Template:VisuMZ Events and Movement Core Plugin Commands

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The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

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Auto Movement Plugin Commands

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ZaWarudo.gif

EventsMoveCore PluginCommand 1.png

Auto Movement: Events
- Allow/stop events from auto movement.

  Value:
  - Allow events to move automatically?

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Call Event Plugin Commands

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EventsMoveCore PluginCommand 2.png


Call Event: Remote Read
- Runs the page of a different event remotely.
- This will run the page of the target event on the CURRENT event.
- This means that any "This Event" commands will be applied to the event
  using this Plugin Command and NOT the target event that page data is being
  retrieved from.
- Think of it as the current event using the target called event as a
  Common Event ala how RPG Maker 2003 works (for those familiar with it).

  Map ID:
  - Target event's map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the event to remotely run.
  - Use 0 for current event.
  - You may use JavaScript code.

  Page ID:
  - The page of the remote event to run.
  - You may use JavaScript code.

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Dash Plugin Commands

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EventsMoveCore PluginCommand 3.png

Dash Enable: Toggle
- Enable/Disable Dashing on maps.

  Value:
  - What do you wish to change dashing to?

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Event Icon Plugin Commands

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EventsMoveCoreIcon.png

EventsMoveCore PluginCommand 4.png

Event Icon: Change (Temporary)
- Change the icon that appears on an event.
- This change is temporary and resets upon new events.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the target event.
  - Use 0 for current event.
  - You may use JavaScript code.

  Icon Index:
  - Icon index used for the icon.
  - You may use JavaScript code.

  Buffer X:
  - How much to shift the X position by?
  - You may use JavaScript code.

  Buffer Y:
  - How much to shift the Y position by?
  - You may use JavaScript code.

  Blend Mode:
  - What kind of blend mode do you wish to apply to the icon sprite?

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Event Icon: Change (Forced)
- Change the icon that appears on an event.
- This change is forced and needs to be restored.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the target event.
  - Use 0 for current event.
  - You may use JavaScript code.

  Icon Index:
  - Icon index used for the icon.
  - You may use JavaScript code.

  Buffer X:
  - How much to shift the X position by?
  - You may use JavaScript code.

  Buffer Y:
  - How much to shift the Y position by?
  - You may use JavaScript code.

  Blend Mode:
  - What kind of blend mode do you wish to apply to the icon sprite?

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EventsMoveCore PluginCommand 5.png

Event Icon: Delete
- Delete the icon that appears on an event.
- This will remain deleted and invisible for events.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the target event.
  - Use 0 for current event.
  - You may use JavaScript code.

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Event Icon: Restore
- Restores a deleted or forced icon that appears on an event.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the target event.
  - Use 0 for current event.
  - You may use JavaScript code.

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Event Label Plugin Commands

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EventsMoveCoreLabel.png

EventsMoveCore PluginCommand 6.png

Event Label: Refresh
- Refresh all Event Labels on screen.
- This is used to refresh page conditions for map changes that don't
  force a refresh.

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EventsMoveCore PluginCommand 7.png

Event Label: Visible
- Change the visibility of Event Labels.

  Visibility:
  - What do you wish to change visibility to?

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Event Location Plugin Commands

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EventsMoveCore PluginCommand 8.png

Event Location: Save
- Memorize an event's map location so it reappears there the next time the
  map is loaded.

  Event ID:
  - The ID of the target event.
  - You may use JavaScript code.

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EventsMoveCore PluginCommand 9.png

Event Location: Delete
- Deletes an event's saved map location.
- The event will reappear at its default location.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the target event.
  - Use 0 for current event.
  - You may use JavaScript code.

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EventsMoveCore PluginCommand 10.png

Event Location: Create
- Creates a custom spawn location for a specific map's event so it appears
  there the next time the map is loaded.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the target event.
  - Use 0 for current event.
  - You may use JavaScript code.

  X Coordinate:
  - The X coordinate of the event.
  - You may use JavaScript code.

  Y Coordinate:
  - The Y coordinate of the event.
  - You may use JavaScript code.

