Difference between revisions of "Category:Options Core Integration (MV)"
Jump to navigation
Jump to search
(→Message Core) |
(→Save Core) |
||
Line 524: | Line 524: | ||
value = value.clamp(0, 11); | value = value.clamp(0, 11); | ||
this.changeValue(symbol, value); | this.changeValue(symbol, value); | ||
+ | |||
+ | Default Config Code: | ||
+ | // Empty. Provided by this plugin. | ||
+ | |||
+ | Save Config Code: | ||
+ | // Empty. Provided by this plugin. | ||
+ | |||
+ | Load Config Code: | ||
+ | // Empty. Provided by this plugin. | ||
+ | </nowiki> | ||
+ | |||
+ | == [[Quest Journal System (YEP)|Quest Journal System]] == | ||
+ | |||
+ | === [[Map Quest Window (YEP)|Map Quest Window]] === | ||
+ | <hr> | ||
+ | |||
+ | <nowiki> | ||
+ | If you are using YEP_OptionsCore.js, you can add a new Option using this | ||
+ | plugin. Here's the following code/parameter settings you can use with it. | ||
+ | |||
+ | --------- | ||
+ | Settings: | ||
+ | --------- | ||
+ | |||
+ | Name: | ||
+ | \i[87]Quest Window | ||
+ | |||
+ | Help Description: | ||
+ | Show a window displaying the currently active | ||
+ | quest on the screen while exploring. | ||
+ | |||
+ | Symbol: | ||
+ | mapQuestWindow | ||
+ | |||
+ | Show/Hide: | ||
+ | show = Imported.YEP_X_MapQuestWindow; | ||
+ | |||
+ | Enable: | ||
+ | enabled = true; | ||
+ | |||
+ | Ext: | ||
+ | ext = 0; | ||
+ | |||
+ | ---------- | ||
+ | Functions: | ||
+ | ---------- | ||
+ | |||
+ | Make Option Code: | ||
+ | this.addCommand(name, symbol, enabled, ext); | ||
+ | |||
+ | Draw Option Code: | ||
+ | var rect = this.itemRectForText(index); | ||
+ | var statusWidth = this.statusWidth(); | ||
+ | var titleWidth = rect.width - statusWidth; | ||
+ | this.resetTextColor(); | ||
+ | this.changePaintOpacity(this.isCommandEnabled(index)); | ||
+ | this.drawOptionsName(index); | ||
+ | this.drawOptionsOnOff(index); | ||
+ | |||
+ | Process OK Code: | ||
+ | var index = this.index(); | ||
+ | var symbol = this.commandSymbol(index); | ||
+ | var value = this.getConfigValue(symbol); | ||
+ | this.changeValue(symbol, !value); | ||
+ | |||
+ | Cursor Right Code: | ||
+ | var index = this.index(); | ||
+ | var symbol = this.commandSymbol(index); | ||
+ | var value = this.getConfigValue(symbol); | ||
+ | this.changeValue(symbol, true); | ||
+ | |||
+ | Cursor Left Code: | ||
+ | var index = this.index(); | ||
+ | var symbol = this.commandSymbol(index); | ||
+ | var value = this.getConfigValue(symbol); | ||
+ | this.changeValue(symbol, false); | ||
Default Config Code: | Default Config Code: |
Revision as of 14:56, 27 June 2019
Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
This category lists the plugins that offer instructions on how to integrate various plugin settings/options into Yanfly's Options Core plugin.
Action Sequence Fast Forward/Skip
- Auto-Fast Forward Integration
Name: \i[87]Auto-Fast Forward Help Description: Automatically fast forwards battle animations. Symbol: actionSequenceAutoFastForward Show/Hide: show = true; Enable: enabled = true; Ext: ext = 0; ---------- Functions: ---------- Make Option Code: this.addCommand(name, symbol, enabled, ext); Draw Option Code: var rect = this.itemRectForText(index); var statusWidth = this.statusWidth(); var titleWidth = rect.width - statusWidth; this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawOptionsName(index); this.drawOptionsOnOff(index); Process OK Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, !value); Cursor Right Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, true); Cursor Left Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, false); Default Config Code: // Empty. Save Config Code: // Empty. Load Config Code: // Empty.
