Yanfly

Yanfly [YEP] Yanfly Engine Plugins | NEWEST: Extended Doodad Pack 1 | Plugin Count: 122+

5,713 posts in this topic

 

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Latest Plugin: Extended Doodad Pack 1

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Here are some plugins made for RPG Maker MV, a piece of software that lets you create your own role playing games for the PC, Mac, and various mobile devices! Keep in mind that these plugins are made for RPG Maker MV only! They do not work on other RPG Makers.

 

THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, AND BUG REPORTS!

This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.

 

 

To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.

 

NOTE: Read this before submitting a bug report on this thread:

  • I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code.
  • I am not responsible for bugs created by plugins created by other makers. There will be no compatibility patches made between my plugins and non-YEP plugins. This is not because I disrespect other plugin makers. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind this is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins.
  • I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead.
  • I am not obligated to explain to you how to code in JavaScript. There are plenty places online to learn it but this thread is not that place.
  • I am not obligated to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.
  • I am not going to "fix" my plugins to work with the Exclude unused files feature that comes with RPG Maker MV. The feature exists primarily for games that don't use plugins or games that use plugins that do not reference other game files. Read about it here in detail.

 

ALL bug reports MUST follow these guidelines and use this template:

 

Plugin Name: (What is the name of the plugin?)

Do you have all the latest updates for the plugins in question? (Click here for all of the latest updates and install themIf you do not have the latest updates, I will ask you to remake the bug report)

Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting)

Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)

Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines:

  1. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.
  2. The project's file size must be 200 MB or LESS. Remove unnecessary audio and image files until you reach that size or use MV Stripper if you need help doing so.
  3. Install -only- the affected plugins. Do NOT copy/paste them over from your project's Plugin Manager. If you're using non-YEP plugins, do NOT include them. That said, I apologize that both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.
  4. Do -NOT- rename the plugins' filenames. They will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.
  5. Make sure they're in the EXACT order listed on Yanfly.moe. The correct ordering of plugins is important. Some plugins will not work if they aren't in the right order.
  6. Do -NOT- deploy the project through File > Deployment. Do -NOT- box the sample project. If I cannot open up the sample project when I get it, you will have to redo it all.

Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).

Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)

Did you recreate the bug on the sample project? (If not, do so. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.)

Upload the sample project and share the link (ABSOLUTELY REQUIRED):

  1. Use WinZip or WinRAR to archive the project. Do -NOT- archive it multiple times.
  2. Upload it on a website like Mediafire.com or Dropbox. Do -NOT- use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it somewhere else.
  3. Post the link here. If you do not include a sample project that meets these guidelines, the bug report will be invalid. There are NO exceptions.

 

WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:

 

If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

 

  1. It makes the user go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development. If you cannot be bothered to learn how to troubleshoot, I'm afraid RPG Maker will be giving you a whole lot more stress later on.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. If you are not serious about getting a bug fixed for your game, then I have no reason to be serious about getting it fixed for you. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.

 

Thank you for understanding.

 

BASIC TROUBLE SHOOTING

 

1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/

2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.

3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?

4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 

You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/

Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.

5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.

6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.

 

F.A.Q. ABOUT ATB AND CTB PLUGINS

 

The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

  • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
  • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
  • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
  • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
  • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
  • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 

 

TERMS OF USE

 

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Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.

 
Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.
 
I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.

 

HOW TO INSTALL PLUGINS

 

Spoiler

 

And below are the plugins I've made. I strongly recommend that you place these plugins in the following order if you plan on using them. The plugins here will link to the individual posts on this thread for more detail.

 

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  • Core Engine – The Core Engine plugin is a plugin that’s made to address the core aspects of your game project, from raising the limits of stats to changing the colors of your window objects. Also to be included with this plugin will be any bug fixes made for RPG Maker MV. This plugin will be periodically updated whenever there is a new bug that is fixed. Yanfly Engine Plugins’ Core Engine is not a requirement for the plugin library to work.
  • Base Parameter Control - The base parameters, MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, and LUK all play a very important part of battle, yet, so very little control is given to the developer in regards to these important stats. This plugin will give more control over how the stats are handled and more.
    • Class Base Parameters - For those who don’t like the way base parameters are determined by the editor, you can use your own formulas to determine the parameter growth for each class using this plugin. This plugin also allows you to adjust the exp needed for each level per class.
  • Class Change Core - This plugin creates a system where your player can change classes through the main menu allowing for more customization!
    • Subclass - Requires the Class Change Core plugin. This plugin enables your actors to be able to have a secondary class as a subclass! Subclasses can carry over skills, skill types, traits, and stats! How they carry it over is entirely up to you!
  • Extra Parameter Formula - The values for the Extra Parameters: HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, and TRG, in RPG Maker MV are only able to be ever modified by traits by the various database objects. While it is flexible, RPG Maker MV does not enable you to utilize custom formulas to make things such as ATK and AGI influence HIT rate or LUK influence CRItical hits. With this plugin, now you can along with a few more goodies!
  • Load Custom Fonts - For those using custom fonts, you may have noticed that not all fonts from the /fonts/ directory are loaded at the time the game is loaded. This plugin let's you place the fonts into the /fonts/ directory and then load them as the game starts.
  • Main Menu Manager – Have more control over your main menu straight from the Plugin Manager. Add, remove, hide, show, enable, disable commands from your main menu altogether!
  • Message Core – The Message Core plugin adds more functionality to the default RPG Maker MV message system, enabling more text codes, a name box, and adjustable message window sizes!
    • Extended Message Pack 1 - This plugin extends the amount of things the Message system can do in RPG Maker MV. These features range from text sounds, more name window options, face index control, hex colors, extended choice controls, and more precise window positioning control. New text codes are also added to further ease the usage of the message window.
    • Message Macros - Ever get tired of having to do \c[6]\n[1]\c[0]? With this plugin you can create a macro where you can type \m[1] and it will do just that. This is a utility plugin for RPG Maker MV developers. Using this plugin, you can now develop macros for the message system or anywhere that uses text codes in general. This plugin will allow you to define what macro ID’s will change into what text in-game!
  • Save Core - This plugin provides a new save interface for the player. Along with a new interface, the player can also load and delete saves straight from the menu itself. This will in turn make the save command from the Main Menu always available, but the save option within the new save menu will be enabled depending on whether or not it is allowed or disallowed. From the interface, the player is given more information regarding the save file including the the location the player saved at, the amount of gold available, and any variables that you want to show the player as well.
    • New Game+ - New Game+ is a great way to provide replay value for your game. It lets the player re-experience the game in a different way with either carried over items, to carried over party members, to carried over skills, switches, and variables even. There exists many options to change how New Game+ will work for your game.
  • Self Switches & Variables - RPG Maker MV comes with Self Switch functionality. However, the number of Self Switches provided is a mere 4 in total, not enough for some of the more complex events. This plugin will let you extend the number of Self Switches. Self Variables, on the other hand, do not exist in RPG Maker MV, so this plugin will provide functionality for that as well.
  • Special Parameter Formula - The values for Special Parameters: TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, and EXR are lesser used and lesser known, but are only modified by database object traits. This plugin enables you to utilize custom formulas for these Special Parameters to alter them in such a way where MAT can alter the MP Cost of skills and whatnot.