  Direction:
  - The direction the event will be facing.

  Optional:

    Page ID:
    - The page of the event to set the move route to.
    - You may use JavaScript code.

    Move Route Index:
    - The point in the move route for this event to be at if the page ID
      matches the rest of the page conditions.

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Event Popup Plugin Commands

EventsMoveCore Update132 Preview.gif


EventPopupTut 4.gif
Event Popup Tips and Tricks by Arisu

2023 December 15

Since the version 1.55 update of Events and Movement Core, you can use the new Plugin Command called "Event Popup", which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, Arisu! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.

Read MorePreviously Featured Articles



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Event Popup: Player
- Makes a centered event popup on the player sprite.
- Requires VisuMZ_1_MessageCore!
- Cannot be used in battle!

  Message Text:
  - Insert the text to be displayed.
  - Text codes can be used.

  Message Duration:
  - What is the frame duration of the event popup?
  - 60 frames = 1 second. You may use code.

  Popup Settings:
  - These settings let you adjust how the popup animates.
  - See "Popup Settings" section below.

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Event Popup: Follower
- Makes a centered event popup on target follower sprite.
- Requires VisuMZ_1_MessageCore!
- Cannot be used in battle!

  Follower Index:
  - Which follower index to play popup?
  - Index starts at 0.
  - You may use JavaScript code.

  Message Text:
  - Insert the text to be displayed.
  - Text codes can be used.

  Message Duration:
  - What is the frame duration of the event popup?
  - 60 frames = 1 second.
  - You may use code.

  Popup Settings:
  - These settings let you adjust how the popup animates.
  - See "Popup Settings" section below.

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Event Popup: Event
- Makes a centered event popup on target event sprite.
- Requires VisuMZ_1_MessageCore!
- Cannot be used in battle!

  Event ID:
  - The ID of the event to play popup on.
  - Use 0 for current event.
  - You may use JavaScript code.

  Message Text:
  - Insert the text to be displayed.
  - Text codes can be used.

  Message Duration:
  - What is the frame duration of the event popup?
  - 60 frames = 1 second. You may use code.

  Popup Settings:
  - These settings let you adjust how the popup animates.
  - See "Popup Settings" section below.

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Event Popup: Target Tile
- Makes a centered event popup on target tile.
- Requires VisuMZ_1_MessageCore!
- Cannot be used in battle!

  Map Tile X:
  Map Tile Y:
  - The x/y coordinate of the map tile.
  - You may use JavaScript code.

  Message Text:
  - Insert the text to be displayed.
  - Text codes can be used.

  Message Duration:
  - What is the frame duration of the event popup?
  - 60 frames = 1 second. You may use code.

  Popup Settings:
  - These settings let you adjust how the popup animates.
  - See "Popup Settings" section below.

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Popup Settings

  Fade Settings:

    Fade In Duration:
    - How many frames does it take to fade in?
    - 60 frames = 1 second.

    Fade Out Duration:
    - How many frames does it take to fade out?
    - 60 frames = 1 second.

  Offset Settings:

    Starting Offset X:
    - Offsets the starting x position.
    - Negative: left. Positive: right.
    - You may use code.

    Starting Offset Y:
    - Offsets the starting y position.
    - Negative: up. Positive: down.
    - You may use code.

    Ending Offset X:
    - Offsets the ending x position.
    - Negative: left. Positive: right.
    - You may use code.

    Ending Offset Y:
    - Offsets the ending y position.
    - Negative: up. Positive: down.
    - You may use code.

  Scaling Settings:

    Starting Scale X:
    - What is the starting scale x?
    - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%
    - You may use code.

    Starting Scale Y:
    - What is the starting scale y?
    - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%
    - You may use code.

    Ending Scale X:
    - What is the ending scale x?
    - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%
    - You may use code.

    Ending Scale Y:
    - What is the ending scale y?
    - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%
    - You may use code.

  Angle Settings:

    Starting Offset Angle:
    - What is the starting angle offset?
    - Use numbers between 0 and 360.
    - You may use code.

