Glossary

  • actor.add[STAT](x) [lunatic-code ]

    • PluginYanfly - Extra Parameter Formula
    • Replace [STAT] by: Hit, Eva, Cri, Cev, Mev, Mrf, Cnt, Hrg, Mrg, Trg
    • Adds x to the actor’s respective extra parameter value. Keep in mind that 1 is equal to 100% and 0.1 would be equal to 10%. Negative values will decrease the extra parameter.
  • actor.add[STAT](x) [lunatic-code ]

    • Plugin: Yanfly - Special Param Formula
    • Replace [STAT] by: Tgr, Grd, Rec, Pha, Mcr, Tcr, Pdr, Mdr, Fdr, Exr
    • Adds x to the actor’s respective special parameter value. Keep in mind that 1 is equal to 100% and 0.1 would be equal to 10%. Negative values will decrease the special parameter.
  • actor.clearSParamPlus() [lunatic-code ]

     
  • actor.clearXParamPlus() [lunatic-code ]

  • actor.minus[STAT](x) [lunatic-code ]

    • PluginYanfly - Extra Parameter Formula
    • Replace [STAT] by: Hit, Eva, Cri, Cev, Mev, Mrf, Cnt, Hrg, Mrg, Trg
    • Subtracts x from the actor’s respective extra parameter value. Keep in mind that 1 is equal to 100% and 0.1 would be equal to 10%. Negative values will add to the extra parameter.
  • actor.minus[STAT](x) [lunatic-code ]

    • Plugin: Yanfly - Special Param Formula
    • Replace [STAT] by: Tgr, Grd, Rec, Pha, Mcr, Tcr, Pdr, Mdr, Fdr, Exr
    • Subtracts x from the actor’s respective special parameter value. Keep in mind that 1 is equal to 100% and 0.1 would be equal to 10%. Negative values will add to the special parameter.
  • actor.set[STAT](x) [lunatic-code ]

    • Plugin: Yanfly - Extra Parameter Formula
    • Replace [STAT] by: Hit, Eva, Cri, Cev, Mev, Mrf, Cnt, Hrg, Mrg, Trg
    • Sets the actor’s respective extra parameter value to x. Keep in mind that 1 is equal to 100% and 0.1 would be equal to 10%. Negative values will apply here, too.
  • actor.set[STAT](x) [lunatic-code ]

    • Plugin: Yanfly - Special Param Formula
    • Replace [STAT] by: Tgr, Grd, Rec, Pha, Mcr, Tcr, Pdr, Mdr, Fdr, Exr
    • Sets the actor’s respective special parameter value to x. Keep in mind that 1 is equal to 100% and 0.1 would be equal to 10%. Negative values will apply here, too.
  • actor.set[STAT]Plus(x) [lunatic-code ]

    • PluginYanfly - Extra Parameter Formula
    • Replace [STAT] by: Hit, Eva, Cri, Cev, Mev, Mrf, Cnt, Hrg, Mrg, Trg
    • What does "PLUS" do : this is a new variable added by this plugin. Its purpose is to function as an addition to the base value.
    • Sets the actor’s respective extra parameter plus value to x. Keep in mind that 1 is equal to 100% and 0.1 would be equal to 10%. Negative values will apply here, too.
  • actor.set[STAT]Plus(x) [lunatic-code ]

    • Plugin: Yanfly - Special Param Formula
    • Replace [STAT] by: Tgr, Grd, Rec, Pha, Mcr, Tcr, Pdr, Mdr, Fdr, Exr
    • What does "Plus" do: this is a new variable added by this plugin. Its purpose is to function as an addition to the base value.
    • Sets the actor’s respective special parameter plus value to x. Keep in mind that 1 is equal to 100% and 0.1 would be equal to 10%. Negative values will apply here, too.
  • battle.set[STAT](x) [lunatic-code ]

