MZEli Self Variables - Set self variables to events and use it anywhere!
BMM Archive · July 15, 2026
Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.
Original Source
- Original title: Eli Self Variables - Set self variables to events and use it anywhere!
- Original author: Eliaquim
- Original date: February 9, 2021
- Source thread: https://forums.rpgmakerweb.com/threads/eli-self-variables-set-self-variables-to-events-and-use-it-anywhere.133231/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMZ)
Summary
{ "lightbox_close": "Close", "lightbox_next": "Next", "lightbox_previous": "Previous",
Archived First Post
Author: Hakuen Studio
Introduction
Keeping track of a lot of different variables can let you more sensitive to making a mistake. That's why self variables come in handy!
It works like self switches, but you can use numbers instead of just true/false(ON/OFF). And just use one variable in a lot of events!
Features
- Add self variables to events.
- These self variables are persistent across the map.
- Can use plugin command to change the self variable of other events/maps.
- Integration with the default event commands!
- Work on the conditions tab of an event page.
Detailed tutorial on steam
Steam Community :: Guide :: Native Self Variables (MV & MV)
This guide will teach you how to use the Self Variable plugin from Hakuen Studio. The main difference of this self variable plugin to the others, is that this one is totally integrated with the event
How to use
After installing the plugin, the only thing you need to do is name a game variable like this:
SV: your variable name here.
It must start with "SV:" (It is case sensitive, so set the SV upper case).
Now, you have three ways to manipulate the self variable values:
♦ Script Calls ♦
● Getting self variable values:
You can change the self variables value using the plugin command.
NOTE¹: If you want to show the value of a self variable in a text like \v[id], you will need the Eli Escape Codes, where you set up an escape code of your choice to get their values. By default is \sv[id].
SV: your variable name here.
It must start with "SV:" (It is case sensitive, so set the SV upper case).
Now, you have three ways to manipulate the self variable values:
♦ Script Calls ♦
● Getting self variable values:
- Current event -> this.selfVariableValue(varId) OR this.getSv(varId)
- Other events/map -> $gameVariables.selfValue([mapId, eventId, varId])
- Current event -> this.setSelfVariableValue(varId, value) OR this.setSv(varId, value)
- Other events/maps -> $gameVariables.setSelfValue([mapId, eventId, varId], value)
You can change the self variables value using the plugin command.
NOTE¹: If you want to show the value of a self variable in a text like \v[id], you will need the Eli Escape Codes, where you set up an escape code of your choice to get their values. By default is \sv[id].
How to use the super integration feature
The super integration is a feature that lets you operate the self variables using the default event commands. In another word, using the editor.
♦ Default event command ♦
Self Variables are stored just like Self Switches. This means, that they mix Map Id, Event Id, and Variable Id to build a key that will hold the value of the self variable.
To do that, they will need a Variable Id, Map Id, and Event Id to access a Self Variable value.
The Var Id will get from the event command itself, by the user.
The Map Id and Event Id will be automatically got by the plugin and combined to find the value of a self variable.
But if in case you want to check the value of a self variable of another event? Or even in another map?
Then you must set a variable id into the Target Variables located on the plugin parameter.
These Target Variables will let you change the Event Id and Map Id that was being set automatically when you use the event commands.
You just need to change their values to something above 0 and they will set a Target Map Id and Event Id.
Set their value to 0 if you want to restore the normal behavior.
* They also must be set as Self Variables.
They will work on any event command that uses variables!
♦ Default event command ♦
Self Variables are stored just like Self Switches. This means, that they mix Map Id, Event Id, and Variable Id to build a key that will hold the value of the self variable.
- MapId, EventId, VarId = value
- 114, 6, 2 = 345
To do that, they will need a Variable Id, Map Id, and Event Id to access a Self Variable value.
The Var Id will get from the event command itself, by the user.
The Map Id and Event Id will be automatically got by the plugin and combined to find the value of a self variable.
But if in case you want to check the value of a self variable of another event? Or even in another map?
Then you must set a variable id into the Target Variables located on the plugin parameter.
These Target Variables will let you change the Event Id and Map Id that was being set automatically when you use the event commands.
You just need to change their values to something above 0 and they will set a Target Map Id and Event Id.
Set their value to 0 if you want to restore the normal behavior.
* They also must be set as Self Variables.
They will work on any event command that uses variables!
Terms of UseUpdate Log
Hakuen Studio Self Variables for RPG Maker MZ by Hakuen Studio
Fully integrated Self Variables with the default event commands!
hakuenstudio.itch.io
Features Mentioned
- Add self variables to events.
- These self variables are persistent across the map.
- Can use plugin command to change the self variable of other events/maps.
- Integration with the default event commands!
- Work on the conditions tab of an event page.
- Detailed tutorial on steam
- Steam Community :: Guide :: Native Self Variables (MV & MV)
- This guide will teach you how to use the Self Variable plugin from Hakuen Studio. The main difference of this self variable plugin to the others, is that this one is totally integrated with the event
- steamcommunity.com
Downloads / Referenced Files
Log in to download
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
Terms of Use Update Log Hakuen Studio Self Variables for RPG Maker MZ by Hakuen Studio Fully integrated Self Variables with the default event commands!
Referenced Images / Attachments
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
Replies (0)
No replies yet.
0
replies
1
view
Topic Summary
Loading summary...