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Scene Glossary - SceneGlossary.js

Plugin desc : In-game glossary plugin

License : MIT License

Author : Triacontane

Website : https://triacontane.blogspot.com/

Desc page : https://triacontane.blogspot.com/

Download Page : https://raw.githubusercontent.com/munokura/triacontane-MV-plugins/refs/heads/main/SceneGlossary.js

File name : SceneGlossary.js

Help of plugin :

@plugindesc In-game glossary plugin
@author Triacontane
@url https://triacontane.blogspot.com/
@license MIT License

@help
English Help Translator: munokura
This is an unofficial English translation of the plugin help,
created to support global RPG Maker users.
Feedback is welcome to improve translation quality
(see: https://github.com/munokura/triacontane-MV-plugins ).
Original plugin by Triacontane.
Please check the latest official version at:
https://triacontane.blogspot.com
-----
An image and text description explaining the term will be displayed in the
window.

-How to Use
1. Register the item you want to treat as a term from the database.
For detailed registration instructions, see "Data Registration Method"
below.

2. Set the "Term Information" parameter (double-click the item).
Please note that launching the glossary from a plugin command without
setting this parameter will result in an error.

Terms can be viewed by retrieving the target item. There is also a
function to automatically register terms when the same word appears in a
text display command.
(You can also exclude specific terms from automatic registration.)

You can choose to display all terms in a single window or by category.
Select the display method from the parameters.
To display by category, specify "<SGCategory:XXX>" in the Note field.
You can specify categories separated by commas to belong to multiple
categories.

Example:
<SGCategory:XXX,YYY>

You can access the glossary screen from the menu screen or plugin command.

・Data Registration Method
1. Register new data in the item database.
Set "Item Type" to "Hidden Item A" or "Hidden Item B"

2. Enter the term's name in "Name"

3. Enter the following information in the "Note" field
(unnecessary fields can be omitted):
<SGDescription:Description>
- Term description (*1)
<SGCommonDescription:Description>
- Term common description (for reuse)
<SGNoItemText:Description>
- Description of unobtained term
<SGCategory:Category Name>
- Name of the category to which the term belongs
<SGManual>
- Exclude the term from automatic registration
<SGPicture:File Name>
- File name of the term's picture
<SGEnemy:Enemy Character ID>
- Display an enemy character image instead of a picture (*2)
<SGPicturePosition:Text>
- Picture display position
<SGPictureX:100>
- X-coordinate offset for the term's picture
<SGPictureY:100>
- Y-coordinate offset for the term picture
<SGTextPosition:100>
- Text display position
top:Top of window bottom:Bottom of window text:Bottom of text
<SGPicturePriority:top>
- Picture display priority
top / bottom
<SGPictureScale:0.5>
- Picture magnification
<SGPictureAlign:right>
- Picture alignment
left / center / right
<SGNoCollect>
- Exclude the term from collection rate calculation
<SGTextColorChange:1,10>
- Change text color to [10] when switch [1] is ON

*1 The following special control characters can be used:
¥COMMON[1]
- Replaced with <SG Common Description: aaa> for the item with ID [1].
¥mhp[3]
- Target enemy's maximum HP (3 digits, zero-filled)
¥mmp[3]
- Target enemy's maximum MP (3 digits, zero-filled)
¥atk[3]
- Target enemy's attack power (3 digits, zero-filled)
¥def[3]
- Target enemy's defense power (3 digits, zero-filled)
¥mag[3]
- Target enemy's magic power (3 digits, zero-filled)
¥mdf[3]
- Target enemy's magic defense (3 digits, zero-filled)
¥agi[3]
- Target enemy's agility (3 digits, zero-filled)
¥luk[3]
- Target enemy's luck (3 digits, zero-filled)
¥exp[3]
- Target enemy's experience points (3 digits, zero-filled)
¥money[3]
- Target enemy's gold (3 digits, zero-filled)
¥drop[1]
- Target enemy's [1]th drop item

*2 If you omit the enemy character ID, an enemy character with the same
name as the term item will automatically be set.

¥DATA[prop]
- Replaced with the "prop" property of the target data. (See below)
¥DATA[description]
- Description of the target data
¥DATA[price]
- Price of the target data
¥EFFECT_TYPE[0]
- Type of effect used for the [0th]th use of the target data
¥SCRIPT{aaa}
- Result of evaluating script [aaa].
- The target data can be referenced using the local variable [data].