    Ending Offset Angle:
    - What is the ending angle offset?
    - Use numbers between 0 and 360.
    - You may use code.

  Misc Settings:

    Arc Peak:
    - This is the height of the popup's trajectory arc in pixels.
    - Positive: up. Negative: down.
    - You may use code.

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Event Timer Plugin Commands

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EventsMoveCore Update25 Command1.png

Event Timer: Change Speed
- Changes the timer frame decrease (or increase) speed.

  Speed:
  - How many 1/60ths of a second does each frame increase or decrease by?
  - Negative decreases.
  - Positive increases.
  - JavaScript allowed.

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EventsMoveCore Update25 Command2.png

Event Timer: Expire Event Assign
- Sets a Common Event to run upon expiration.
- Bypasses the default code if one is set.

  Common Event ID:
  - Select the Common Event to run upon the timer's expiration.

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EventsMoveCore Update25 Command3.png

Event Timer: Expire Event Clear
- Clears any set to expire Common Event and instead, run the default
  Game_Timer expiration code.

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EventsMoveCore Update25 Command4.png

Event Timer: Frames Gain
- Chooses how many frames, seconds, minutes, or hours are gained or lost for
  the event timer.

  Frames:
  - How many 1/60ths of a second are gained/lost?
  - Positive for gain.
  - Negative for lost.
  - JavaScript allowed.

  Seconds:
  - How many seconds are gained/lost?
  - Positive for gain.
  - Negative for lost.
  - JavaScript allowed.

  Minutes:
  - How many minutes are gained/lost?
  - Positive for gain.
  - Negative for lost.
  - JavaScript allowed.

  Hours:
  - How many hours are gained/lost?
  - Positive for gain.
  - Negative for lost.
  - JavaScript allowed.

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EventsMoveCore Update25 Command5.png

Event Timer: Frames Set
- Chooses how many frames, seconds, minutes, or hours are set for the event
  timer.

  Frames:
  - Set frame count to this value.
  - Each frame is 1/60th of a second.
  - JavaScript allowed.

  Seconds:
  - Set seconds to this value.
  - JavaScript allowed.

  Minutes:
  - Set minutes to this value.
  - Each minute is 60 seconds.
  - JavaScript allowed.

  Hours:
  - Set hours to this value.
  - Each hour is 60 minutes.
  - JavaScript allowed.

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EventsMoveCore Update25 Command6.png

Event Timer: Pause
- Pauses the current event timer, but does not stop it.

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EventsMoveCore Update25 Command7.png

Event Timer: Resume
- Resumes the current event timer from the paused state.

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Follower Control Plugin Commands

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EventsMoveCore Update18 Command1.png

Follower: Set Global Chase
- Disables all followers from chasing the player or reenables it.

  Chase:
  - Sets all followers to chase the player or not.

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EventsMoveCore Update18 Command2.png

Follower: Set Target Chase
- Disables target follower from chasing the player or reenables it.

  Follower ID:
  - Select which follower ID to disable/reenable chasing for.

  Chase:
  - Sets target follower to chase its target or not.

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EventsMoveCore Update18 Command3.png

Follower: Set Control
- Sets the event commands to target a follower when "Player" is selected as
  the target.

  Follower ID:
  - Select which follower ID to control.
  - 0 is the player.

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EventsMoveCore Update18 Command4.png

Follower: Reset
- Resets all follower controls. Event Commands that target the "Player"
  return to normal and followers chase again.

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Global Switch Plugin Commands

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EventsMoveCoreCommandGlobal1.png

Global Switch: Get Self Switch A B C D
- Gets the current ON/OFF value from a Self Switch and stores it onto a
  Global Switch.

  Map ID:
  - The map the source map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the source event.
  - Use 0 for current event.
  - You may use JavaScript code.

  Letter:
  - Letter of the target event's Self Switch to obtain data from.

  -

  Target Switch ID:
  - The ID of the target switch.

