このプラグインを使用して移動イベントの移動オプションの数を拡張してください。 – YEP_MoveRouteCore.js

タイトル
Expand the number of movement options for the moveroute events using this plugin.
作者名
ヘルプ
============================================================================
Introduction
============================================================================

RPG Maker MV gives us a lot of various commands to use for our Move Routes.
However, it still imposes a lot of limitations on the system for what else
could still be potentially useful for move route commands. This plugin will
provide additional methods to construct move routes for your events and
allow you to streamline the move route creation process.

============================================================================
Instructions - Simplified Movement Routes
============================================================================

If you want to make events move a certain way using the commands from this
plugin, do the following:

1. Open the event you wish to move.
2. Make a Movement Route command or Automatic Custom Route.
3. Press "Script..."
4. Type in any of the desired following commands:

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UP: x
LEFT: x
RIGHT: x
DOWN: x
UPPER LEFT: x
UPPER RIGHT: x
LOWER LEFT: x
LOWER RIGHT: x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will make the designated event move the noted direction x amount of
times. This is no different than inserting a direction multiple times with
editor, but this is meant to serve as a way to consolidate commands.
Replace x with an integar value.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example: Up: 10
Left: 7
Down: 3
Right: 4
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ANIMATION: x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Play animation x on the designated event.
Replace x with an integar value.
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Example: Animation: 10
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BALLOON: x
BALLOON: EXCLAMATION
BALLOON: !
BALLOON: QUESTION
BALLOON: ?
BALLOON: MUSIC NOTE
BALLOON: HEART
BALLOON: ANGER
BALLOON: SWEAT
BALLOON: COBWEB
BALLOON: SILENCE
BALLOON: ...
BALLOON: LIGHT BULB
BALLOON: ZZZ
BALLOON: USER 1
BALLOON: USER 2
BALLOON: USER 3
BALLOON: USER 4
BALLOON: USER 5
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Plays balloon ID x on the designated event.
Replace x with an integar value or replace it with one of the strings shown
above to produce that specific balloon.
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Example: Balloon: 5
Balloon: Heart
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ICON BALLOON: x
ICON BALLOON: x to y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Requires YEP_IconBalloons.
This will make the designated event display an icon balloon using icon x
or x to y if the latter is used.
Replace x and y with integar values.
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Example: Turn Away: 20, 30
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JUMP FORWARD: x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The designated event will jump in the direction it is facing x tiles.
Replace x an integar value.
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Example: Jump Forward: 5
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JUMP TO: x, y
JUMP TO: EVENT x
JUMP TO: PLAYER
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The designated event will jump to either the coordinates x, y, or event x on
the map (if event x is present), or to the player's location.
Replace x and y with integar values.
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Example: Jump To: 20, 30
Jump To: Event 5
Jump To: Player
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MOVE TO: x, y
MOVE TO: EVENT x
MOVE TO: PLAYER

AVOID MOVE TO: x, y
AVOID MOVE TO: EVENT x
AVOID MOVE TO: PLAYER

CRASH MOVE TO: x, y
CRASH MOVE TO: EVENT x
CRASH MOVE TO: PLAYER
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The designated event will move to either the coordinates x, y, or event x on
the map (if event x is present), or to the player's location. The designated
event will determine what is the best route within 12 iterations to reach
the marked location. The designated event will keep repeating this command
until it has reached the coordinates.

Replace x and y with integar values.

'Move To' and 'Avoid Move To' will make the designated event move around the
player and the player's followers when calculating a path to move to.

'Crash Move To' will allow collision with the player and/or followers.

