Difference between revisions of "Meta Controls (Olivia)"

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{{MvPlugin
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|preview = <youtube>https://www.youtube.com/watch?v=G079aLn3nro</youtube>
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|link1 = <html><iframe src="https://itch.io/embed/308444" height="167" width="552" frameborder="0"></iframe></html>
  
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}}
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{{Fallen Angel Olivia}}
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== Introduction ==
 +
 +
This is a RPG Maker MV plugin that lets you control switches and variables
 +
that last across a meta level on a game. A switch or variable designated to
 +
function as a meta switch or meta variable can persist across different save
 +
files. To assist in controlling meta properties of the game some more, the
 +
developer can assign common events to run at the start of a new game or when
 +
a game is loaded. Saving the game can also register map data to variables.
 +
 +
== Instructions ==
 +
 +
<html><img src='https://img.itch.zone/aW1nLzE1MTUwODAucG5n/original/rxJfDT.png'></html>
 +
 +
<pre>
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<Global Meta>
 +
- Place this in the name of a switch or variable that you want to have its
 +
data persist across different saves and even new games. This does not have to
 +
be the full name. It can be just a part of the switch or variable's name.
 +
</pre>
 +
 +
<html><img src='https://img.itch.zone/aW1nLzE1MTUwODEucG5n/original/qLXj2I.png'></html>
 +
 +
<pre>
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<Local Meta>
 +
- Place this in the name of a switch or variable that you want to have its
 +
data persist across only related saves. This does not have to be the full
 +
name. It can be a part of the switch or variable's name.
 +
</pre>
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== Plugin Parameters MV ==
 +
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<html><img src='https://img.itch.zone/aW1nLzE1MTUxMzkucG5n/original/MnZc%2BY.png'></html>
 +
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'''Common Event on New Game:''' Run this common event when a new game is started.
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Leave as 0 to not use this function.
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<html><img src='https://img.itch.zone/aW1nLzE1MTUxNDEucG5n/original/%2FDQKjj.png'></html>
 +
 +
'''Common Event on Load:''' Run this common event when a game is loaded. Leave as
 +
0 to not use this function.
 +
 +
<html><img src='https://img.itch.zone/aW1nLzE1MTUxNDMucG5n/original/tmLG%2By.png'></html>
 +
 +
'''Variables on Save:''' If any of these are set to variables, then those variables
 +
will acquire the Map ID, Map X position, or Map Y position whenever the
 +
player makes a save.
 +
 +
== Which Saves Are Affected By <Local Meta>? ===
 +
 +
Let's say you create three new games A, B, and C.
 +
 +
<html><img src='https://img.itch.zone/aW1nLzE1MTUxMTEucG5n/original/GN86jj.png'></html>
 +
 +
If in playthrough A, you save in files 1 and 2, then <Local Meta> data will
 +
affect both files 1 and 2. They will not affect the saves from playthroughs
 +
B and C. To affect playthroughs B and C, it will have to be <Global Meta>.
 +
 +
In playthrough B, you save in files 3, 4, 5. The saves made in playthroughs
 +
A and C will not be affected by the <Local Meta> data made during playthrough
 +
B and its saves. To affect them all, use <Global Meta>.
 +
 +
For playthrough C, save files 6, 7, 8, 9, 10 are used. All other playthroughs
 +
are completely unaffected by the <Local Meta> data used in playthrough C.
 +
To affect other playthroughs, <Global Meta> has to be used.
 +
 +
But there is a warning: <Local Meta> will not affect related playthroughs
 +
for save files made before installing this plugin. This is due to the lack
 +
proper linking across those saves to be used for meta data.
 +
 +
== Changelog ==
 +
 +
* Sep 28 2018: Added fail safes for the projects that initialize Game System before Game Switches or Variables.
 +
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<!-- [[Category: RPG Maker MV Core Plugins]] -->
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<!-- [[Category: RPG Maker MV Battle Plugins]] -->
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<!-- [[Category: RPG Maker MV Item Plugins]] -->
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<!-- [[Category: RPG Maker MV Skill Plugins]] -->
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<!-- [[Category: RPG Maker MV Equip Plugins]] -->
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<!-- [[Category: RPG Maker MV Status Menu Plugins]] -->
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<!-- [[Category: RPG Maker MV Gameplay Plugins]] -->
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<!-- [[Category: RPG Maker MV Movement Plugins]] -->
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<!-- [[Category: RPG Maker MV Quest Plugins]] -->
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<!-- [[Category: RPG Maker MV Options Plugins]] -->
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<!-- [[Category: RPG Maker MV Eventing Plugins]] -->
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[[Category: RPG Maker MV Utility Plugins]]
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[[Category: RPG Maker MV Mechanical Plugins]]
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<!-- [[Category: RPG Maker MV Visual Plugins]] -->
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<!-- [[Category: RPG Maker MV Menu Plugins]] -->
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<!-- [[Category: RPG Maker MV Message Plugins]] -->
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<!-- [[Category: Comment Tags (MV)]] -->
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<!-- [[Category: Main Menu Manager Integration (MV)]] -->
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<!-- [[Category: Options Core Integration (MV)]] -->
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<!-- [[Category: Plugin Commands (MV)]] -->
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<!-- [[Category: Script Calls (MV)]] -->
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<!-- [[Category: Text Codes (MV)]] -->