 

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  • Battle Engine Core – The default battle system for RPG Maker MV now allows for the ever so popular side-view! However, we can beef it up a little bit more using the Battle Engine Core to add more features and capabilities to the battle system!
    • Action Sequence Pack 1 – The first of three action sequence packs to be made for YEP’s Battle Engine Core! This pack includes action sequences that are mechanics-related for your actions.
    • Action Sequence Pack 2 – The second of three action sequence packs for the Battle Engine Core focus on visual aspects of an action such as moving, jumping, changing the screen tint, and more!
    • Action Sequence Pack 3 – The third action sequence pack for this set includes the ability to control the camera and zooming! Use these action sequences provided by this plugin to make your actions look nice and flashy!
    • Animated Sideview Enemies - This plugin requires Battle Engine Core. This extension plugin allows you to animate enemies in a number of ways, from giving static enemies breathing, floating, and scaled attributes to utilizing animated sideview actors as potential battlers for your enemies instead of static graphics to help make your enemies appear more lively!
    • Battle System - ATB - The ever so popularly requested battle system: ATB! Made similarly to match the Final Fantasy series, the ATB system starts off with your characters filling up their gauges before they can input an action. Once an action is inputted, they start to quickly charge it up before going to perform their attack.
      • Visual ATB Gauge - For Yanfly Engine Plugins – Battle System – ATB users, you can now display ATB gauges for your enemies! This plugin is plug and play but it does require the YEP_BattleSysATB plugin. The gauges can be shown either below or above the enemies
    • Battle System - CTB - This plugin requires Battle Engine Core. The fabled Battle System – CTB! Battle participants are placed in a visible turn order based on their agility and speed. When it becomes their turn, they input an action and execute it immediately, then proceed back in line. The CTB system focuses heavily on turn manipulation to change the strategic flow of battle.
    • Counter Control - The default counterattack trait in RPG Maker MV doesn't give many options for the developer. It's a skill that flatout cancels out the physical skill of the attacker by evading it and then producing a normal attack from the counterattacker. This plugin will give you more control over how counters work in the sense that you can choose to have the counter connect first before allowing the counter skill to proc.
    • In-Battle Status - In battle by default, there's no way to check your party's status. This plugin will add a new 'Status' command to the Party Command Window (with Fight and Escape) to allow players to check party members. Here, the player can view each party member's current parameters, get a list of all states, buffs, and debuffs. The player can scroll through the list and view newly added help descriptions of the states, buffs, and debuffs in a help window.
    • Visual HP Gauge - Want to display HP gauges visibly on enemies? And possibly even your allies? Want to give certain enemies different color HP gauges or make it longer than usual? Or make it required that enemies must be defeated first before showing their HP gauge? Well, now you can!
    • Weak Enemy Poses - Non-animated enemies often appear lifeless. They maintain one appearance throughout the whole battle and do not change it under any circumstances. This plugin allows you to set different images for enemies when they are under certain health percentages as well as other conditions.
  • Absorption Barrier - The Absorption Barrier is a new mechanic added for battle. Barrier Points, a new type of stat, provide a layer of protection for battlers. Any direct damage that would normally be done to HP would be dealt to the battler's Barrier Points first, mitigating any real damage dealt to the battler. Any remaining damage is then dealt to the battler.
  • Battle A.I. Core – Tired of dumb enemies that turn your otherwise challenging game into an easy-peasy walk in the park? The Battle A.I. Core plugin allows you to manually adjust the settings and patterns of your enemies so that they can deliver MANLY poundings onto your players.
  • Battle Select Cursor - This plugin allows you to set custom cursors when selecting allies and/or enemies for targeting while in battle. This is to help with better visual cues when picking a target if the flashing battler isn't enough.
  • Battle Status Window - This plugin replaces the default battle status window, which was shown in a row format, to a column-based format that also displays the party’s faces.
  • Buffs & States Core - Alter the basic mechanics behind buffs and states that aren’t adjustable within the RPG Maker editor. Such mechanics include altering the maximum number of times buffs can stack, changing the turns remaining on buffs and states, and the rules involved when reapplying states.
    • State Categories - This plugin allows you to set categories for your states. They can be one category, multiple categories, or no categories. With this in mind, there's a few new features this plugin provides that pertains to this category system such as removal of states under a certain category and the ability to have them bypass certain key removal aspects such as on Death removal or Recover All removal.
    • Tick-Based Regen - For those running a Tick-Based Battle System with the Battle Engine Core (ie. Active Turn Battle or Charge Turn Battle), this will automatically set your states for Turn End timings to use a Time Based system, but in turn, causes regeneration effects to occur individually.
    • Visual State Effects - States are amongst one of the most important aspects of the battle system. Therefore, relaying proper information to the player is extremely important. RPG Maker MV does relay information to the player about the various states and effects, but it is far from perfect. This plugin allows you to add more detail and visual effects regarding states to relay proper data.
  • Damage Core - The Damage Core plugin enables you to have full control over the damage calculation process of your game ranging from individual damage formulas to damage caps to damage calculation steps.
    • Armor Scaling - Scale defensive stats relative to a universal scale and gives your players a way to increase and decrease damage without having to provide pure stats. Adds new gameplay mechanics such as Armor Penetration and Armor Reduction into your game!
    • Critical Control - It's time to make that LUK stat less useless! This plugin allows you to modify the critical hit rate formula across a global scale and for an individual skill/item scale.
  • Element Core - Elemental control in RPG Maker MV is pretty lacking. The calculation of how multiple elements are handled aren't very clear nor are they too intuitive when it comes to certain aspects. This plugin also gives way to skills and items having more than one element, battlers being able to absorb, reflect, amplify elemental damage, and more!
  • Extra Enemy Drops - By default, RPG Maker MV limits enemies to only drop up to 3 items max and at very limited drop rates. This plugin allows you to add more than 3 items at drop. In addition to having more than 3 drops, this plugin also allows you to expand the enemy drops to have conditional drops, drops that will only appear before the player if certain conditions are met.
  • Force Advantage - This plugin enables you to force a battle advantage on the next upcoming battle, whether it is forced or a random encounter. These advantages can be either pre-emptive strikes, surprise attacks, or even forcing a completely normal battle with no advantage. This plugin also enables specific common events to play upon different battle types.
  • Hit Accuracy - By default, RPG Maker MV's action accuracy formula is unintuitive. For what it matters, the accuracy of the skill is determined first, then the evasion of the target is determined second regardless of the accuracy of the first check. This means that even if an attacker has 1000% HIT accuracy, the skill can still be evaded by the enemy's 5% EVA stat. So instead, this plugin will provide control over an action's accuracy formula and evasion formula. By this plugin's default settings, accuracy will now be calculated where the* attacker's HIT and the enemy's EVA are set against one another for a more intuitive accuracy formula.
  • Life Steal - Life Steal is a mechanic in RPG Maker MV that only exists in the form of specific skills or items. There is no way to passively gain Life Steal from physical, magical, or certain hit attacks. This plugin will allow you to set passive Life Steal traits for physical, magical, and certain hit attacks for both HP and MP values.
  • Target Core - The Target Core plugin is made to expand upon the existing target scopes provided by RPG Maker MV. This plugin enables you to use more target scopes, with a larger variety of ways to select actors and enemies with bonus ways to select targets combined with the Row Formation plugin.
    • Area of Effect - Sometimes, targeting one foe isn’t enough and targeting all foes is too many. The right mix in between would be area of effects to target only a certain area of foes. This plugins enables area of effect targeting to come in the forms of circular areas, column areas, row areas, and even the whole screen.
    • Selection Control - When selecting targets, RPG Maker MV has it set by default that the list of valid targets is always either alive enemies, alive allies, or only dead allies. Actions would not be able to target either actors or enemies or change from single target to multiple targets. This extension plugin for the Target Core will allow you to break free of that restriction for better selection control of targets as well as insert customized conditions.
  • Taunt – Taunts have become a mainstream game mechanic for many games. It’s only natural to port something like that over to RPG Maker MV! Included in this plugin are taunt effects and taunt nullification effects!
  • Victory Aftermath – Replace the default RPG Maker victory messages with this plugin’s Victory Aftermath windows to provide more accurate and visual data to your players!
    • Aftermath Level Up - This plugin is an extension plugin for the Victory Aftermath plugin. This adds a level up section to the Victory Aftermath sequence to show the individual parameter changes the actor has acquired in addition to skills that the actor may have learned. This segment will be omitted if there are no actors to level up or if the game has the segment disabled. When there are multiple actors leveling up, the Victory Aftermath will cycle through each of the actors.
 