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Example: Move To: 20, 30
Move To: Event 5
Move To: Player
Avoid Move To: 30, 40
Crash Move To: 40, 50
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PATTERN LOCK: x
PATTERN UNLOCK
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For some reason, RPG Maker MV does not allow you to set the currently used
pattern (sprite frame) within the Move Route editor. This command will allow
you to do so. If Pattern Lock is used, the sprite will remain locked in that
pattern position until unlocked.
Replace x an integar value.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example: Pattern Lock: 0
Pattern Lock: 2
Pattern Unlock
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SELF SWITCH x: ON
SELF SWITCH x: OFF
SELF SWITCH x: TOGGLE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will turn the self switch designed event (unless it's the player) to
either On, Off, or Toggle it On/Off.
Replace x with A, B, C, or D.
Those using YEP_SelfSwVar.js can use numbers, too.
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Example: Self Switch A: On
Self Switch B: Off
Self Switch 123: Toggle
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SELF VARIABLE x: y
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Requires YEP_SelfSwVar.js. This will set the self variable x for the
designated event (unless it's the player) to y.
Replace x with an integar value.
Replace y with an integar value or code.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example: Self Variable A: On
Self Variable B: Off
Self Variable 123: Toggle
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STEP AWAY FROM: x, y
STEP AWAY FROM: EVENT x
STEP AWAY FROM: PLAYER
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will make the designated event step one tile away from map coordinates
x, y, or event x on the map (if event x is present), or from the player's
current location.
Replace x and y with integar values.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example: Step Away: 20, 30
Step Away: Event 5
Step Away: Player
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STEP TOWARD: x, y
STEP TOWARD: EVENT x
STEP TOWARD: PLAYER
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will make the designated event step one tile toward map coordinates
x, y, or event x on the map (if event x is present), or to the player's
current location.
Replace x and y with integar values.
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Example: Step Toward: 20, 30
Step Toward: Event 5
Step Toward: Player
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TELEPORT: x, y
TELEPORT: EVENT x
TELEPORT: PLAYER
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This will instantly teleport the designated event to coordinates x, y, or
event x on the map (if event x is present), or to the player's current
location on the map.
Replace x and y with integar values.
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Example: Teleport: 20, 30
Teleport: Event 5
Teleport: Player
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TURN AWAY FROM: x, y
TURN AWAY FROM: EVENT x
TURN AWAY FROM: PLAYER
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This will make the designated event turn away from map coordinates x, y, or
event x on the map (if event x is present), or from the player's location.
Replace x and y with integar values.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example: Turn Away: 20, 30
Turn Away: Event 5
Turn Away: Player
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TURN TOWARDS: x, y
TURN TOWARDS: EVENT x
TURN TOWARDS: PLAYER
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This will make the designated event turn towards tile toward map coordinates
x, y, or event x on the map (if event x is present), or to the player's
current location.
Replace x and y with integar values.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example: Turn Towards: 50, 60
Turn Towards: Event 5
Turn Towards: Player
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And that's it for the specialized movement routes you can use.

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Notetags
============================================================================

These are some notetags you can utilize for your events.

Event Notetags:

<Always Update Movement>
- Most events don't update unless they're close to the screen. But any
event with this notetag will always be updating regardless of whether they
are close to the screen or not.

============================================================================
Lunatic Mode - Script Calls
============================================================================

For those with JavaScript experience and would like to use the raw command
functions without resorting to the simplified commands, you can use the
following code inside of a Script:

this.jumpForward(x)
- Replace x with the amount of tiles you want the designated event to jump
forward. x will be automatically rounded to the nearest integar value if
it is a float value.

this.jumpToPoint(x, y)
- Replace x and y with the coordinates you wish for the designated event
to jump towards. x and y will be automatically rounded to the nearest
integar value if it is a float value.

this.jumpToEvent(x)
- Replace x with the ID of the event you wish for the designated event to
jump towards. x will be automatically rounded to the nearest integar value
if it is a float value. If 0 is used, it will refer to the player.

this.moveRepeat(direction, times)
- This will make the designated event move in 'direction' a certain amount
of 'times'. Replace 'direction' with the number value you wish the event
to move in (refer to NumPad) and replace 'times' with the number of times
to step in that direction.

