Difference between revisions of "Template:VisuMZ Event Chain Reactions Notetags"
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(→Submerge-Related Notetags) |
(→Decay-Related Notetags) |
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to VisuMZ_1_EventsMoveCore, then it will be treated as such. | to VisuMZ_1_EventsMoveCore, then it will be treated as such. | ||
- Insert multiple 'x' values to change multiple switches or self switches | - Insert multiple 'x' values to change multiple switches or self switches | ||
+ | upon the decay countdown reaching 0. | ||
+ | - If this is placed inside a page's comment, the effect will only occur | ||
+ | if that event page is currently active. | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | <x Frames Decay Switch On: id> | ||
+ | <x Frames Decay Switches On: id, id, id> | ||
+ | |||
+ | <x Frames Decay Switch Off: id> | ||
+ | <x Frames Decay Switches Off: id, id, id> | ||
+ | |||
+ | - Used for: Event Notetags and Event Page Comment Tags | ||
+ | - Marks this event as one that upon availability, will start decaying and | ||
+ | after x frames, any linked switch(es) and self switch(es) will have their | ||
+ | values changed. | ||
+ | - The ON variant will turn the linked switch ON when the decay occurs. | ||
+ | - The OFF variant will turn the linked switch OFF when the decay occurs. | ||
+ | - Replace 'x' with a number representing the number of frames that determine | ||
+ | the total frames before the decay occurs. | ||
+ | - Faster speeds can potentially cause lag, so use slower speeds to ensure | ||
+ | FPS stability. | ||
+ | - Replace 'id' with either a number to represent a numeric global switch or | ||
+ | a letter to represent a native RPG Maker MZ self switch. | ||
+ | - If a numeric switch value happens to be a self switch or map switch due | ||
+ | to VisuMZ_1_EventsMoveCore, then it will be treated as such. | ||
+ | - Insert multiple 'id' values to change multiple switches or self switches | ||
upon the decay countdown reaching 0. | upon the decay countdown reaching 0. | ||
- If this is placed inside a page's comment, the effect will only occur | - If this is placed inside a page's comment, the effect will only occur |
Latest revision as of 14:57, 11 October 2023
The following are notetags that have been added through this plugin. These
notetags will not work with your game if this plugin is OFF or not present.
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Contents
Positioning-Related Notetags
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<Push> - Used for: Event Notetags and Event Page Comment Tags - Allows this event to be pushed when using the Plugin Command: "Positioning: Push Player Front". - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<Pull> - Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags - Allows this event to be pushed when using the Plugin Command: "Positioning: Pull Player Front". - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<Push Pull> <Pull Push> - Used for: Event Notetags and Event Page Comment Tags - Allows this event to be pushed when using the Plugin Commands: "Positioning: Push Player Front" and "Positioning: Pull Player Front". - The notetag variants do the same thing. Which you choose to use is entirely up to personal preference. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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Catalyst and Reactor-Related Notetags
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<type speed Catalyst: range> - Used for: Event Notetags and Event Page Comment Tags - Makes this event into a 'type' catalyst source that spreads at 'speed' intervals onto events within 'range'. - Replace 'type' with a string representing the reaction type to be spread to other event reactors of the same 'type'. - This is NOT case sensitive. - Replace 'speed' with any of the following text to represent the repeating interval at which the catalyst event spreads: - 'tick', 'fast', 'quick', 'short', 'average', 'slow', 'long', 'late' - Do NOT include the quotes. - Faster speeds can potentially cause lag, so use slower speeds to ensure FPS stability. - Replace 'range' with any of the following to determine the range: - 'exact' - Coordinates must equal the catalyst event's X, Y position. - 'front' - Coordinates equal the tile in front of the catalyst. - 'back' - Coordinates equal the tile behind the catalyst. - 'cw' - Coordinates equal the tile clockwise from catalyst. - 'ccw' - Coordinates equal the tile counterclockwise from catalyst. - 'adjacent' - Any of the 4 tiles surrounding the catalyst. - 'near' - Any of the 8 tiles surrounding the catalyst. - 'down' - Coordinates equal the tile below the catalyst on the map. - 'left' - Coordinates equal the tile left of the catalyst on the map. - 'right' - Coordinates equal the tile right of the catalyst on the map. - 'up' - Coordinates equal the tile above the catalyst on the map. - 'lower left' - Coordinates equal the tile to catalyst's lower left. - 'lower right' - Coordinates equal the tile to catalyst's lower right. - 'upper left' - Coordinates equal the tile to catalyst's upper left. - 'upper right' - Coordinates equal the tile to catalyst's upper right. - Do NOT include the quotes. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<type x Frames Catalyst: range> - Used for: Event Notetags and Event Page Comment Tags - Makes this event into a 'type' catalyst source that spreads at 'x' frame intervals onto events within 'range'. - Replace 'type' with a string representing the reaction type to be spread to other event reactors of the same 'type'. - This is NOT case sensitive. - Replace 'x' with a number representing the number of frames that determine the ongoing intervals the catalysts cycle through. - Faster speeds can potentially cause lag, so use slower speeds to ensure FPS stability. - Replace 'range' with any of the following to determine the range: - 'exact' - Coordinates must equal the catalyst event's X, Y position. - 'front' - Coordinates equal the tile in front of the catalyst. - 'back' - Coordinates equal the tile behind the catalyst. - 'cw' - Coordinates equal the tile clockwise from catalyst. - 'ccw' - Coordinates equal the tile counterclockwise from catalyst. - 'adjacent' - Any of the 4 tiles surrounding the catalyst. - 'near' - Any of the 8 tiles surrounding the catalyst. - 'down' - Coordinates equal the tile below the catalyst on the map. - 'left' - Coordinates equal the tile left of the catalyst on the map. - 'right' - Coordinates equal the tile right of the catalyst on the map. - 'up' - Coordinates equal the tile above the catalyst on the map. - 'lower left' - Coordinates equal the tile to catalyst's lower left. - 'lower right' - Coordinates equal the tile to catalyst's lower right. - 'upper left' - Coordinates equal the tile to catalyst's upper left. - 'upper right' - Coordinates equal the tile to catalyst's upper right. - Do NOT include the quotes. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
---
<type Reactor Switch On: x> <type Reactor Switches On: x, x, x> <type Reactor Switch Off: x> <type Reactor Switches Off: x, x, x> - Used for: Event Notetags and Event Page Comment Tags - Makes this event into a 'type' reactor that upon a catalyst creating a reaction will turn any linked switch(es) or self switch(es) ON or OFF. - The ON variant will turn the linked switch ON when a reaction occurs. - The OFF variant will turn the linked switch OFF when a reaction occurs. - Replace 'type' with a string representing the reaction type to be react to from catalysts of the same 'type'. - Replace 'x' with either a number to represent a numeric global switch or a letter to represent a native RPG Maker MZ self switch. - If a numeric switch value happens to be a self switch or map switch due to VisuMZ_1_EventsMoveCore, then it will be treated as such. - Insert multiple 'x' values to change multiple switches or self switches upon a successful reaction. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
---
Pressure Plate and Heavy Object-Related Notetags
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<Pressure Plate Switch: x> <Pressure Plate Switches: x, x, x> - Used for: Event Notetags and Event Page Comment Tags - Turns this event into a pressure plate that upon having a heavy object on it will trigger any linked switch(es) and self switch(es) to turn ON and upon stepping off will also turn them OFF. - Using this notetag will set the event's priority to "Below characters". - Replace 'x' with either a number to represent a numeric global switch or a letter to represent a native RPG Maker MZ self switch. - If a numeric switch value happens to be a self switch or map switch due to VisuMZ_1_EventsMoveCore, then it will be treated as such. - Insert multiple 'x' values to change multiple switches or self switches upon a successful activation. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<Heavy> <Heavy Object> - Used for: Event Notetags and Event Page Comment Tags - Marks this event as a heavy object that can stand on top of and activate pressure plate events. - Using this notetag will set the event's priority to "Same as characters". - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<Not Heavy> <Not Heavy Object> - Used for: Event Notetags and Event Page Comment Tags - Marks this event as an object not heavy enough to activate pressure plates events. - This is used to offset the Plugin Parameter that sets "Same as characters" events as heavy objects. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<All Pressure Plates Switch: x> <All Pressure Plates Switches: x, x, x> - Used for: Map Notetags - If all native pressure plate events on the map has been stepped on, turn ON the switch(es). Otherwise, set the switch(es) to OFF. - Erased and spawned pressure plate events do not count. - Replace 'x' with a number to represent a numeric global switch. - If a numeric switch value happens to be a map switch or map self due to VisuMZ_1_EventsMoveCore, then it will be treated as such.
