This system allows you to have a romance system in your games. You can use this to have events where you can marry your party members or marry NPCs.
Screenshots:
Video:
~Help~
Screenshots:
Video:
~Help~
Code:
COPYRIGHT
Copyright (C) William Ramsey, you have the right to use this commercially or
non-commercially in any RPG Maker MV project you see fit. There
is no fee for using it in a commercial game.
ABOUT
This plugin lets you have romantic points for any NPC you set up in the game.
HOW-TO
In order to set up an event, you need to put <upp_rm_name:Entity Name> in the
events note section. "Entity Name" can be what ever you want, for example:
<upp_rm_name:Jessica Spinnach>
Gain and Lose messages have symbols in them, and you're probably confused as to
what they mean. rom.amount is how many points were gained or lossed, rom.title
is the title of the points as defined in Romance Name, and rom.person is
whoever you set in the plugin command.
Additionally, you can use the same text commands you would when typing a message.
It's important to note that once an entities romance points are full, notifications
for gaining points will be disabled until you reduce some points.
Plugin Commands:
• upp_rom_manset Entity Name
This will manually add an entry, be careful though because if you have
an NPC already added and you use this, you'll get a double entry and
errors could happen. Only use this in cases where you want to
immediately add people at the start of the game, such as party members
for example.
[example] upp_rom_manset Jessica Spinnach
upp_rom_manset Albert Carrot
• upp_rom_link variable_id Entity Name
This command will link a variable to the amount of romance points an entity
has.
[example] upp_rom_link 1 Jessica Spinnach
• upp_rom_gain / upp_rom_lose amount Entity Name
This command will gain or lose a specified amount of romance points for an
entity.
[example] upp_rom_gain 5 Jessica Spinnach
upp_rom_lose 5 Jessica Spinnach
Conditional Branch/Control Variables Script Commands:
• uppRomance("value", "Entity Name")
This basically returns the romance value of an entity you've created. If
it doesn't exist, it will return 0. This will allow you to do some cool stuff
with events if your romance level is high enough (or low enough...) with a specific
character.
• uppRomance("full", "Entity Name")
This checks and sees if the romance value of an entity is full. If it is, it'll
return true, if not, it'll return false.