Item.jpg
 
 
  • Item Core – The Item Core plugin changes a lot of things about your project, from the item menu to independent items. But more importantly, this plugin builds a bridge for those who wish to do more with their items…
    • Attachable Augments - Attachable Augments is an extension plugin made for the Item Core plugin. It allows equipment to be able to attach augment components to various slots, that you can define individually per item. These slots can be of a certain category unique to that item or global across all items. The effects used with the augment can involve parameter changes, adding skills, adjust state resistances, place attack elements, and more!
    • Item Disassemble - Sometimes, there are items that simply not useful to the player anymore. In that case, why not give players the option to break down the item into something a little bit more useful? Using this plugin, players can break down and disassemble items, weapons, and armors into something else. Using different types of disassemblers, the player can get different types of items back, too.
    • Item Durability - Independent Weapons and Armors will now have a Durability value. Over the course of battle, equipment durability will drop based on actions performed, damage taken, and the like. When a piece of equipment’s durability value reaches 0, the piece of equipment will break. Durability can be repaired by items and increased by skills, too.
    • Item Upgrade Slots – This plugin requires the Item Core plugin as this plugin is an extension plugin for it. This plugin enables your players to be able to uprade their weapons and armors through a dedicated slot system.
  • Item Synthesis - Item synthesis is now a pretty common aspect of most RPG's where the player can craft their own items after acquiring recipes. This plugin enables your players to be able to do that after acquiring the said recipes. Recipes can come in the form of items, weapons, and/or armors and transcribed in them are what items, weapons, and/or armors they can make. These items can be made from the main menu and/or synthesis locations!
  • Shop Menu Core - The shop menu in RPG Maker MV is the same as it was in RPG Maker VX and RPG Maker VX Ace. It's relatively basic and provides adequate information, but not really enough to let the player know what they're actually buying or even selling. This plugin enables shops to show more than just the basic information displayed in RPG Maker MV and even allows for custom commands to be inserted into the command window.
    • More Currencies - As an extension of the Shop Menu Core, this plugin enables you to have items cost multiple currencies or different currencies using variables and/or other items themselves.
 
Skill.jpg
 
 
  • Skill Core – The Skill Core plugin enables you to modify the core aspects of skills such as the cost and effects. With this plugin, HP costs are also implemented, too.
    • Limited Skill Uses - This is an extension plugin for the Skill Core plugin. This plugin enables you to set a limited amount of times certain skills (or all skills) can be used per battle or ever. This adds a different type of skill currency and balance mechanic in limiting the amount of times a skill can be used without directly having alter MP, TP, or the like.
    • Party Limit Gauge - This plugin requires the Skill Core plugin and enables a Party Limit Gauge for both the player party and the enemy party. These gauges will fill up or decrease depending on what actions take place. The amounts they raise can be adjusted within the plugin's parameters to your liking. Once a party has enough of the Party Limit Gauge, members from that party can use it as a skill resource to unleash powerful actions in battle!
    • Skill Cooldowns – Skill Cooldowns is an extension plugin for the Skill Core. This plugin enables you to give your skills cooldowns, a game mechanic which prevents skills from being repeatedly used requiring the player to wait a few turns in order for the skill to become available for use again.
    • Skill Cost Items - This plugin requires Skill Core. Now you can set costs for skills using items. The item costs will appear next to the other skill costs displaying the icons of the items needed and the amount of the items to be used. Item costs using this plugin can be altered by set and percentile amounts in addition to being replaced altogether by a substitute item.
  • Instant Cast – Instant Cast allows for skills and items to be instantly used after being selected without using up the user’s turn!
  • Skill Learn System - This plugin enables your game’s actors to learn skills from the skill menu. This can be done via either gold, items, or Job Points. It provides the player an alternate way of acquiring skills aside from leveling up.