this.moveToPoint(x, y)
- This will calculate the best possible movement route for the designated
event to reach coordinates x, y within 12 iterations. The designated event
will keep repeating this command until it has reached the coordinates.
This will cause the designated event to go around the player and followers
on the map without colliding into them.

this.moveToPoint(x, y, true)
- This will calculate the best possible movement route for the designated
event to reach coordinates x, y within 12 iterations. The designated event
will keep repeating this command until it has reached the coordinates.
This will cause the designated event to crash into the player and/or any
followers if they are in the path way.

this.moveToEvent(x)
- This will calculate the best possible movement route for the designated
event to reach event x within 12 iterations. The designated event will
keep repeating this command until it has reached the coordinates. If 0 is
used, it will refer to the player. This will cause the designated event to
go around the player and followers on the map without colliding into them.

this.moveToEvent(x, true)
- This will calculate the best possible movement route for the designated
event to reach event x within 12 iterations. The designated event will
keep repeating this command until it has reached the coordinates. If 0 is
used, it will refer to the player. This will cause the designated event to
crash into the player and/or any followers if they are in the path way.

this.requestAnimation(x)
- Replace x with the animation ID you want to play on the designated
event. x will be automatically rounded to the nearest integar value if it
is a float value.

this.requestBalloon(x)
- Replace x with the balloon ID you want to play on the designated event.
x will be automatically rounded to the nearest integar value if it is a
float value.

this.stepAwayFromPoint(x, y)
- Replace x and y with the coordinates you wish for the designated event
to step away from. x and y will be automatically rounded to the nearest
integar value if it is a float value.

this.stepAwayFromEvent(x)
- Replace x with the ID of the event you wish for the designated event to
step away from. x will be automatically rounded to the nearest integar
value if it is a float value. If 0 is used, it will refer to the player.

this.stepTowardPoint(x, y)
- Replace x and y with the coordinates you wish for the designated event
to step towards. x and y will be automatically rounded to the nearest
integar value if it is a float value.

this.stepTowardPoint(x, y)
- Replace x and y with the coordinates you wish for the designated event
to step towards. x and y will be automatically rounded to the nearest
integar value if it is a float value.

this.stepTowardEvent(x)
- Replace x with the ID of the event you wish for the designated event to
step towards. x will be automatically rounded to the nearest integar value
if it is a float value. If 0 is used, it will refer to the player.

this.teleportToPoint(x, y)
- Replace x and y with the coordinates you wish for the designated event
to teleport to. x and y will be automatically rounded to the nearest
integar value if it is a float value.

this.teleportToEvent(x)
- Replace x with the ID of the event you wish for the designated event to
teleport to. x will be automatically rounded to the nearest integar value
if it is a float value. If 0 is used, it will refer to the player.

this.turnAwayFromPoint(x, y)
- Replace x and y with the coordinates you wish for the designated event
to turn away from. x and y will be automatically rounded to the nearest
integar value if it is a float value.

this.turnAwayFromEvent(x)
- Replace x with the ID of the event you wish for the designated event to
turn away from. x will be automatically rounded to the nearest integar
value if it is a float value. If 0 is used, it will refer to the player.

this.turnTowardPoint(x, y)
- Replace x and y with the coordinates you wish for the designated event
to turn towards. x and y will be automatically rounded to the nearest
integar value if it is a float value.

this.turnTowardEvent(x)
- Replace x with the ID of the event you wish for the designated event to
turn towards. x will be automatically rounded to the nearest integar value
if it is a float value. If 0 is used, it will refer to the player.

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Changelog
============================================================================

Version 1.04:
- Fixed a bug that caused UP, LEFT, RIGHT, DOWN repeats to stack when used
with a repeating movement pattern.

Version 1.03:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.

Version 1.02:
- Updated for RPG Maker MV version 1.5.0.

Version 1.01:
- Bug fixed for the repeated commands that caused the commands to add upon
one another.

Version 1.00:
- Finished Plugin!
パラメータ
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ライセンス表記
However, it still imposes a lot of limitations on the system for what else

紹介ページ http://yanfly.moe/