DoubleX RMMZ Plugin Command Lines
Authors: DoubleX
Version: v1.03b
Type: Plugin Command Add-on
Key Term: Misc Add-on
PurposeLets you use plugin commands in the RMMV styles by typing them as scripts
Introduction
* 1. The RMMZ editor has changed the plugin command from entering a
* single line of string command to selecting plugin commands among
* all plugins having plugin commands
* 2. With this plugin, those preferring the RMMV plugin command can
* replicate this style in RMMZ by typing plugin command as a script
VideoGames using this pluginNone so far
* 1. Lets you type plugin commands with names having spaces
* @param pluginFileCmds
* @type struct<PluginFileCmd>[]
* @desc Sets the list of plugin commands to be called in RMMV ways
* This being empty means all plugin commands to be that way
* @default []
*
* @param newPluginFileCmds
* @type struct<NewPluginFileCmd>[]
* @desc Sets list of new plugin commands to be called in RMMV way
* They're existing ones with some argument value already set
* @default []
"RMMV Style Plugin Command Lines Info": ShowHide * 1. General form
* cmdName argName1 argName2 argName3 argNameI argNameN
* E.g.:
* - If the plugin command has its command name as abcdefg and arguments
* as h, i, j and k, then the RMMV style plugin command line is
* abcdefg h i j k
* 2. (v1.02a+)pluginFileCmds
* - If there's only a small number of plugin commands among all enabled
* plugins, then whether the parameter pluginFileCmds should be filled
* doesn't matter much
* - If there's a large number of plugin commands among all enabled
* plugins, but only a small number of them being used in the RMMV
* styles, then pluginFileCmds should be filled with all those plugin
* commands, or the time needed for this plugin to load such a large
* number of plugin commands automatically upon game start can lead to
* a long game starting time
* - If there's a large number of plugin commands among all enabled
* plugins, and most of them being used in the RMMV styles, then I'm
* afraid that this plugin won't be able to give you a nice option
* 3.(v1.02a+) newPluginFileCmds
* - Its 1st application is to let you type less, thus making using
* plugin commands in the RMMV styles to be even more effective and
* efficient
* - Its 2nd application is to let you use plugin commands with
* different argument values given on 2 different timings, without the
* need of game variables to store them, even though you'll have to
* redefine the new plugin commands on the 1st timing
* - Its 3rd application is to resolve plugin command name collisions
* among different plugins
Script Calls * 1. $gameSystem.setNewPluginCmd(pluginFilename, newCmdName, origCmdName, argNameVals)
* - Sets the new plugin command with name newCmdName as that with
* name origCmdName but with argument values already set by
* argNameVals, and origCmdName is the one in plugin with filename
* pluginFilename
* - argNameVals is an Object with argument names as keys and values
* of those arguments already set in newCmdName as values
* - E.g.:
* $gameSystem.setNewPluginCmd("DoubleX RMMZ Skill Item Cooldown", "ssicA1", "setSkillItemCooldown", {
* side: "actor",
* label: 1
* }) sets the new plugin command with name ssicA1 as that with name
* setSkillItemCooldown of plugin with filename
* DoubleX RMMZ Skill Item Cooldown but with the side and label
* argument values already set as "actor" and 1 respectively
* 1. If a plugin command's inputted as a script call, it must only take
* exactly 1 line for that plugin command
* 2. Multiple plugin commands, each taking 1 line, can be inputted into
* the same script box in the editor, but do note that the size of
* that script box's limited so don't type too many plugin commands in
* the same script box in the editor
* 3. If multiple plugin commands have the same name, the one having a
* highest ordering in pluginFileCmds will be used(or if
* pluginFileCmds is empty, the one from the plugin with the highest
* ordering will be used)
* (Search tag: First_In_Duplicate_Plugin_Cmds)
* 4. If script calls and plugin commands are mixed in the same script
* box in the editor, script calls separated by plugin commands there
* will be called separately
* E.g.:
* - The following contents in the same script box in the editor
* scriptLine1
* scriptLine2
* pluginCommandLine1
* scriptLine3
* scriptLine4
* Will cause the scripts combined from scriptLine1 and scriptLine2
* to be a separate script call from the script call of the scripts
* combined from scriptLine3 and scriptLine4
* Authors:
* 1. DoubleX
* Plugin Development Collaborators:
* - None So Far
* Bug Reporters:
* - None So Far
* Compatibility Issue Raisers:
* - None So Far
* Feature Requesters:
* - None So Far
* { codebase: "1.1.0", plugin: "v1.03b" }(2020 Nov 27 GMT 0400):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Plugin_Command_Lines.PLUGIN_NAME when changing this
* plugin file name
* { codebase: "1.0.2", plugin: "v1.02a" }(2020 Sep 14 GMT 0700):
* 1. Lets you use text instead of command for plugin command names
* 2. Lets you use text instead of arg for plugin command argument names
* 3. Plugin command name collisions across plugins will no longer exist
* if newPluginFileCmds is used wisely
* 4. Explained some applications of newPluginFileCmds
* 5. Renamed pluginCmds into pluginFileCmds
* 6. Renamed newPluginCmds into newPluginFileCmds
* 7. Increased the effectiveness and efficiency when reading plugin
* commands from the plugin file contents
* 8. THIS UPDATE IS A BREAKING CHANGE ON THE PARAMETERS IN THE PLUGIN
* MANAGER
* { codebase: "1.0.0", plugin: "v1.01a" }(2020 Sep 11 GMT 1400):
* 1. Lets you make some new plugin commands as existing ones with some
* argument values already set
* 2. Fixed the bug to load even inactive plugins and those not in the
* plugin manager when the parameter pluginCmds is empty
* { codebase: "1.0.0", plugin: "v1.00a" }(2020 Sep 4 GMT 0600):
* 1. 1st version of this plugin finished
Download LinkDemo Link