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Charger and Conductor-Related Notetags
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<type Charger> - Used for: Event Notetags and Event Page Comment Tags - Marks this event as a charger event that produces a 'type' current that can be received by same 'type' conductors. - Replace 'type' with a string representing the current type released from this charger event to other conductor events of the same 'type'. - This is NOT case sensitive. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<type Conductor Switch: x> <type Conductor Switches: x, x, x> - Used for: Event Notetags and Event Page Comment Tags - Marks this event as a conductor event that receives a 'type' current and will turn on any linked switch(es) or self switch(es) based on its current conduction state. - Conductor events will also transfer its current to other conductors of the same 'type'. - Replace 'type' with a string representing the current type released from this charger event to other conductor events of the same 'type'. - This is NOT case sensitive. - Replace 'x' with either a number to represent a numeric global switch or a letter to represent a native RPG Maker MZ self switch. - If a numeric switch value happens to be a self switch or map switch due to VisuMZ_1_EventsMoveCore, then it will be treated as such. - Insert multiple 'x' values to apply multiple switches or self switches based on the conduction state. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<Current Direction: range> <Charge Direction: range> <Conduct Direction: range> - Used for: Event Notetags and Event Page Comment Tags - Used for charger events and conductor events to determine which direction the current will travel. - The notetag variants do the same thing. Which you choose to use is entirely up to personal preference. - Replace 'range' with any of the following to determine the range: - 'exact' - Coordinates must equal the catalyst event's X, Y position. - 'front' - Coordinates equal the tile in front of the catalyst. - 'back' - Coordinates equal the tile behind the catalyst. - 'cw' - Coordinates equal the tile clockwise from catalyst. - 'ccw' - Coordinates equal the tile counterclockwise from catalyst. - 'adjacent' - Any of the 4 tiles surrounding the catalyst. - 'near' - Any of the 8 tiles surrounding the catalyst. - 'down' - Coordinates equal the tile below the catalyst on the map. - 'left' - Coordinates equal the tile left of the catalyst on the map. - 'right' - Coordinates equal the tile right of the catalyst on the map. - 'up' - Coordinates equal the tile above the catalyst on the map. - 'lower left' - Coordinates equal the tile to catalyst's lower left. - 'lower right' - Coordinates equal the tile to catalyst's lower right. - 'upper left' - Coordinates equal the tile to catalyst's upper left. - 'upper right' - Coordinates equal the tile to catalyst's upper right. - Do NOT include the quotes. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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Decay-Related Notetags
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<speed Decay Switch On: x> <speed Decay Switches On: x, x, x> <speed Decay Switch Off: x> <speed Decay Switches On: x, x, x> - Used for: Event Notetags and Event Page Comment Tags - Marks this event as one that upon availability, will start decaying and start a countdown timer, where upon reaching 0, any linked switch(es) and self switch(es) will have their values changed. - The ON variant will turn the linked switch ON when the decay occurs. - The OFF variant will turn the linked switch OFF when the decay occurs. - Replace 'speed' with any of the following text to represent the duration time of the decay countdown: - 'tick', 'fast', 'quick', 'short', 'average', 'slow', 'long', 'late' - Do NOT include the quotes. - Replace 'x' with either a number to represent a numeric global switch or a letter to represent a native RPG Maker MZ self switch. - If a numeric switch value happens to be a self switch or map switch due to VisuMZ_1_EventsMoveCore, then it will be treated as such. - Insert multiple 'x' values to change multiple switches or self switches upon the decay countdown reaching 0. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<x Frames Decay Switch On: id> <x Frames Decay Switches On: id, id, id> <x Frames Decay Switch Off: id> <x Frames Decay Switches Off: id, id, id> - Used for: Event Notetags and Event Page Comment Tags - Marks this event as one that upon availability, will start decaying and after x frames, any linked switch(es) and self switch(es) will have their values changed. - The ON variant will turn the linked switch ON when the decay occurs. - The OFF variant will turn the linked switch OFF when the decay occurs. - Replace 'x' with a number representing the number of frames that determine the total frames before the decay occurs. - Faster speeds can potentially cause lag, so use slower speeds to ensure FPS stability. - Replace 'id' with either a number to represent a numeric global switch or a letter to represent a native RPG Maker MZ self switch. - If a numeric switch value happens to be a self switch or map switch due to VisuMZ_1_EventsMoveCore, then it will be treated as such. - Insert multiple 'id' values to change multiple switches or self switches upon the decay countdown reaching 0. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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Submerge-Related Notetags