・Usage Example 1 (Effect Amount (%) of the 0th use of the effect)
¥SCRIPT{data.effects[0].value1 * 100 + '%'}

・Usage Example 2 (Effect Amount of the 0th use of the effect)
¥SCRIPT{data.effects[0].value2}

Furthermore, you can use multiple pages for a single term.
Use the left and right directional pad to switch between pages.
<SGDescription2: Description>
- Description of the term on page 2
<SGPicture2: Filename>
- Filename of the picture for the term on page 2
<SGPicturePosition2: Text>
- Display position of the picture on page 2
<SGVisibleSwitch2: 1>
- Display pages 2 and beyond only when switch [1] is ON. (*)
* Hiding page 2 automatically hides pages 3 and beyond.

The same applies to pages 3 and beyond, up to a maximum of 99 pages can be
 specified.
When displaying multiple pages, do not specify "1" for the first page.
NG:<SGPicture1: Description>

The following tag is required when displaying terms in different
glossaries.
<SGType: 2>
- Type number to which the term belongs

To control command display in conjunction with "YEP_MainMenuManager.js,"
leave the "Command Name" field empty and set the "YEP_MainMenuManager.js"
parameters as follows:

Menu X Name: 'Glossary1'
Menu X Symbol: glossary1
Menu X Main Bind: this.commandGlossary.bind(this, 1)

- Additional Feature 1
Non-hidden "items," "weapons," and "armor" can now be displayed on the
dictionary screen. Enter the same information as the hidden item in the
Note field.
You can also create item, weapon, and armor encyclopedias.
To use this feature, enable the "Use Acquisition History" parameter.

- Additional Feature 2
By default, the glossary is displayed in item ID order.
However, you can individually set the display order using the following
tag.
If the same display order is used multiple times, the item with the lowest
ID will be displayed first.
<SGOrder: 5> // Displayed in the same order as ID[5].

- Additional Feature 3
Supports the creation of monster dictionaries.
1. Use the "AutoAdditionEnemy" parameter to retrieve terms with the same
name as the enemy character you fought.
2. Display the target enemy character's image in the <SGEnemy> Note field.
3. Display the target enemy character's parameters using control
characters such as ¥mhp[3].

- Additional Feature 4
You can display multiple pictures for a single term.
Enter the following tag in the Note field and specify the file name,
X coordinate, and Y coordinate, separated by commas.
<SGPlus1Picture: aaa,1,2>
- Display picture "aaa" at X[1] Y[2].

To display additional pictures, use the following:
<SGPlus2Picture: bbb,2,3>

- Additional Feature 5
You can assign page numbers to the glossary. Enable this setting from the
parameter.
If you don't want to display page numbers for individual terms, use the
Note field below.
<SGNoPageNum>

- Additional Feature 6
You can turn on any switch when opening a term page.
<SGViewingSwitch: 1>

Plugin Command Details
Execute from the "Plugin Command" event command.
(Parameters are separated by a space.)

GLOSSARY_GAIN_ALL
Acquires all terms registered in the database.
This only applies to terms treated as "hidden items," but if the
"Use Acquisition History" parameter is enabled, all items will be unlocked.
(The items themselves will not be acquired.)

GLOSSARY_LOSE_ALL
All term items registered in the database will be lost.

GLOSSARY_CALL [Type] [Category] [List Number]
Calls the glossary screen.
If the type is omitted, it will automatically be set to "1."
Example:
GLOSSARY_CALL 2
Specifying a category will open the glossary with the specified category
name and list number.
Example:
GLOSSARY_CALL 2 Person 1

GLOSSARY_BACK
Recalls the glossary screen with the last selected item reselected.
Example:
GLOSSARY_BACK

GLOSSARY_ITEM_CHANGE_CATEGORY [Item ID] [New Category]
Changes the category of the item with the specified ID.
Example:
GLOSSARY_ITEM_CHANGE_CATEGORY 10 AAA
* Only items can be changed. Weapons and armor cannot be changed.

GLOSSARY_ITEM_CHANGE_USABLE [Item ID] [ON or OFF]
Changes whether the item with the specified ID is usable.
(ON: Usable, OFF: Unusable)
Example:
GLOSSARY_ITEM_CHANGE_USABLE 10 ON
* Only items can be changed. Weapons and armor cannot be changed.

・Script Details
Returns true if the itemId can be used as a glossary item.
$gameParty.isUsableGlossaryItem(itemId);

Returns the collection rate corresponding to the specified category name
and term type name.
If the term type is omitted, [1] is set.
$gameParty.getCompleteRate(categoryName, typeName);

Terms of Use:
You may modify and redistribute this plugin without permission from the
author, and there are no restrictions on its use (commercial, 18+, etc.).
This plugin is now yours.