 

Equip.jpg

 

 

  • Equip Core – The Equip Core plugins makes quite a few changes for your projects. It affects the equip menu, equipment type handling, equipment rulings, and parameter control.
    • Change Battle Equip - This plugin enables your player to be able to switch out an actor's equips mid-battle. This will take the player to the Equip menu rather than leave the player inside the battle scene.
    • Equip Customize Command - Games that use the YEP_X_ItemUpgradeSlots, YEP_X_ItemDurability, and YEP_X_AttachAugment plugins may notice that it's not too intuitive to modify items from the item menu when they're equipped to the actors in the equip menu. This plugin will add a "Customize" option to the Equip menu that will function as a shortcut to the Item menu for quick customization access.
    • Equip Requirements - Place restrictions on when an actor can equip a weapon or piece of armor. Set level requirements, stat requirements, switch requirements, and more. This plugin will also provide a separate equipment requirement window to show the player what is needed in order for gear to be equipped.
  • Weapon Animation - Ever wanted to give your swords different images despite being the same sword type? Or how about your axes? Or any weapon? Now you can! On top of that, you can even use custom images to accomplish this.
  • Weapon Unleash - This plugin allows your game to be able to replace the Attack and Guard commands or give them the option of having a skill randomly occur when using them in reference to Golden Sun's Weapon Unleash system!
 
Status.jpg
 

 

  • Status Menu Core - This plugin replaces the Status menu with a whole new layout. Including the function to display more information regarding the actor.
    • Actor Variables - This plugin requires the Status Menu Core. Ever wanted to display unique Game Variables into the status menu to portray your actors? Now you can! These variables can come from a global or individual source per actor. Variables listed in the Global Columns found in the parameters will be listed for all actors. Variables defined in the actor noteboxes will be listed for that actor when displayed.
    • Battle StatisticsEver wanted to log the battle statistics of your actors over the course of the entire gameplay? Well, now you can!
    • Profile Status PageThis plugin requires the Status Menu Core. This plugin adds a new 'Profile' command to the Status Menu where the player can read up on the actor's biography. Pictures can be added in. Text can be updated mid-game, too!
 
Gameplay.jpg
 

 

  • Auto Passive States – Add passive states to your game! They can be innate to actors, classes, appear when a piece of equipment is worn, or after an actor learns a skill! Having a passive state increase gameplay depth by a lot!
    • Passive Aura Effects - Passive Aura Effects are commonly found in many online multiplayer games with RPG elements. When a battler can give out an aura, it will affect other nearby battlers, too, either ally and/or foe. This plugin will allow states to generate aura effects for other party members, opponents, or specifically for actor and/or enemy parties.
  • Enemy Levels - This plugin allows enemies to function off of a leveling system. An enemy’s level will be increased relative to the player under specific rulings and will increase its stats based on its level.
  • Enhanced TP - The TP system in RPG Maker MV is rather limiting. A lot of the TP system is hardcoded in giving RPG Maker MV users very little control over how much TP gain a battler can receive from particular actions and situations. This plugin gives you the ability to adjust how much TP battlers will acquire various actions, different TP modes, and letting players selecting and pick what TP mode they want for each actor.
    • More TP Modes - This is an extension plugin for Enhanced TP. For those who think that 20 TP Modes isn’t enough, this will expand the amount of TP Modes for your game by another 20 each for a total of 100 TP Modes!
  • Equip Battle Skills - This plugin creates a new gameplay mechanic where players have to choose which skills to bring into battle. They can select what skills to bring from the skill menu. In addition to being able to do that, equipped skills can also add bonuses such as stat stats and/or passive states.
    • Allowed Types - For those who are using the Equip Battle Skills plugin, you may have noticed that the 'Skills' command replaces all skill types in the battle command window. For those who'd like to have certain skill types continue working, you can use this plugin to create an exception for it. The skill types found listed in the plugin parameters will be given an exception and will be shown in battle. Any skill that contains the skill type also cannot be equipped in a battle skill slot.
    • Equip Skill Tiers - This plugin imposes a limit upon actors to limit what skills can be equipped based on tiers. The player must abide by the limits before being able to exit the menu allowing for better control over gameplay balance.
  • Job Points - This plugin by itself will not change any major game functions, but instead, it works in combination with other plugins that make use of this plugin's functions should you decide to incorporate Job Points into your game.
  • Party System - This plugin replaces the “Formation” command found in the in-game menu with a new scene where the player can adjust the party he or she wants in a more comfortable way.
    • Actor Party Switch - For games that benefit more from individual party switching, this plugin grants players the ability to switch party members on an individual basis rather than entire parties at a time mid-battle. However, actors that have just switched in and are on cooldown, required for battle, or locked in the party position cannot switch out.
  • Repel & Lure Encounters - In RPG Maker MV, you can either choose to enable encounters or disable them completely. However, making a system that repels encounters for a certain amount of steps or increase the encounter rate for a certain amount of steps is a whole different matter. This plugin allows you to create ways to repel encounters, generate lures, and the rate at which lures are done.
  • Row Formation - This plugin places party members into row formations to give them distinct advantages based on row location in the form of states for maximum control. Skills and items are capable of moving targets to different row locations.
  • Steal & Snatch - Stealing is a commonly used mechanic found in many traditional RPG's. This plugin enables you to replicate that mechanic and add more depth upon it.
 