- Auto-Skip Forward Integration
Name: \i[87]Auto-Skip Forward Help Description: Automatically skips battle animations to the end. Symbol: actionSequenceAutoSkipForward Show/Hide: show = true; Enable: enabled = true; Ext: ext = 0; ---------- Functions: ---------- Make Option Code: this.addCommand(name, symbol, enabled, ext); Draw Option Code: var rect = this.itemRectForText(index); var statusWidth = this.statusWidth(); var titleWidth = rect.width - statusWidth; this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawOptionsName(index); this.drawOptionsOnOff(index); Process OK Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, !value); Cursor Right Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, true); Cursor Left Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, false); Default Config Code: // Empty. Save Config Code: // Empty. Load Config Code: // Empty.
Battle Engine Core
Action Sequence Pack 3
If you are using YEP_OptionsCore.js, you can add a new Option using this plugin. Here's the following code/parameter settings you can use with it. --------- Settings: --------- Name: \i[302]Battle Camera Help Description: If ON, the camera in battle will move around. If OFF, the camera in battle will be locked in place. Symbol: battleCamera Show/Hide: show = Imported.YEP_X_ActSeqPack3; Enable: enabled = true; Ext: ext = 0; ---------- Functions: ---------- Make Option Code: this.addCommand(name, symbol, enabled, ext); Draw Option Code: var rect = this.itemRectForText(index); var statusWidth = this.statusWidth(); var titleWidth = rect.width - statusWidth; this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawOptionsName(index); this.drawOptionsOnOff(index); Process OK Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, !value); Cursor Right Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, true); Cursor Left Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, false); Default Config Code: // Empty. Provided by this plugin. Save Config Code: // Empty. Provided by this plugin. Load Config Code: // Empty. Provided by this plugin.
Collectible Card Game
Card Game Core
- Animated Cards
Name: \i[187]Animated Cards Help Description: Cards of higher rarity are animated. Symbol: cardAnimatedCards Show/Hide: show = Imported.Irina_CardGameCore.AnimateCardOptionShow; Enable: enabled = true; Ext: ext = 0; ---------- Functions: ---------- Make Option Code: this.addCommand(name, symbol, enabled, ext); Draw Option Code: var rect = this.itemRectForText(index); var statusWidth = this.statusWidth(); var titleWidth = rect.width - statusWidth; this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawOptionsName(index); this.drawOptionsOnOff(index); Process OK Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, !value); Cursor Right Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, true); Cursor Left Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, false); Default Config Code: // Empty. Save Config Code: // Empty. Load Config Code: // Empty.
- Booster Animations
Name: \i[187]Booster Animations Help Description: Plays the full Booster Pack opening animation if ON. Otherwise, it shows the contents of the pack(s) if OFF. Symbol: cardBoosterAnimation Show/Hide: show = Imported.Irina_CardGameCore.BoosterOptionShow; Enable: enabled = true; Ext: ext = 0; ---------- Functions: ---------- Make Option Code: this.addCommand(name, symbol, enabled, ext); Draw Option Code: var rect = this.itemRectForText(index); var statusWidth = this.statusWidth(); var titleWidth = rect.width - statusWidth; this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawOptionsName(index); this.drawOptionsOnOff(index); Process OK Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, !value); Cursor Right Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, true); Cursor Left Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, false); Default Config Code: // Empty. Save Config Code: // Empty. Load Config Code: // Empty.
Enemy Levels
Difficulty Slider
If you are using YEP_OptionsCore.js, you can add a new Option using this plugin. Here's the following code/parameter settings you can use with it. --------- Settings: --------- Name: \i[87]Enemy Difficulty Help Description: Determines the level strength of enemies. Symbol: difficultySlider Show/Hide: if (Imported.YEP_X_DifficultySlider) { show = $gameSystem.showDifficultySlider(); } else { show = false; } Enable: enabled = true; Ext: ext = 0; ---------- Functions: ---------- Make Option Code: this.addCommand(name, symbol, enabled, ext); Draw Option Code: var rect = this.itemRectForText(index); var statusWidth = this.statusWidth(); var titleWidth = rect.width - statusWidth; this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawOptionsName(index); var value = this.getConfigValue(symbol); var rate = value / Yanfly.Param.DSliderMaxDif; var gaugeColor1 = this.textColor(28); var gaugeColor2 = this.textColor(29); this.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2); this.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center'); Process OK Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); value += Yanfly.Param.DSliderChange; if (value > Yanfly.Param.DSliderMaxDif) value = Yanfly.Param.DSliderMinDif; value = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif); this.changeValue(symbol, value); Cursor Right Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); value += Yanfly.Param.DSliderChange; value = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif); this.changeValue(symbol, value); Cursor Left Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); value -= Yanfly.Param.DSliderChange; value = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif); this.changeValue(symbol, value); Default Config Code: // Empty. Provided by this plugin. Save Config Code: // Empty. Provided by this plugin. Load Config Code: // Empty. Provided by this plugin.