    • Plugin: Yanfly - Base Parameter Control
    • Replace [STAT] by: MaxHp, MaxMp, Atk, Def, Mat, Mdf, Agi, Luk
    • Sets the battler’s respective base parameter value to x. This will alter the ‘plus’ variable to fit this setting as best as possible without taking into consideration the rates and flats.
  • battle.setCustom[STAT]Plus(x) [lunatic-code ]

    • Plugin: Yanfly - Base Parameter Control
    • Replace [STAT] by: MaxHp, MaxMp, Atk, Def, Mat, Mdf, Agi, Luk
    • What does "Plus" do: For both actors and enemies, this value is a flat value given to the battler through events or script calls that manually increase the battler’s parameter value. If the battler is an actor, this value is also increased by any equipment the battler has equipped.
    • Sets the battler’s respective base parameter plus value to x.
  • battler.add[STAT](x) [lunatic-code ]

    • Plugin: Yanfly - Base Parameter Control
    • Replace [STAT] by either: MaxHp, MaxMp, Atk, Def, Mat, Mdf, Agi, Luk
    • Adds x value to battler’s respective base parameter plus value.
  • battler.clearCustomParamLimits(); [lunatic-code ]

    • Plugin: Yanfly - Base Parameter Control
    • Clears any custom parameter limits placed upon the battler through a script call. This does not remove the custom parameter limits applied to a battler through notetags.
  • battler.clearParamPlus() [lunatic-code ]

  • battler.minus[STAT](x) [lunatic-code ]

    • Plugin: Yanfly - Base Parameter Control
    • Replace [STAT] by: MaxHp, MaxMp, Atk, Def, Mat, Mdf, Agi, Luk
    • Subtracts x value to battler’s respective base parameter plus value
  • battler.setCustom[STAT]Max(x) [lunatic-code ]

    • Plugin: Yanfly - Base Parameter Control
    • Replace [STAT] by either: MaxHp, MaxMp, Atk, Def, Mat, Mdf, Agi, Luk
    • Sets the maximum parameter limit of the respective base parameter to x. This value is calculated against any <stat Max: x> notetags that the battler may have. If there are multiple max values, the larges value is used as the parameter maximum.
  • battler.setCustom[STAT]Min [lunatic-code ]

    • Plugin: Yanfly - Base Parameter Control
    • Replace [STAT] by: MaxHp, MaxMp, Atk, Def, Mat, Mdf, Agi, Luk
    • Sets the minimum parameter limit of the respective base parameter to x. This value is calculated against any <stat Min: x> notetags that the battler may have. If there are multiple min values, the larges value is used as the parameter minimum.
  • Custom Class Parameters [lunatic-tags ]

    • Plugin: Yanfly - Class Base Parameters
    • Usable in: Class Notetag
    • Code: <Custom Class Parameters> [STAT] = level * X + X; </Custom Class Parameters>
    • Replace [STAT] by: maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, and ‘exp’.
    • The ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, and ‘exp’. variables each refer to their own individual stats. The ‘level’ variable refers to the actor’s current level. The formula can be made any way you like as long as it returns a legal number. * Note: The ‘exp’ stat here refers to the amount of exp needed to reach the next level.
       
  • Custom Param Formula [lunatic-tags ]

    • Plugin: Yanfly - Class Base Parameters
    • Usable in: Class Notetag
    • Code: <Custom [Param] Formula> .... </Custom [Param] Formula>
    • Replace [Param] with: ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, or ‘exp’.
    • The ‘value’ variable is the final result that’s returned to count as the base class parameter. The ‘level’ variable refers to the actor’s current level. The formula can be made any way you like as long as it returns a legal number. * Note: The ‘exp’ stat here refers to the amount of exp needed to reach the next level.
  • evalText<<[code]>> [eval-code ]

    • Plugin: Yanfly - Message Eval Text
    • Code: \evalText<<code>>
    • Replace ‘code’ with JavaScript code. It will run the code inside, then return whatever is the last line of the code that’s ran.
    • Example: \evalText<<$gameActors.actor(1).atk + $gameActors.actor(2).atk>> // Displays the sum of actor 1’s ATK and actor 2’s ATK.
     