Utility.jpg
 
 
  • Animated Tile Option - Some players may experience lag when walking near animated tiles. This is due to the fact that animated tiles constantly draw, delete, and redraw the tiles every few frames. Unfortunately, due to Pixi2's drawing method, there exists some memory leaks when this kind of drawing occurs. On mobile devices or weak computers with little memory to spare, this can potentially cause some games to crash. The option to enable/disable animated tiles is now in the options menu for players to toggle.
  • Auto Switches - This plugin allows you to set switches that are either always enabled or always disabled based on a various conditions. These conditions are here to help enable easier access to determining the lesser frequently seen flags set by the game such as determining if the game is running via debug mode or on a certain type of browser.
  • Base Troop Events – Wanted to place an event in every single battle but copy/pasting it is too inefficient? Now, you can do it using Base Troop Events, where every single battle takes a template of events from the selected troop you want it to!
  • Button Common Events - This plugin enables you to bind common events to the individual buttons on your keyboard. Instead of having the standard Z for OK and X for cancel, you can make other keys work differently. With the exception of important keys that shouldn't be altered, nearly full access is given across the span of the keyboard.
  • Call Event - This is a reproduced method from RPG Maker 2000 and RPG Maker 2003. It allows the game to call a page’s events as if it were a common event. These events can be drawn from any event on any map within the game.
  • Common Event Menu - The Common Event Menu allows you to create your own custom menu setups. When using it, you can list whatever common events you so wish and generate a menu that when selecting the menu command, it will run the common event. This common event menu setup allows you to utilize a help window, a picture window, and a subtext window to allow for your own personal touch when using the common event window.
    • Common Event Menu Setup Pack 1 - For those using the Common Event Menu and are rearranging windows around, you may have realized that it can take quite a bit of work to do. This extension plugin contains various setups that come easy for you to make quick menu setups for.
    • Common Event Menu Setup Pack 2 - For those using the Common Event Menu and are rearranging windows around, you may have realized that it can take quite a bit of work to do. This extension plugin contains various setups that come easy for you to make quick menu setups for. This is the second Common Event Menu Setup Pack, with more options for you to pick from and give your Common Event Menus a nice fresh look fit for each type of menu.
  • Credits Page - This plugin adds a ‘Credits’ command to the title screen that will bring up a window of a credits page made the way you want. Text codes can be used for the credits page to allow for more customization options. Furthermore, specific entries can be tied to URL’s so you can link back to those you’ve provided credit for!
  • Dash Toggle - RPG Maker MV lacks the ability to toggle dashing on and off. This plugin will enable you to toggle dashing on and off as well as provide certain traits that will inhibit the party leader from being able to dash (such as an extra heavy weapon).
  • Event Encounter Aid - For those who have on-screen encounters, you may have discovered that making touch encounters in RPG Maker MV to be rather difficult when it comes to performing a sneak attack upon an event or such. This plugin makes the event encounter checking process easier by providing six conditional script calls for you to utilize when checking event vs player positions.
  • Event Chase Player – Events have a typically bland movement behavior. They either stand in one place, always chase you, always run from you, move randomly, or always just move in specified patterns. This plugin lets your events suddenly switch from their norm to chasing or fleeing from the player.
    • Event Chase Stealth - Grants your player the ability to go Stealth Mode for either a limited set amount of time or an unlimited amount of time. While in Stealth Mode, the player will not alert any events set by the Event Chase Player plugin. This plugin also includes region areas that are considered stealth regions.
  • Event Mini Label - This plugin lets you place text above the heads of various events using a miniature label through a comment tag. The text used can also use text codes so text, icons, colors, etc. whatever it is, you can use it as a label!
  • External Links – Add a way to access your website (or any) from within your game using this plugin! This plugin will also notify the player if the access attempt was also blocked.
  • FPS Synch Option - For RPG Maker MV 1.1.0, gives players the option to turn off Fluid Timesteps so that weaker computers and mobile devices can handle different FPS rates.
  • Gab Window - Sometimes there’s random jibber jabber that does not warrant a message box. The Gab Window fulfills that jibber jabber by placing such text outside of the message window box and at the corner of the screen. The gab text will appear briefly and then disappear, not showing up again until the gab text is updated with something else.
  • Grid-Free Doodads - In RPG Maker MV, tilesets are used for mapping purposes. Tileset A is used for drawing land while Tilesets B through E are used to add doodads. But in RPG Maker MV, doodads added by Tilesets B through E are locked to the grid and add a rather unnatural feel to it. This plugin will allow you to break free of the grid and add doodads unbound by the grid. Doodads can come in all forms, from large to small, static and animated, you name it!
    • Extended Doodad Pack 1 - This plugin allows you to add more options to the settings menu in the doodads editor. This allows you to set the tone for doodads to change them into colors that hues will not allow, the option for doodads to appear under certain switch conditions, whether or not party members have joined.
  • Icon Balloons - RPG Maker MV provides us with 15 Balloon Animations to use have to allow our events to show emotions with. Sometimes, this just isn't enough. However, this plugin allows you to use icons from your IconSet to extend the number of balloon types you can use.
  • Keyboard Config - This plugin allows players to change their keyboard configuration from the in-game Options menu provided that they're using a computer to play the game and not from a mobile device. The "Keyboard Config" option will send the player to a different screen where they can assign actions to each of the allowed keys on the keyboard.
  • Map Gold Window - Ever wanted to display the gold window and leave it on the map screen for a bit? This plugin will allow you to do that with just a few plugin commands.
  • Map Select Equip - The Select Item event in RPG Maker MV does what it's supposed to: selects an item and then binds the value to a variable. However, it lacks the ability to allow the player to select weapons, armors, or both. This plugin gives you the functionality of selecting an equip and binding the ID of the equip to a variable.
  • Map Select Skill - This plugin produces a window similar to that of the Select Item Window, but instead, it displays a list of skills from a designated actor and the skill type selected. When a skill is selected, it set the choosen variable's value to become that of the picked skill's ID.
  • Picture Common Events - Pictures can function as something other than just a visual for your game. They can sometimes serve as UI elements or more! However, what they don’t have the ability to inherently do is to call upon common events when clicked on by the mouse. With this plugin, the pictures bound to a common event will become usable when clicked or touched!
  • Region Battlebacks - This plugin will allow you to alter the battlebacks used by default for the overworld in addition to bind specific battlebacks to specific tiles on the map through usage of regions.
  • Region Events – Apply common events to specified regions! Simply by stepping on a tile marked by that region will trigger a specific common event!
  • Region Restrictions – Don’t like having NPC’s wandering into places they don’t belong? Feel like the player shouldn’t have access to certain parts of the map? The
  • egion Restrictions plugin lets you do just that by simply planting regions onto the map to prevent those nosy events from going to places they shouldn’t.
    • Vehicle Restrictions - This plugin expands region restrictions (and allowed regions) to vehicles. On top of that, you can designate specific regions for vehicles to land in. This way, you can make it so that small boats cannot traverse certain bodies of watever, land in only certain spots, etc. that ships can or vice versa! Add a bit more variety to the way vehicles are handled for your game! 
  • Save Event Locations – NPC’s often reset their map locations when a player reenters a map. However, you can change that using this plugin by having the game save their event locations!
  • Slippery Tiles - This plugin enables you to set which tiles are slippery tiles through either regions or notetags. To use regions, change the parameter setting to which region ID you would like to associate with a slippery tile.
  • Smart Jump - For those that may have made their own Jump system before with events, you may have come across the problem of being able to jump off the map, into places you're not supposed to go, or even on top of events that shouldn't be allowed to go on top of. This plugin helps faciliate eventing a Jump system for your RPG Maker game by introducing Smart Jumps.
  • Stop Map Movement - A feature that was removed from RPG Maker 2000 and RPG Maker 2003 was the Stop Event Movement event. This event prevented events from automatically moving by themselves, so they don’t intrude on cutscenes, catch up to the player during messages, etc.
  • Swap Enemies - This plugin allows you to have an enemy be a basic randomizing swap dummy for other enemies. Insert enemy ID's of other enemies inside of the swap notetag and those enemies will take place of the swap monster at the start of a battle.
 
