/*:
*
* @plugindesc MultipleStepCount v1.0 This plugin allows you to store and reset mutilple step counts with variables in the parameters
*
* @author TeasJams
*
* @param Step Counter 1
* @desc Set your desired variable
* @default 0
*
* @param Step Counter 2
* @desc Set your desired variable
* @default 0
*
* @param Step Counter 3
* @desc Set your desired variable
* @default 0
*
* @param Step Counter 4
* @desc Set your desired variable
* @default 0
*
* @param Step Counter 5
* @desc Set your desired variable
* @default 0
*
* @param Step Counter 6
* @desc Set your desired variable
* @default 0
*
* @param Step Counter 7
* @desc Set your desired variable
* @default 0
*
* @param Step Counter 8
* @desc Set your desired variable
* @default 0
*
* @param Step Counter 9
* @desc Set your desired variable
* @default 0
*
* @param Step Counter 10
* @desc Set your desired variable
* @default 0
*
* @help
*
* Assign each step count to a variable of your choice, you can manipulate the step count using variable event options in the engine.
*/
(function(){
var parameters = PluginManager.parameters('MultipleStepCounter');
var stepCount1 = Number(parameters['Step Counter 1']);
var stepCount2 = Number(parameters['Step Counter 2']);
var stepCount3 = Number(parameters['Step Counter 3']);
var stepCount4 = Number(parameters['Step Counter 4']);
var stepCount5 = Number(parameters['Step Counter 5']);
var stepCount6 = Number(parameters['Step Counter 6']);
var stepCount7 = Number(parameters['Step Counter 7']);
var stepCount8 = Number(parameters['Step Counter 8']);
var stepCount9 = Number(parameters['Step Counter 9']);
var stepCount10 = Number(parameters['Step Counter 10']);
var Game_Party_prototype_intitialize = Game_Party.prototype.initialize;
Game_Party.prototype.initialize = function() {
Game_Party_prototype_intitialize.call(this);
Game_Unit.prototype.initialize.call(this);
this._steps1 = 0;
this._steps2 = 0;
this._steps3 = 0;
this._steps4 = 0;
this._steps5 = 0;
this._steps6 = 0;
this._steps7 = 0;
this._steps8 = 0;
this._steps9 = 0;
this._steps10 = 0;
this.initAllItems();
};
var Game_Party_prototype_increaseSteps = Game_Party.prototype.increaseSteps;
Game_Party.prototype.increaseSteps = function() {
Game_Party_prototype_increaseSteps.call(this);
this._steps1++;
this._steps2++;
this._steps3++;
this._steps4++;
this._steps5++;
this._steps6++;
this._steps7++;
this._steps8++;
this._steps9++;
this._steps10++;
var count1 = this._steps1;
var count2 = this._steps2;
var count3 = this._steps3;
var count4 = this._steps4;
var count5 = this._steps5;
var count6 = this._steps6;
var count7 = this._steps7;
var count8 = this._steps8;
var count9 = this._steps9;
var count10 = this._steps10;
$gameVariables.setValue(stepCount1, count1);
$gameVariables.setValue(stepCount2, count2);
$gameVariables.setValue(stepCount3, count3);
$gameVariables.setValue(stepCount4, count4);
$gameVariables.setValue(stepCount5, count5);
$gameVariables.setValue(stepCount6, count6);
$gameVariables.setValue(stepCount7, count7);
$gameVariables.setValue(stepCount8, count8);
$gameVariables.setValue(stepCount9, count9);
$gameVariables.setValue(stepCount10, count10);
};
var Game_Variables_prototype_setValue = Game_Variables.prototype.setValue;
Game_Variables.prototype.setValue = function(variableId, value) {
Game_Variables_prototype_setValue.call(this);
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount1) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps1 = value;
}
this._data[variableId] = value;
this.onChange();
}
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount2) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps2 = value;
}
this._data[variableId] = value;
this.onChange();
}
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount3) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps3 = value;
}
this._data[variableId] = value;
this.onChange();
}
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount4) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps4 = value;
}
this._data[variableId] = value;
this.onChange();
}
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount5) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps5 = value;
}
this._data[variableId] = value;
this.onChange();
}
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount6) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps6 = value;
}
this._data[variableId] = value;
this.onChange();
}
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount7) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps7 = value;
}
this._data[variableId] = value;
this.onChange();
}
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount8) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps8 = value;
}
this._data[variableId] = value;
this.onChange();
}
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount9) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps9 = value;
}
this._data[variableId] = value;
this.onChange();
}
if (variableId > 0 && variableId < $dataSystem.variables.length && variableId == stepCount10) {
if (typeof value === 'number') {
value = Math.floor(value);
$gameParty._steps10 = value;
}
this._data[variableId] = value;
this.onChange();
}
};
})();