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Instant Event - InstantEvent.js
Plugin desc : It makes it easy to mass-produce elaborate events on map and in battle.
License : MIT License
Author : あわやまたな (Awaya_Matana)
Website : https://awaya3ji.seesaa.net/
Desc page : https://awaya3ji.seesaa.net/article/503552403.html
File name : InstantEvent.js
Help of plugin :
* @target MZ * @base PluginCommonBase * @orderAfter PluginCommonBase * @plugindesc It makes it easy to mass-produce elaborate events on map and in battle. * Introduces the concepts of so-called arguments and immediate functions. * @author あわやまたな (Awaya_Matana) * @url https://awaya3ji.seesaa.net/article/503552403.html * @help Ver.1.1.2 * [Introduction] * Considering the purpose of the plugin, for convenience we will refer to the "Event ID" as the "Target ID". * This is because the event ID uses unique control characters so that it can be used for various numbers. * An "argument" is an independent variable that cannot be interfered with from the outside. * This is useful when you want to change the processing depending on the input value. * * [Plugin Commands] * The target ID is basically a number used to specify "This Event", * but it can also be used as a different number by using the following scripts and control characters. * * [Scripts] * this._eventId //Get the current target ID * this._args[n] //Get the argument (n is an integer greater than or equal to 0) * this._pictureId //Get the current replacement picture ID * * [Control characters (for plugin commands only)] * ¥eventId //Get the current target ID * ¥args[n] //Get the argument (n is an integer greater than or equal to 0) * ¥pictureId //Get the current replacement picture ID * * [Control characters (for "Show Text" only)] * ¥Vpp[n] //Add 1 to variable #n (Variable++) * ¥Vmm[n] //Subtract 1 from variable #n (Variable--) * ¥Son[n] //Switch #n ON (Switch ON) * ¥Soff[n] //Switch #n OFF (Switch OFF) * * ¥WfV[n,m] //Wait until variable #n is equal to or greater than m (Wait for Variable) * ¥WfS[n] //Wait until switch n is ON (Wait for Switch) * ¥WfS[n,false] //Wait until switch n is OFF * * [Specifications] * Instant parallel events will be deleted once their content has been achieved. * * Creating a new instant parallel event with a duplicate identifier will not delete the old one. * * If there are multiple instant parallel events with duplicate identifiers, * "Delete Instant Parallel Events" and "Wait for Completion" will be performed on all of them. * * If the identifier is not specified or is blank, the blank itself becomes the identifier. * Therefore, you can "Remove Instant Parallel Events" and "Wait for Completion" while leaving the identifier blank. * * Even if this._pictureId is 0, ¥pictureId will be set to 1. * This is to ensure smooth test play. * * @param controlCharactersEnabled * @text Enable Control Characters * @desc Use control characters to manipulate variables and switches. * @type boolean * @default true * * @param timing * @text Timing * @desc Improvised parallel processing on the map occurs after the player's processing. * @type boolean * @default false * @on After the player * @off Default * * @param playerToEvent * @text Treat the player as an event * @desc When the target ID is -1, you will be able to handle the player using "This Event" or this.character(0). * @type boolean * @default true * * @command setupInstantEvent * @text Instant Event * @desc The commands in the "Skip" directly below will be extracted and executed in order. * * @arg targetId * @text Target ID * @desc Specify the ID of the operation target. * For multiple entries, use ",", "-", or "to". * @default ¥eventId * * @arg options * @text Options * @type struct<options> * @desc Configure additional settings. * * @command setupInstantCommonEvent * @text Instant Common Event * @desc This will run the common event content with various functions added. * * @arg targetId * @text Target ID * @desc Specify the ID of the operation target. * For multiple entries, use ",", "-", or "to". * @default ¥eventId * * @arg commonEventId * @text Common Event ID * @desc Select a common event. * @default 1 * @type common_event * * @arg options * @text Options * @type struct<options> * @desc Configure additional settings. * * @command setupInstantParallelEvent * @text Instant Parallel Event * @desc Creates a disposable parallel process from the common event. * * @arg targetId * @text Target ID * @desc Specify the ID of the operation target. * For multiple entries, use ",", "-", or "to". * @default ¥eventId * * @arg options * @text Options * @type struct<parallelOptions> * @desc Configure additional settings. * * @command setupInstantParallelCommonEvent * @text Instant Parallel Common Event * @desc Creates a disposable parallel process from the common event. * * @arg targetId * @text Target ID * @desc Specify the ID of the operation target. * For multiple entries, use ",", "-", or "to". * @default ¥eventId * * @arg commonEventId * @text Common Event ID * @desc Select a common event. * @default 1 * @type common_event * * @arg options * @text Options * @type struct<parallelOptions> * @desc Configure additional settings. * * @command removeParallelInstantEvent * @text Remove Parallel Instant Event * @desc Removes an instant parallel event. * * @arg id * @text Identifier * @desc The name to manage the event. * %1:Target ID %2:Map ID * @default EV:%1 * * @arg targetId * @text Target ID * @desc Specify the number to be entered in %1. * For multiple entries, use ",", "-", or "to". * @default ¥eventId * * @command removeAllParallelInstantEvents * @text Remove All Parallel Instant Events * @desc Removes all instant parallel events. * * @command waitForCompletion * @text Wait for Completion * @desc Waits for the specified instant parallel event to complete. * * @arg id * @text Identifier * @desc The name to manage the event. * %1:Target ID %2:Map ID * @default EV:%1 * * @command replacePictureId * @text Replace Picture ID * @desc Replaces the default picture event command numbers all at once. * * @arg pictureId * @text Picture ID * @desc Reset to 0. * @default ¥eventId *