YEP.113 – Self Switches & Variables – RPG Maker MV

Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

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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.


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

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


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)’.


Lunatic Mode – Script Calls


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.getSelfVariableValue(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.


Happy RPG Making!


Happy RPG Making!


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