@param GlossaryInfo
@text Terminology information (required)
@desc Glossary information. You can add any glossary. Be sure to register at least one term.
@default ["{¥"GlossaryType¥":¥"1¥",¥"CommandName¥":¥"Glossary¥",¥"UseCategory¥":¥"false¥",¥"CommandSwitchId¥":¥"0¥",¥"BackPicture¥":¥"¥",¥"SelectAction¥":¥"0¥",¥"SelectSwitchId¥":¥"0¥",¥"SelectVariableId¥":¥"0¥",¥"ConfirmMessage¥":¥"false¥",¥"ConfirmUse¥":¥"Use¥",¥"ConfirmNoUse¥":¥"Cancel¥",¥"GlossaryHelp¥":¥"Explains terms that appear in the game.¥",¥"CategoryHelp¥":¥"Please select a category.¥",¥"ConfirmHelp¥":¥"¥",¥"UsingHelp¥":¥"¥",¥"CompleteView¥":¥"false¥",¥"CompleteMessage¥":¥"Collection rate ¥¥¥¥c[2]%1¥¥¥¥c[0] %¥",¥"ShowingItemNumber¥":¥"false¥",¥"UsableDefault¥":¥"true¥",¥"UseItemHistory¥":¥"false¥",¥"GlossaryListWidth¥":¥"240¥",¥"VisibleItemNotYet¥":¥"¥"}"]
@type struct<GlossaryData>[]

@param Layout
@text Layout
@desc This is a layout setting related item. Please do not enter anything here as this is a summary item.

@param FontSize
@text Font size
@desc The font size for the glossary.
@default 22
@type number
@parent Layout

@param AutoResizePicture
@text Automatic image reduction
@desc When displaying a picture in a window, it will be automatically reduced to fit the picture. This is invalid if you specify a text position.
@default true
@type boolean
@parent Layout

@param PicturePosition
@text Image display position
@desc The display position of the image. (top: top of the window bottom: bottom of the window text: end of the text)
@default top
@type select
@parent Layout
@option top
@option bottom
@option text

@param TextPosition
@text Text display position
@desc The Y coordinate of the text. If 0, it will be automatically set based on the image display position.
@default 0
@type number

@param PictureAlign
@text Image Alignment
@desc Image alignment. (left: left alignment center: center alignment right: right alignment)
@default center
@type select
@parent Layout
@option left
@option center
@option right

@param PicturePriority
@text Image Priority
@desc Image display priority (top: above the text bottom: below the text)
@default top
@type select
@parent Layout
@option top
@option bottom

@param ThroughBackPicture
@text Background picture transparency
@desc Displays the normal background (map screen) behind the background picture.
@default false
@type boolean
@parent Layout

@param FramelessDesign
@text Frameless design
@desc Hides the borders and backgrounds of various windows.
@default false
@type boolean
@parent Layout

@param NewGlossaryColor
@text New term color
@desc This is the color used to indicate new terms. Please select from the system colors.
@default 2
@type number
@parent Layout

@param PageWrap
@text Page wrapping
@desc If there are multiple pages, if you have reached the last page, return to the first page.
@default true
@type boolean
@parent Layout

@param AutoAddition
@text Automatic Registration
@desc Automatically registers when the same word appears in a command to display a sentence. (ON/OFF)
@default false
@type boolean

@param AutoAdditionEnemy
@text Automatic enemy character registration
@desc When you defeat an enemy character, the word with the same name as the enemy character will be automatically registered. (ON/OFF)
@default false
@type boolean

@param SwitchAutoAdd
@text Auto-Register ID Switch
@desc When a term item is automatically registered, the switch with the specified number will be turned ON. Specify this if you want to send some kind of notification.
@default 0
@type switch
@parent AutoAddition

@param VariableAutoAdd
@text Auto-enrollment ID variable
@desc When a term item is automatically registered, the item ID is set to the variable with the specified number.
@default 0
@type variable
@parent AutoAddition

@param CategoryOrder
@text Category sort order
@desc If you want to change the category order, specify the category name.
@type string[]

@param CategoryUnusable
@text Prohibited Categories
@desc The categories specified here will not be usable even if "Item Use" is enabled.
@type string[]

@param ShowPageNumber
@text Page Number Display
@desc For multi-page terms, display the page number at the bottom of the glossary.
@default true
@type boolean

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