Misc.jpg
 
 
 
 
 
 
 
 
 
 
 

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Way to go Yanfly! I guess bringing up bug reporting on the site paid off!  ;)

Okay then, here's a small one to start off!

 

Battle Engine Core 

  • This bug happens with the All-Enemies and All-Allies scopes. A skill's sound effects will play multiple types along with the animations causing the sound to crack and the users' ears to bleed!  :P Battle test this with the Blind skill in the default database to see what I mean. It should play just once to avoid the sound cracking and discord.

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Hi, Yanfly.
Nice to see you are creating special thread for supporting your scripts. I want to report a bug that I found (or maybe just my mistake) using bug report format found in Victor's Script website.  :D
 
Script Name:
Action Sequence Pack 2 (v1.02)

List of Scripts Used (with version):
Battle Engine Core (v1.10), Action Sequence Pack 1 (v1.07), Action Sequence Pack 3 (v1.01)
 
Bug Description:
Actor doesn't follow motion walk notetag.
 
The following is my notetags for Skill ID#1, Attack

<setup action>
motion wait: user
move user: target, front base, 50
wait for movement
</setup action>

<whole action>
</whole action>

<target action>
motion attack: user
wait: 10
attack animation: target
action effect
wait for animation
wait: 10
</target action>

<follow action>
</follow action>

<finish action>
motion walk: user
move user: return, 50
</finish action>


Error Message:
None
 
Additional Information:
I hope you want to implement some predefined action sequences for the most common action in RPG game (or at least examples in manual that can be copied and pasted by everyone), such as moving when attack, automatic camera zoom to user when casting skill, etc. This way it will make YEP_BattleEngine more beginner friendly.
 
Thanks

Edited by RyanBram
ashikai likes this

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Core Engine

 

Features, How to Use

 

The Core Engine plugin is a plugin that’s made to address the core aspects of your game project, from raising the limits of stats to changing the colors of your window objects. Also to be included with this plugin will be any bug fixes made for RPG Maker MV. This plugin will be periodically updated whenever there is a new bug that is fixed.
 
Yanfly Engine Plugins’ Core Engine is not a requirement for the plugin library to work.

 

Plugin: http://yanfly.moe/plugins/en/YEP_CoreEngine.js

 

Instructions:

Introduction and Instructions
 
Yanfly Engine Plugins – Core Engine is made for RPG Maker MV. This plugin functions primarily to fix bugs and to allow the user more control over RPG Maker MV’s various features, such as the screen resolution, font, window colors, and more.
 
Just place this on top of all the other Yanfly Engine Plugins.
Adjust any parameters as you see fit.
 
Gold
 
You can use the plugin commands to add or remove gold more than the editor’s 9,999,999 limit. You can also place notetags into items, weapons, and armors to over the 999,999 cost limit.
 
Plugin Command:
 
GainGold 1234567890
Party gains 1234567890 gold.
 
LoseGold 9876543210
Party loses 9876543210 gold.
 
Item, Weapon, Armor Notetags
<Price: x>
Changes the price of the item to x. This notetag allows you to bypass the editor’s 999,999 gold cost limit.
 
Enemy Notetag
<Gold: x>
Changes the gold drop value of enemies to x. This notetag allows you to bypass the editor’s 9,999,999 gold drop limit.
 
Items
 
Change the parameters to reflect the maximum number of items a player can hold per item. If you wish to make individual items have different max values, use the following notetag:
 
Item, Weapon, Armor Notetag:
<Max Item: x>
This changes the maximum amount of the item to x.
 
Stats
 
Even with the parameter limits raised, the editor is still confined to RPG Maker MV’s default limits. To break past them, use the following notetags to allow further control over the individual aspects for the parameters.
 
Actor Notetag
<Initial Level: x>
Changes the actor’s initial level to x. This allows you to bypass the editor’s level 99 limit.
 
<Max Level: x>
Changes the actor’s max level to x. This allows you to bypass the editor’s level 99 limit.
 
Class Skill Learn Notetag
<Learn at Level: x>
When placed inside a class’s “Skills to Learn” notetag, this will cause the class to learn the skill at level x.
 
Weapon and Armor Notetags
<stat: +x>
<stat: -x>
Allows the piece of weapon or armor to gain or lose x amount of stat. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation so long as the maximum value allows for it.
 
Enemy Notetags
<stat: x>
This changes the enemy’s stat to x amount. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation.
 
<exp: x>
This changes the enemy’s exp given out to x amount. This allows the enemy give out more exp than the editor’s default 9,999,999 limit.
Edited by Yanfly
Vendon and Seijiro Mafuné like this

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Hi, Yanfly.

Nice to see you are creating special thread for supporting your scripts. I want to report a bug that I found (or maybe just my mistake) using bug report format found in Victor's Script website.  :D

 

Script Name:

Action Sequence Pack 2 (v1.02)

List of Scripts Used (with version):

Battle Engine Core (v1.10), Action Sequence Pack 1 (v1.07), Action Sequence Pack 3 (v1.01)

 

Bug Description:

Actor doesn't follow motion walk notetag.

 

The following is my notetags for Skill ID#1, Attack

<finish action>

motion walk: user

move user: return, 50

</finish action>

Error Message:

None

 

Additional Information:

I hope you want to implement some predefined action sequences for the most common action in RPG game (or at least examples in manual that can be copied and pasted by everyone), such as moving when attack, automatic camera zoom to user when casting skill, etc. This way it will make YEP_BattleEngine more beginner friendly.

