Self Switches & Variables (YEP)
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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.
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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System
This is a plugin created for RPG Maker MV.
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Got errors with your RPG Maker MV plugin? Click here.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Introduction
RPG Maker MV comes with Self Switch functionality. However, the number of Self Switches provided is a mere 4 in total, not enough for some of the more complex events. This plugin will let you extend the number of Self Switches. Self Variables, on the other hand, do not exist in RPG Maker MV, so this plugin will provide functionality for that as well.
Instructions
In order to set up your custom Self Switches and Self Variables, you must first do a few things. 1. Open up your Switches/Variables list in the editor. 2. Name the Switch to have 'Self Sw' in its name. - or - Name the Variable to have 'Self Var' in its name. Now, any time you use these following event commands, if the Self Switch or Self Variable is the focus, it will be used instead of the actual Switch or actual variable: Self Switches: - Control Switches - Conditional Branch - Set Movement Route (Switch ON/Switch Off) Self Variables: - Show Text (using the \v[x] codes) - Input Number - Select Item - Control Variables - Conditional Branch - Change Gold - Change Items - Change Weapons - Change Armors - Change HP - Change MP - Change TP - Recover All - Change EXP - Change Level - Change Parameter - Change Skill - Change Equipment - Change Enemy HP - Change Enemy MP - Change Enemy TP - Transfer Player - Set Vehicle Location - Set Event Location - Show Picture - Move Picture - Get Location Info Note that not all plugins that use variables will be necessarily compatible with the custom made Self Switches and Self Variables. Of the YEP library, these plugins are compatible with this plugin: - YEP_EventMiniLabel - YEP_MapSelectSkill Non-Yanfly Engine Plugins may or may not be compatible.
Plugin Commands
Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MV.
Here is a list of Plugin Command(s) that you may use:
Those who would like to remotely control Self Switches and Self Variables can use the following plugin commands: Plugin Commands: SelfSwitch Map x, Event y, Switch z to true SelfSwitch Map x, Event y, Switch z to false SelfSwitch Map x, Event y, Switch z to code - This will change the Self Switch used for map 'x', event 'y', and switch 'z' to the value of 'code' value. You can replace 'code' with a 'true' or 'false' value or a piece of code like '$gameSwitches.value(4)'. SelfVariable Map x, Event y, Variable z to 12345 SelfVariable Map x, Event y, Variable z to value + 100 SelfVariable Map x, Event y, Variable z to code - This will change the Self Variable used for map 'x', event 'y', and switch 'z' to the value of 'code' value. You can replace 'code' with a number like '12345', a calculation using 'value' (the current value of the Self Variable), or a piece of code like '$gameVariables.value(4)'.
Script Calls
Script Calls are event commands that are used to run JavaScript code during an event to call upon unique functions, usually added by the related plugin.
Here is a list of Script Call(s) that you may use:
For those who'd rather deal altering self switches and/or self variables inside of the script call event instead, you can use these script calls: Script Call: this.getSelfSwitchValue(mapId, eventId, switchId) - Replace mapId with the map ID the event exists on. Replace eventId with the ID of the event. And replace the switchId with the ID of the switch. This will get the true/false value of that event's self switch. this.getSelfVariableValue(mapId, eventId, varId) - Replace mapId with the map ID the event exists on. Replace eventId with the ID of the event. And replace the varId with the ID of the variable. This will get the value of that event's self variable. this.setSelfSwitchValue(mapId, eventId, switchId, true) this.setSelfSwitchValue(mapId, eventId, switchId, false) - Replace mapId with the map ID the event exists on. Replace eventId with the ID of the event. And replace the switchId with the ID of the switch. This will set that self switch to true or false. this.setSelfVariableValue(mapId, eventId, varId, value) - Replace mapId with the map ID the event exists on. Replace eventId with the ID of the event. And replace the varId with the ID of the variable. This will set that self variable to the value inserted.
Changelog
Version 1.04: - Bypass the isDevToolsOpen() error when bad code is inserted into a script call or custom Lunatic Mode code segment due to updating to MV 1.6.1. Version 1.03: - Updated for RPG Maker MV version 1.5.0. Version 1.02a: - Lunatic Mode fail safes added. - Documentation updated for the script calls. Previously used incorrect function names. Function names should now be fixed. Version 1.01: - Fixed a conflict that made self variables not work properly with the Input Number event, select item event while a parallel process has a variable being changed in the background. - Added Self-Variable support for Transfer Player, Set Vehicle Location, Set Event Location, Show Picture, Move Picture, and Get Location Info events. Version 1.00: - Finished Plugin!