YEP.179 – Plugin Commands – Switches & Variables Access – RPG Maker MV

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Plugin Commands are one of the more useful additions to RPG Maker MV from its previous iterations. They offer the ability to launch custom plugin functions without the structural complexity of script calls. However, the Plugin Commands themselves aren’t too flexible as the values inserted into the command strings tend to be fixed. This plugin allows you to use variables and switches to make the Plugin Commands values more flexible.


Introduction


Plugin Commands are one of the more useful additions to RPG Maker MV from its previous iterations. They offer the ability to launch custom plugin functions without the structural complexity of script calls. However, the Plugin Commands themselves aren’t too flexible as the values inserted into the command strings tend to be fixed. This plugin allows you to use variables and switches to make the Plugin Commands values more flexible.


Instructions


When you make a Plugin Command event that you’d like for data to become more dynamic and/or flexible, use the following Plugin Command replacement codes to produce new effects:

Variables:

v[x]
– Replaces v[x] with the value of variable x.

Examples:

Quest Add v[8]
– YEP_QuestJournal’s Quest Add x Plugin Command will now use variable 8 to determine which quest to add.

gainJp v[11] v[12]
– YEP_JobPoints’s gainJp actorId jp Plugin Command will use variable 11 to determine the actorId to give variable 12’s value as JP to add to.

Switches:

{s[x] ? OnText : OffText}
– Replaces everything inside the { } brackets depending on Switch x. If Switch x is ON, then it will be replaced with the ‘OnText’ string. If Switch x is OFF, then it will be replaced with the ‘OffText’ string.

Examples:

EventTimer {s[1] ? Pause : Resume}
– YEP_EventTimerControl’s EventTimer Plugin Command will now Pause if Switch 1 is ON or Resume if Switch 1 is OFF.

ForceAdvantage {s[2] ? Preemptive : Surprise}
– YEP_ForceAdvantage’s ForceAdvantage Plugin Command will give the player a preemptive strike if Switch 2 is ON or give the enemy a surprise attack advantage if Switch 2 is OFF.

Combined:

You can combine both the variable and switches together for more complex Plugin Commands using both types.

Examples:

ShowIconBalloon v[15] on {s[5] ? Player : Event v[16]}
– YEP_IconBalloons’s ShowIconBalloon x on y Plugin Command will now show an icon based on Variable 15 on the Player if Switch 5 is ON. If Switch 5 is OFF, then it will show the icon on an event determined by Variable 16.

Quest v[20] {s[10] ? Show : Hide} Reward v[21]
– YEP_QuestJournal’s Quest x Show/Hide Reward y Plugin Command will have a quest affected by Variable 20 change its reward settings to Show or Hide based on Switch 10. The reward ID changed is based on Variable 21.


Happy RPG Making!


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