 

Thanks

 

Put the Motion Walk after the Move User: Return.

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Message Core

 

Features and How to Use

 

The Message Core plugin adds more functionality to the default RPG Maker MV message system, enabling more text codes, a name box, and adjustable message window sizes!

 

Plugin: http://yanfly.moe/plugins/en/YEP_MessageCore.js

 

Instructions

Introduction
 
While RPG Maker MV Ace certainly improved the message system a whole lot, it wouldn’t hurt to add in a few more features, such as name windows, converting textcodes to write out the icons and/or names of items, weapons, armours, and* more in quicker fashion. This script also gives the developer the ability to adjust the size of the message window during the game, give it a separate font, and to give the player a text fast-forward feature.
 
Word Wrapping
 
Word wrapping is now possible through the message system. You can enable and disable Word wrap using Plugin Commands. While using word wrap, if the word is to extend past the message window’s area, it will automatically go to the following line. That said, word wrap will disable the editor’s line breaks and will require you to use the ones provided by the plugin:
 
<br> or <line break> is text code to apply a line break. Use this before or after a part in which you wish to start a new line.
 
Text Codes
 
By using certain text codes in your messages, you can have the game replace them with the following:
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Text Code Function
\V[n] Replaced by the value of the nth variable.
\N[n] Replaced by the name of the nth actor.
\P[n] Replaced by the name of the nth party member.
\G Replaced by the currency unit.
\C[n] Draw the subsequent text in the nth color.
\I[n] Draw the nth icon.
\{ Increases the text size by one step.
\} Decreases the text size by one step.
\\ Replaced with the backslash character.
\$ Opens the gold window.
\. Waits 1/4th seconds.
\| Waits 1 second.
\! Waits for button input.
\> Display remaining text on same line all at once.
\< Cancel the effect that displays text all at once.
\^ Do not wait for input after displaying text.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Wait: Effect:
\w[x] – Waits x frames (60 frames = 1 second). Message window only.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
NameWindow: Effect:
\n<x> – Creates a name box with x string. Left side. *Note
\nc<x> – Creates a name box with x string. Centered. *Note
\nr<x> – Creates a name box with x string. Right side. *Note
*Note: Works for message window only.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Line Break Effect:
<br> – If using word wrap mode, this will cause a line break.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Position: Effect:
\px[x] – Sets x position of text to x.
\py[x] – Sets y position of text to y.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Outline: Effect:
\oc[x] – Sets outline colour to x.
\ow[x] – Sets outline width to x.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Font: Effect:
\fr – Resets all font changes.
\fs[x] – Changes font size to x.
\fn<x> – Changes font name to x.
\fb – Toggles font boldness.
\fi – Toggles font italic.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Actor: Effect:
\af[x] – Shows face of actor x. *Note
\ac[x] – Writes out actor’s class name.
\an[x] – Writes out actor’s nickname.
*Note: Works for message window only.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Party: Effect:
\pf[x] – Shows face of party member x. *Note
\pc[x] – Writes out party member x’s class name.
\pn[x] – Writes out party member x’s nickname.
 
*Note: Works for message window only.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Names: Effect:
\nc[x] – Writes out class x’s name.
\ni[x] – Writes out item x’s name.
\nw[x] – Writes out weapon x’s name.
\na[x] – Writes out armour x’s name.
\ns[x] – Writes out skill x’s name.
\nt[x] – Writes out state x’s name.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Icon Names: Effect:
\ii[x] – Writes out item x’s name including icon.
\iw[x] – Writes out weapon x’s name including icon.
\ia[x] – Writes out armour x’s name including icon.
\is[x] – Writes out skill x’s name including icon.
\it[x] – Writes out state x’s name including icon.
 
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
And those are the text codes added with this script. Keep in mind that some of these text codes only work for the Message Window. Otherwise, they’ll work for help descriptions, actor biographies, and others.
 
Plugin Commands
 
The following are some plugin commands you can use through the Event Editor to change various aspects about the Message system.
 
Plugin Comand
 
MessageRows 6
Changes the Message Rows displayed to 6. If you are using continuous Show Text events, this will continue displaying the following lines’s texts until it hits the row limit. Anything after that is cut off until the next message starts to avoid accidental overlap.
 
MessageWidth 400
Changes the Message Window Width to 400 pixels. This will cut off any words that are shown too far to the right so adjust accordingly!

Edited by Yanfly
Vendon and Seijiro Mafuné like this

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Battle Engine Core

 

Features and How to Use

 

The default battle system for RPG Maker MV now allows for the ever so popular side-view! However, we can beef it up a little bit more using the Battle Engine Core to add more features and capabilities to the battle system!

 

Plugin: http://yanfly.moe/plugins/en/YEP_BattleEngineCore.js

 

Instructions

Introduction
 
This plugin alters the various aspects of the default battle system, allowing it to be more streamlined like most modern RPG’s and less clunky like older RPG’s. This ranges from choosing what text will appear in the battle log window at the top and how it will be displayed.
 
Battle Messages
 
When changing “Terms” and the “Messages” that appear in battle, inserting the following tag anywhere in the message will cause the message to center itself in the battle log.
 
<CENTER>
This tag must be all caps in order for the battle log window to recognize it as an instruction to center the displayed battle text message.
 
Battle Windows
 
There’s various options to adjust the window settings found in the battle system to make navigating the battle system more intuitive. Such options include starting the turns with the Actor Command Window instead of the Party Command Window (the Fight/Escape Window). The Party Command Window is still accessible but only by pressing cancel on the first actor’s window.
 
Battle Order
 
The battle turn order is also fixed, too. This way, any battlers that have their AGI value changed over the course of battle will reflect those changes during the current turn rather than the following turn. The action speed calculation can also be adjusted and finetuned to have the random factor of its speed calculation formula removed, too, making AGI actually worthwhile as a tactical parameter.
 
Multiple Hits
 
Multi-hit action will no longer end prematurely if the target dies midway through the action. This is done through toggling immortal states. To make use of feature, make sure your database has an Immortal State somewhere. If you do not wish to use this feature, set the Parameter for Immortal State ID to 0 instead.
 