  • gameActors.actor(X).isEquipped($dataArmors[X]) [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameActors.actor(4).isEquipped($dataArmors[200])
    • This will make a check to see if Actor 4 (in the database) has Armor 200 (in the database) equipped. If it does, then the switch will return true. Otherwise, it will return false.
  • gameActors.actor(X).isEquipped($dataWeapons[X]) [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameActors.actor(3).isEquipped($dataWeapons[100])
    • This will make a check to see if Actor 3 (in the database) has Weapon 100 (in the database) equipped. If it does, then the switch will return true. Otherwise, it will return false.
  • gameActors.actor(X).isLearnedSkill(X) [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameActors.actor(1).isLearnedSkill(5)
    • This will make a check if Actor 1 (in the database) has learned skill 5 (in the database). This can be used for some skills like ‘True Sight’ to certain events appear differently on the map or certain events happen in battle (like seeing through an enemy’s disguise).
  • gameParty.aliveMembers().length [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameParty.aliveMembers().length
    • This will return the number of alive members in the current party. Best if used in battle when trying to make different things happen depending on the number of allies currently alive in ba
  • gameParty.deadMembers().length [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameParty.deadMembers().length
    • This will return the opposite: the number of dead members in the current party. Also best used in battle when trying to make different things happen depending on the number of allies that are dead in battle.
  • gameParty.gold() [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameParty.gold()
    • This will return the party’s exact amount of gold. This can also be used in some event’s pages to make bags of gold appear in the player’s HQ to show just how rich the player is.
  • gameParty.leader().actorId() [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameParty.leader().actorId()
    • This will return the party leader’s actor ID. This can be useful for certain events that may have different reactions depending on who your party leader is at the time.
  • gameParty.steps() [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameParty.steps()
    • This will return the amount of steps the player has walked. This can be used in ways where a trophy may appear in the player’s HQ depending on how many steps the player has walked.
  • gameSelfSwitches.value([Map,Event,’self switch’]) [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameSelfSwitches.value([10,20,’A’])
    • This will allow an event to use another event’s self switch case to determine its condition. The example above checks if Map 10, Event 20’s ‘A’ self switch is turned on.
  • gameVariables.value(X) < X [eval-code ]

    • PluginYanfly - Advanced Switches and Variables
    • Code > Eval: $gameVariables.value(2) < 3
    • You know how map event page conditions can only make checks if a variable is only greater than or equal to a value? Well, now you can do the opposite and check if a variable is less than a certain value. The example used above will check if Variable 2 has a value less than 3 (but not equal to).
  • this.getSelfSwitchValue(mapId, eventId, switchId) [lunatic-code ]

    • Plugin: Yanfly - Self Switches & Variables
    • Usable in: Script Call
    • 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.getSelfSwitchValue(mapId, eventId, switchId) [script-calls ]

    • Plugin: Yanfly - Self Switches & Variables
    • 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, value) [lunatic-code ]

    • Plugin: Yanfly - Self Switches & Variables
    • Usable in: Script Call
    • 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.
  • this.getSelfVariableValue(mapId, eventId, varId, value) [script-calls ]

    • PluginYanfly - Self Switches & Variables
    • 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.
  • this.getSelfVariableValue(mapId, eventId, varId) [lunatic-code ]

    • Plugin: Yanfly - Self Switches & Variables
    • Usable in: Script Call
    • 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.getSelfVariableValue(mapId, eventId, varId) [script-calls ]

    • Plugin: Yanfly - Self Switches & Variables
    • 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) [script-calls ]

    • Plugin: Yanfly - Self Switches & Variables
    • 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.setSelfSwitchValue(mapId, eventId, switchId, true) || this.setSelfSwitchValue(mapId, eventId, switchId, false) [lunatic-code ]

    • Plugin: Yanfly - Self Switches & Variables
    • Usable in: Script Call
    • 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.