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EventsMoveCoreCommandGlobal2.png

Global Switch: Get Self Switch ID
- Gets the current ON/OFF value from a Self Switch and stores it onto a
  Global Switch.

  Map ID:
  - The map the source map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the source event.
  - Use 0 for current event.
  - You may use JavaScript code.

  Switch ID:
  - The ID of the source switch.

  -

  Target Switch ID:
  - The ID of the target switch.

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Global Variable Plugin Commands

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EventsMoveCoreCommandGlobal3.png

Global Variable: Get Self Variable ID
- Gets the current stored value from a Self Variable and stores it onto a
  Global Variable.

  Map ID:
  - The map the source map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the source event.
  - Use 0 for current event.
  - You may use JavaScript code.

  Variable ID:
  - The ID of the source variable.

  -

  Target Variable ID:
  - The ID of the target variable.

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Morph Event Plugin Commands

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EventsMoveCore PluginCommand 11.png

Morph Event: Change
- Runs the page of a different event remotely.

  Step 1:

    Map ID:
    - Target event's map. Use 0 for current map.
    - You may use JavaScript code.

    Event ID:
    - The ID of the target event.
    - Use 0 for current event.
    - You may use JavaScript code.

  Step 2:

    Template Name:
    - Name of the target event template to morph into.
    - Ignored if this is called "Untitled".

    Map ID:
    - Target event's map. Use 0 for current map.
    - You may use JavaScript code.

    Event ID:
    - The ID of the target event.
    - Use 0 for current event.
    - You may use JavaScript code.

    Preserve Morph:
    - Is the morph effect preserved?
    - Or does it expire upon leaving the map?

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EventsMoveCore PluginCommand 12.png

Morph Event: Remove
- Remove the morph status of an event.

  Map ID:
  - Target event's map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the event to remotely run.
  - Use 0 for current event.
  - You may use JavaScript code.

  Remove Preservation:
  - Also remove the preservation effect?

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Player Icon Plugin Commands

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EventsMoveCoreIcon.png

EventsMoveCore PluginCommand 13.png

Player Icon: Change
- Change the icon that appears on on the player.

  Icon Index:
  - Icon index used for the icon.
  - You may use JavaScript code.

  Buffer X:
  - How much to shift the X position by?
  - You may use JavaScript code.

  Buffer Y:
  - How much to shift the Y position by?
  - You may use JavaScript code.

  Blend Mode:
  - What kind of blend mode do you wish to apply to the icon sprite?

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EventsMoveCore PluginCommand 14.png

Player Icon: Delete
- Delete the icon that appears on the player.

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Self Data Plugin Commands

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EventsMoveCore Update97 Command1.png

Self Data: Reset All
- Reset the Self Switch and Self Variable data of all events within the
  specified map.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

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Self Switch Plugin Commands

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EventsMoveCore PluginCommand 15.png

Self Switch: A B C D
- Change the Self Switch of a different event.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the target event.
  - Use 0 for current event.
  - You may use JavaScript code.

  Letter:
  - Letter of the target event's Self Switch to change.

  Value:
  - What value do you want to set the Self Switch to?

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EventsMoveCoreSelfSwitchesVariables.png

EventsMoveCore PluginCommand 16.png

Self Switch: Switch ID
- Change the Self Switch of a different event.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the target event.
  - Use 0 for current event.
  - You may use JavaScript code.

  Switch ID:
  - The ID of the target switch.

  Value:
  - What value do you want to set the Self Switch to?

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Self Variable Plugin Commands

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EventsMoveCoreSelfSwitchesVariables.png

EventsMoveCore PluginCommand 17.png

Self Variable: Variable ID
- Change the Self Variable of a different event.

  Map ID:
  - The map the target map. Use 0 for current map.
  - You may use JavaScript code.

  Event ID:
  - The ID of the target event.
  - Use 0 for current event.
  - You may use JavaScript code.

  Variable ID:
  - The ID of the target variable.

  Value:
  - What value do you want to set the Self Switch to?