Revision as of 17:17, 1 July 2019

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.



Download

System

This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

Got errors with your RPG Maker MV plugin? Click here.


Masterarbeit Writer

Fallen Angel Olivia

FallenAngelOlivia.png

This is a plugin created by Fallen Angel Olivia.

You can also follow Fallen Angel Olivia on itch.io.

RPG Maker Version

This plugin is made for RPG Maker MV versions 1.6.1 and below. If you update RPG Maker MV past that and this plugin breaks, I am NOT responsible for it.

Terms of Use

You are only allowed to use the plugins made by Atelier Irina if you agree to all of the following:

  1. These plugins may be used in free or commercial games.
  2. 'Fallen Angel Olivia' must be given credit in your games.
  3. You are allowed to edit the code.
  4. Do NOT change the filename, parameters, and information of the plugin.
  5. You are NOT allowed to redistribute these Plugins.
  6. You may NOT take code for your own released Plugins.

Introduction

This is a RPG Maker MV plugin that lets you control switches and variables that last across a meta level on a game. A switch or variable designated to function as a meta switch or meta variable can persist across different save files. To assist in controlling meta properties of the game some more, the developer can assign common events to run at the start of a new game or when a game is loaded. Saving the game can also register map data to variables.

Instructions

<Global Meta>
- Place this in the name of a switch or variable that you want to have its
data persist across different saves and even new games. This does not have to
be the full name. It can be just a part of the switch or variable's name.

<Local Meta>
- Place this in the name of a switch or variable that you want to have its
data persist across only related saves. This does not have to be the full
name. It can be a part of the switch or variable's name.

Plugin Parameters MV

Common Event on New Game: Run this common event when a new game is started. Leave as 0 to not use this function.

Common Event on Load: Run this common event when a game is loaded. Leave as 0 to not use this function.

Variables on Save: If any of these are set to variables, then those variables will acquire the Map ID, Map X position, or Map Y position whenever the player makes a save.

Which Saves Are Affected By <Local Meta>? =

Let's say you create three new games A, B, and C.

If in playthrough A, you save in files 1 and 2, then <Local Meta> data will affect both files 1 and 2. They will not affect the saves from playthroughs B and C. To affect playthroughs B and C, it will have to be <Global Meta>.

In playthrough B, you save in files 3, 4, 5. The saves made in playthroughs A and C will not be affected by the <Local Meta> data made during playthrough B and its saves. To affect them all, use <Global Meta>.

For playthrough C, save files 6, 7, 8, 9, 10 are used. All other playthroughs are completely unaffected by the <Local Meta> data used in playthrough C. To affect other playthroughs, <Global Meta> has to be used.

But there is a warning: <Local Meta> will not affect related playthroughs for save files made before installing this plugin. This is due to the lack proper linking across those saves to be used for meta data.

Changelog

  • Sep 28 2018: Added fail safes for the projects that initialize Game System before Game Switches or Variables.