Message Core
Message Speed Option
If you are using YEP_OptionsCore.js, you can add a new Option using this plugin. Here's the following code/parameter settings you can use with it. --------- Settings: --------- Name: \i[87]Message Speed Help Description: Changes the speed text is displayed during messages. Symbol: messageSpeed Show/Hide: show = Imported.YEP_X_MessageSpeedOpt; Enable: enabled = true; Ext: ext = 0; ---------- Functions: ---------- Make Option Code: this.addCommand(name, symbol, enabled, ext); Draw Option Code: var rect = this.itemRectForText(index); var statusWidth = this.statusWidth(); var titleWidth = rect.width - statusWidth; this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawOptionsName(index); var value = this.getConfigValue(symbol); var rate = ((value) / 10).clamp(0, 1); if (value > 10) { var gaugeColor1 = this.textColor(14); var gaugeColor2 = this.textColor(6); } else { var gaugeColor1 = this.textColor(20); var gaugeColor2 = this.textColor(21); } this.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2); this.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center'); Process OK Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); value += 1; if (value > 11) value = 0; value = value.clamp(0, 11); this.changeValue(symbol, value); Cursor Right Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); value += 1; value = value.clamp(0, 11); this.changeValue(symbol, value); Cursor Left Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); value -= 1; value = value.clamp(0, 11); this.changeValue(symbol, value); Default Config Code: // Empty. Provided by this plugin. Save Config Code: // Empty. Provided by this plugin. Load Config Code: // Empty. Provided by this plugin.
Quest Journal System
Map Quest Window
If you are using YEP_OptionsCore.js, you can add a new Option using this plugin. Here's the following code/parameter settings you can use with it. --------- Settings: --------- Name: \i[87]Quest Window Help Description: Show a window displaying the currently active quest on the screen while exploring. Symbol: mapQuestWindow Show/Hide: show = Imported.YEP_X_MapQuestWindow; Enable: enabled = true; Ext: ext = 0; ---------- Functions: ---------- Make Option Code: this.addCommand(name, symbol, enabled, ext); Draw Option Code: var rect = this.itemRectForText(index); var statusWidth = this.statusWidth(); var titleWidth = rect.width - statusWidth; this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawOptionsName(index); this.drawOptionsOnOff(index); Process OK Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, !value); Cursor Right Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, true); Cursor Left Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, false); Default Config Code: // Empty. Provided by this plugin. Save Config Code: // Empty. Provided by this plugin. Load Config Code: // Empty. Provided by this plugin.
Save Core
Autosave
If you are using YEP_OptionsCore.js, you can add a new Option using this plugin. Here's the following code/parameter settings you can use with it. --------- Settings: --------- Name: \i[231]Autosave Help Description: Enables \c[4]Autosaving\c[0] for your game if ON. You can still manually save your game. Symbol: autosave Show/Hide: show = Imported.AutosaveShowOpt; Enable: enabled = true; Ext: ext = 0; ---------- Functions: ---------- Make Option Code: this.addCommand(name, symbol, enabled, ext); Draw Option Code: var rect = this.itemRectForText(index); var statusWidth = this.statusWidth(); var titleWidth = rect.width - statusWidth; this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawOptionsName(index); this.drawOptionsOnOff(index); Process OK Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, !value); Cursor Right Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, true); Cursor Left Code: var index = this.index(); var symbol = this.commandSymbol(index); var value = this.getConfigValue(symbol); this.changeValue(symbol, false); Default Config Code: // Empty. Provided by this plugin. Save Config Code: // Empty. Provided by this plugin. Load Config Code: // Empty. Provided by this plugin.
Pages in category "Options Core Integration (MV)"
The following 11 pages are in this category, out of 11 total.