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<Submerge Switch On: x> <Submerge Switches On: x, x, x> <Submerge Switch Off: x> <Submerge Switches Off: x, x, x> - Used for: Event Notetags and Event Page Comment Tags - Marks this event as a submersive event, which upon being on top of a water tile, will instantly alter any linked switch(es) and self switch(es). - The ON variant will turn the linked switch ON when the decay occurs. - The OFF variant will turn the linked switch OFF when the decay occurs. - This notetag variant will treat both shallow water and deep water tiles the same as one another. - Replace 'x' with either a number to represent a numeric global switch or a letter to represent a native RPG Maker MZ self switch. - If a numeric switch value happens to be a self switch or map switch due to VisuMZ_1_EventsMoveCore, then it will be treated as such. - Insert multiple 'x' values to change multiple switches or self switches upon being submerged into water. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<Shallow Submerge Switch On: x> <Shallow Submerge Switches On: x, x, x> <Shallow Submerge Switch Off: x> <Shallow Submerge Switches Off: x, x, x> - Used for: Event Notetags and Event Page Comment Tags - Marks this event as a submersive event, which upon being on top of a water tile, will instantly alter any linked switch(es) and self switch(es). - The ON variant will turn the linked switch ON when the decay occurs. - The OFF variant will turn the linked switch OFF when the decay occurs. - This notetag variant will only trigger on shallow water tiles and not deep water tiles. - Replace 'x' with either a number to represent a numeric global switch or a letter to represent a native RPG Maker MZ self switch. - If a numeric switch value happens to be a self switch or map switch due to VisuMZ_1_EventsMoveCore, then it will be treated as such. - Insert multiple 'x' values to change multiple switches or self switches upon being submerged into shallow water. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<Deep Submerge Switch On: x> <Deep Submerge Switches On: x, x, x> <Deep Submerge Switch Off: x> <Deep Submerge Switches Off: x, x, x> - Used for: Event Notetags and Event Page Comment Tags - Marks this event as a submersive event, which upon being on top of a water tile, will instantly alter any linked switch(es) and self switch(es). - The ON variant will turn the linked switch ON when the decay occurs. - The OFF variant will turn the linked switch OFF when the decay occurs. - This notetag variant will only trigger on deep water tiles and not shallow water tiles. - Replace 'x' with either a number to represent a numeric global switch or a letter to represent a native RPG Maker MZ self switch. - If a numeric switch value happens to be a self switch or map switch due to VisuMZ_1_EventsMoveCore, then it will be treated as such. - Insert multiple 'x' values to change multiple switches or self switches upon being submerged into deep water. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<Submerged Effect> <Submerged Effect: x> - Used for: Event Notetags and Event Page Comment Tags - Adds a visual effect to the event, making it bob up and down like at the surface of the water. - Use the <Submerged Effect: x> variant to visually submerge the event further, making it appear heavier and deeper in the water. - Replace 'x' with a number representing how many pixels deep to submerge the event visually. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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<Bridge> - Used for: Event Notetags and Event Page Comment Tags - Marks the event as a bridge, allowing the player and other events to walk on top of it, even if it is over water. - Using this notetag will set the event's priority to "Below characters". - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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Useful-Related Notetags
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<Exit Reset Self Data> - Used for: Event Notetags ONLY - When the player leaves the current map, all Self Switches and Self Variables related to this event will be reset. - This notetag is a part of VisuMZ_1_EventsMoveCore but is recommended to be listed here with this plugin.
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