

* v1.0 - change the animation rate of events using notetags. Another option is to stick the script call in a move route on applicable events, but note that by default RMMV only processes up to one move route command per frame. Could do this with a Parallel event on applicable maps that ends with Erase Event (so it runs once per visit to the map). This is the most flexible option, but requires some kind of "starting" trigger. Use a script call to set the value of a property on the event.It's more flexible, but more complex to implement.

This applies on a per-page basis and requires checking each page's commands for relevant comments and parsing them appropriately. Like plugin parameters, notetag values are always retrieved as strings a.k.a. You can then use $gameMap.event(1).event().meta.tagName to return " value". This applies to all the event's pages but is relatively easy to do, since the engine automatically parses simple notetags in the Note box.Īs an example, let's say event ID 1 has this in its Note box. Use a notetag in the event's Note box.There are various approaches to setting a value here._Game_CharacterBase_animationWait.call(this), yields the return value of the original method. If you want to run some plugin-related function inside a move route, you'll need something that goes in a Script move command. Plugin commands are essentially (and, preferably, literally) nicely-formatted script calls. Plugin commands can be used in events, but not inside move routes.Each character will need their own value.

Therefore if different events should animate at different rates, there can't be just a single anim value.
