MV Puzzle Functions

FEATURES
This plugin adds some functions to use that may help with eventing puzzles and/or quests.

1. Self-switch flipping
Change self switches for any event from any event
Change self switches for events adjacent to other events
Specify turning these self switches off, on or flip them

2. Determine location without having to use Control Variables beforehand.
Test to see if an event or player is at an x,y location
Test to see if an event or player is at another event’s location

3. Group switch/self-switch checking
Test to see if a group of specified switches are on or off
Test to see if a group of events have a certain self switch on or off

4. Checking event activation order
Set a combination
Make events add combination values
Check if the player has activated the events in the right order set in the combination specified.

5. Multiple Item Checking
Check if there are multiple items, armors, weapons in inventory using code with only one conditional branch.

Simple examples of all of the above can be seen in the demo.

VERSION 1.1 – RPG Maker MV
Download Plugin file
Download Demo

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9 thoughts on “MV Puzzle Functions

  1. Yulia says:

    Hi! Thank you for your great plugins!
    I have an issue with checking event’s location. When I’m trying to make an event check if it’s at the same position as another event usin a scriptcall like Galv.PUZ.isAt(7) in parallel process it gives me an error “Cannot read property ‘x’ of undefined”. Is it possible to fix this or am I doing somethin wrong??

  2. Lenin says:

    Hi Galv thanks your puzzle functions plugin but I got a problem, i just need to check the X coordinate of my event because the Y would be random so I can’t check it and I can’t leave the Y blank because it returns an error, what should I do?

    • Galv says:

      If you just want to check the x coordinate for an event you can do that in control variables > game data already. You don’t need this plugin for just that :)

  3. Sakura Martinez says:

    Hey, Galv. Thanks for this awesome plugin. I have a question. I am trying to create a puzzle that requires you to use a set of buttons several times using various sequences.

    I tried following the demo, but I am confused. If I am to use 3 combinations, how would I go about checking if the player has inputted the three correct combinations using only 4 buttons?

    I tried putting 3 Galv.PUZ.setCombo in one auto-run event, but that didn’t work.

  4. Siklo says:

    Hello Galv.
    First of all thank you for all the hardwork creating these awesome plugins.
    I’m getting an error when I try to check an event’s selfswitch state on a conditional branch.
    The dev console spits out:
    /C:/Users/routetomyproject/js/plugins/YEP_BuffsStatesCore.js:2099 CONDITIONAL BRANCH SCRIPT ERROR
    /C:/Users/routetomyprojec/js/plugins/YEP_BuffsStatesCore.js:2100 Galv.PUZ.selfSwitchesOn(b,19)
    /C:/Users/routetomyprojec/js/plugins/YEP_BuffsStatesCore.js:2101 ReferenceError: b is not defined

    The game doesn’t crash, but it keeps going as if the selfswitch hasn’t been flipped to ON (even though it has).
    If I turn off all Yanfly plugins then the game DOES crash with a “b is undefined” message.

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