YEP.73 – Message Macros

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Ever get tired of having to do \c[6]\n[1]\c[0]? With this plugin you can create a macro where you can type \m[1] and it will do just that. This is a utility plugin for RPG Maker MV developers. Using this plugin, you can now develop macros for the message system or anywhere that uses text codes in general. This plugin will allow you to define what macro ID’s will change into what text in-game!


Introduction


This plugin requires YEP_MessageCore.js to run. Place this plugin under YEP_MessageCore.js in the plugin list.

Ever get tired of having to do \n<\c[6]\n[1]\c[0]>? With this plugin you can create a macro where you can type \m[1] and it will do just that. This is a utility plugin for RPG Maker MV developers. Using this plugin, you can now develop macros for the message system or anywhere that uses text codes in general. This plugin will allow you to define what macro ID’s will change into what text in-game!


Instructions – Setting Up Your macros


In the plugin parameters, you’ll see something along the lines of

—Macro 1—
Macro 1 Text \n<\c[6]\n[1]\c[0]>
Macro 1 Name Harold

How this works is, whenever you type out ‘\m[1]’ in the Show Text event, it will convert that to ‘\n<\c[6]\n[1]\c[0]>’, which is then converted to its own text codes. The text written out is assigned by Macro 1 Text’s plugin parameter settings.

At the same time, if you cannot remember which macro would give yield to ‘\n<\c[6]\n[1]\c[0]>’, you can also type out ‘\m[Harold]’ to give way to the same deal as ‘\m[1]’ to write out ‘\n<\c[6]\n[1]\c[0]>’.

*** WARNING***

If for some reason you have multiple macros with the same name identifier, then priority will be given to the macro with the lower ID. For example:

—Macro 10—
Macro 10 Text Macro 10
Macro 10 Name abc

—Macro 11—
Macro 11 Text Macro 11
Macro 11 Name abc

Here, typing out ‘\m[abc]’ will result in ‘Macro 10’ instead of ‘Macro 11’. This is because the macro name reference ‘abc’ has a lower ID for 10 than 11 does in the macro list.


Instructions – Quick Macros


In YEP_X_MessageMacros1.js, there is the option ‘Enable Quick Macro’. If this is set to true, then you can use macros in a quicker fashion. Assuming that this is the setup:

—Macro 1—
Macro 1 Text \n<\c[6]\n[1]\c[0]>
Macro 1 Name Harold

Then ‘\m[1]’ would yield ‘\n<\c[6]\n[1]\c[0]>’. ‘\m[Harold]’ would also yield ‘\n<\c[6]\n[1]\c[0]>’. However, with quick macros enabled, then ‘\Harold’ would also yield  \n<\c[6]\n[1]\c[0]>’ allowing you to type out the macros even faster.

*** WARNING***

However, there are some things to keep in mind. If you ever set up a macro that will clash with other text codes, then the macro will take priority over the text code. For example, if you made the quick macro ‘\c’, then all of the color text codes will cease to work as priority is given to the quick macro instead.

Furthermore, quick macros will give priority to quick macros with lower ID’s than quick macros with higher ID’s if there are similar macro name setups. For example:

—Macro 10—
Macro 10 Text Macro 10
Macro 10 Name abc

—Macro 11—
Macro 11 Text Macro 11
Macro 11 Name abc123

Typing out ‘\abc123’ will result in ‘Macro 10’ because Macro 10 has ‘\abc’, which contains the first three letters of ‘\abc123’ and has a higher ID than that of ‘\abc’, which then gets the priority.


Happy RPG Making!


Happy RPG Making!


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