] ==
<hr>
 
  
<nowiki>
+
<html><img src='https://img.itch.zone/aW1nLzE0NzkwNjcucG5n/original/SxeVmB.png' width='630'></html>
The following plugin commands can be used to alter an actor's profile page.
 
  
Plugin Commands:
+
If you want to turn on or off the victory sequence or the music, use these
 +
plugin commands:
  
ClearProfileText actorId
+
<pre>
This will clear out all of actorId's profile text.
+
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.
  
AddProfileText actorId text
+
EnableVictoryMusic
This will add to actorId's profile text the line of text.
+
DisableVictoryMusic
 
+
This turns on or off the victory BGM and ME. This one matches Yanfly's
ProfileTextLine lineIndex actorId text
+
plugin command so you don't have to change your game's plugin command call
This will change the specific lineIndex of the profile text for actorId to
+
if you are switching over.
display a specific text. For example, if you wish to the 50th line of the
+
</pre>
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>
 
 
 
== [[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.
 
  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.
 
</nowiki>
 
 
 
=== [[Aftermath Level Up (YEP)|Aftermath Level Up]] ===
 
<hr>
 
 
 
<nowiki>
 
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.
 
</nowiki>
 
  
 
== [[Weather In Battle (YEP)|Weather In Battle]] ==
 
== [[Weather In Battle (YEP)|Weather In Battle]] ==

Revision as of 19:24, 1 April 2020

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.