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Spawn Event Plugin Commands

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EventsMoveCore PluginCommand 18.png

Spawn Event: Spawn At X, Y
- Spawns desired event at X, Y location on the current map.

  Step 1:

    Template Name:
    - Name of the target event template to spawn as.
    - Ignored if this is called "Untitled".

    Map ID:
    - Target event's map to be used as reference.
    - You may use JavaScript code.

    Event ID:
    - The ID of the target event to be used as reference.
    - You may use JavaScript code.

  Step 2:

    X Coordinate:
    - Target Location to spawn at.
    - You may use JavaScript code.

    Y Coordinate:
    - Target Location to spawn at.
    - You may use JavaScript code.

    Check Event Collision:
    - Check collision with any other events and player?

    Check Passability:
    - Check passability of the target location.

    Preserve Spawn:
    - Is the spawned event preserved?
    - Or does it expire upon leaving the map?

  Step 3:

    Success Switch ID:
    - Target switch ID to record spawning success.
    - Ignore if ID is 0. OFF means failed. ON means success.

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EventsMoveCore PluginCommand 19.png

Spawn Event: Spawn At Region
- Spawns desired event at a random region-marked location on the
  current map.

  Step 1:

    Template Name:
    - Name of the target event template to spawn as.
    - Ignored if this is called "Untitled".

    Map ID:
    - Target event's map to be used as reference.
    - You may use JavaScript code.

    Event ID:
    - The ID of the target event to be used as reference.
    - You may use JavaScript code.

  Step 2:

    Region ID(s):
    - Pick region(s) to spawn this event at.

    Check Event Collision:
    - Check collision with any other events and player?

    Check Passability:
    - Check passability of the target location.

    Preserve Spawn:
    - Is the spawned event preserved?
    - Or does it expire upon leaving the map?

  Step 3:

    Success Switch ID:
    - Target switch ID to record spawning success.
    - Ignore if ID is 0. OFF means failed. ON means success.

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EventsMoveCore Update20 Command1.png

Spawn Event: Spawn At Terrain Tag
- Spawns desired event at a random terrain tag-marked location on the
  current map.

  Step 1:

    Template Name:
    - Name of the target event template to spawn as.
    - Ignored if this is called "Untitled".

    Map ID:
    - Target event's map to be used as reference.
    - You may use JavaScript code.

    Event ID:
    - The ID of the target event to be used as reference.
    - You may use JavaScript code.

  Step 2:

    Terrain Tag(s):
    - Pick terrain tag(s) to spawn this event at.
    - Insert numbers between 0 and 7.

    Check Event Collision:
    - Check collision with any other events and player?

    Check Passability:
    - Check passability of the target location.

    Preserve Spawn:
    - Is the spawned event preserved?
    - Or does it expire upon leaving the map?

  Step 3:

    Success Switch ID:
    - Target switch ID to record spawning success.
    - Ignore if ID is 0. OFF means failed. ON means success.

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EventsMoveCore PluginCommand 20.png

Spawn Event: Despawn Event ID
- Despawns the selected Event ID on the current map.

  Event ID
  - The ID of the target event.
  - You may use JavaScript code.

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EventsMoveCore PluginCommand 21.png

Spawn Event: Despawn At X, Y
- Despawns any spawned event(s) at X, Y location on the current map.

  X Coordinate:
  - Target Location to despawn at.
  - You may use JavaScript code.

  Y Coordinate:
  - Target Location to despawn at.
  - You may use JavaScript code.

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EventsMoveCore PluginCommand 22.png

Spawn Event: Despawn Region(s)
- Despawns the selected Region(s).

  Region ID(s)
  - Pick region(s) and despawn everything inside it.

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EventsMoveCore Update20 Command2.png

Spawn Event: Despawn Terrain Tag(s)
- Despawns the selected Terrain Tags(s) on the current map.

  Terrain Tag(s):
  - Pick terrain tag(s) and despawn everything inside it.
  - Insert numbers between 0 and 7.

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EventsMoveCore PluginCommand 23.png

Spawn Event: Despawn Everything
- Despawns all spawned events on the current map.

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