Popup Revamp
 
Although the damage popups may still look the same as the default ones from MV, the process in which they’re created is now different to streamline the damage popup process. Before, popups would only appear one a time with a frame’s different at minimum in order for them to show. Now, any actions that occur at the same frame will now all show popups at the same frame, making for smoother and less clunky damage popups.
 
Common Events
 
Common Events will now occur at the end of each action regardless of whether or not the enemy party is still alive. With proper placing of the action sequence tags, you can make the skill’s common event occur in the middle of an action, too. However, keep in mind if you force an action in the middle of another action, the remainder of the former action’s sequence list will become null and void in favor of the new forced action.
 
Casting Animations
 
Casting Animations help provide visual hints for players either by letting them know which battler is going to perform an action or what type of skill that action will be. This plugin enables skills to have casting animations that can be modified universally or customized for each individual skill.
 
Skill Notetag:
<Cast Animation: x>
Sets the skill’s cast animation to animation ID x. Setting x to zero will cause the skill to not have any animaton at all.
 
Changing Battle Systems
 
While the player is not in battle, you can change the battle system using a Plugin Command. With only this plugin, there is only one battle system included: the default battle system.
 
Plugin Command:
setBattleSys DTB
Sets battle system to Default Turn Battle.
 
Other future plugins may include other battle systems that may utilize the Battle Engine Core.
 
Sideview Actions
 
In RPG Maker MV’s default battle system, both the sideview and the frontview settings do not display counterattacks, reflected magic attacks, nor any case of substituting for battle members. The Battle Engine Core provides games that are using the sideview settings small amounts of animations to relay information to the player in a more visual sense.
 
Magic Reflection will also display a reflection animation to indicate the battler has reflection properties. This animation can be changed in the parameters, but certain actors, classes, enemies, weapons, armors, and states can display a unique kind of animation for reflection if desired.
 
Actor, Class, Enemy, Weapon, Armor, and State Notetag:
<Reflect Animation ID: x>
Changes the user’s reflect animation to x. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, State, Default.
 
Sometimes, you don’t want your enemies to be able to move. Or you don’t want certain actors to be able to move. They’re just stationary for whatever reason. To accomplish that, you can use this notetag to forbid the battler from moving.
 
Actor, Class, Enemy, Weapon, Armor, and State Notetag:
<Sprite Cannot Move>
Prevents the battler’s sprite from moving. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, and State. If an enemy is unable to move when it performs an action, it will flash white as if it normally does in front view.
 
Custom Sideview Battler Anchor
 
Sideview battlers are generally centered horizontally, and grounded at their feet. However, not all sideview battler spritesheets work this way. In the event you have a sideview battler that doesn’t conform to those standards, you can ‘anchor’ them a different way.
 
Actor Notetags:
<Anchor X: y.z>
<Anchor Y: y.z>
This sets the anchor location for the actor’s sideview battler at y.z. By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want the X anchor to be a bit more to the left, make it less than 0.5. Make it more than 0.5 to make the X anchor more towards the right. To raise the Y anchor, set the number value to less than 1.0. Keep adjusting until you find that perfect anchor setting.
 
Action Sequences
 
The Yanfly Engine Plugins – Battle Engine Core includes the capability of using custom action sequences. Action sequences are basic instructions for the game to creating a customized skill both visually and mechanically. The Battle Engine Core, however, will only include the most basic of action sequences so the instructions on how to create a custom action sequence will be included in the Help file on future extension plugins for this plugin.
 
 
 
Adapted and improved from Battle Engine Melody, Action Sequences can now be used for the hardcore users of YEP’s Battle Engine Core. Using Action Sequences, you can create, animate, and alter the individual aspects of any battle action in the game.
 
Action Sequences – ala Melody
 
Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.
 
Each skill and item consists of five different action sequences. They are as follows:
 
1. Setup Actions
They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.
 
2. Whole Actions
These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.
 
3. Target Actions
This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.
 
4. Follow Actions
This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.
 
5. Finish Actions
This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.
 
Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.
 
<setup action>
action list
action list
</setup action>
 
<whole action>
action list
action list
</whole action>
 
<target action>
action list
action list
</target action>
 
<follow action>
action list
action list
</follow action>
 
<finish action>
action list
action list
</finish action>
 
They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.
 
Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.
 
<action copy: x:y>
Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.
 
Target Typing
 
You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.
 
user; This will select the active battler.
target, targets; These will select the active targets in question.
actors, existing actors; These will select all living actors.
all actors; This will select all actors including dead ones.
dead actors: This will select only dead actors.
actors not user; This will select all living actors except for the user.
actor x; This will select the actor in slot x.
character x; This will select the specific character with actor ID x.
enemies, existing enemies; This will select all living enemies.
all enemies; This will select all enemies, even dead.
dead enemies: This will select only dead enemies.
enemies not user; This will select all enemies except for the user.
enemy x; This will select the enemy in slot x.
friends; This will select the battler’s alive allies.
all friends; This will select the all of battler’s allies, even dead.
dead friends; This will select the battler’s dead allies.
friends not user; This will select the battler’s allies except itself.
friend x: This will select the battler’s ally in slot x.
opponents; This will select the battler’s alive opponents.
all opponents; This will select the all of the battler’s opponents.
dead opponents; This will select the battler’s dead opponents.
opponent x: This will select the battler’s opponent in slot x.
all alive; Selects all living actors and enemies.
all members; Selects all living and dead actors and enemies.
all dead; Selects all dead actors and enemies.
all not user; This will select all living battlers except user.
focus; Selects the active battler and its targets.
not focus; Selects everything but the active battler and its targets.
 
Action Sequences – Action List
 
The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.
 
ACTION ANIMATION
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Plays the animation assigned to the skill/item. The animation will automatically select the skill’s/item’s assigned targets.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: action animation
 
ACTION COMMON EVENT
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Plays the common event found within the skill’s/item’s traits list. This will only play the last common event on the list, following the game engine’s original process. Nothing else will continue on the action list until the common event is finished.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: action common event
 
ACTION EFFECT: target
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes the target(s) to take damage/healing from the skill/item and incurs any changes made to the target(s) such as buffs and states.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: action effect
 
ANIMATION WAIT: X
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits x animaiton frames. Each frame for an animation does not last one game frame, but instead, several. To make life easier, you can use this to have the game wait x frames played for the animation.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: animation 5: user
animation 6: target, mirror
 
CAST ANIMATION
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Plays an animation on the skill’s user. Will not occur if the action is an item or the user’s default normal attack.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: cast animation
 
CLEAR BATTLE LOG
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Clears all the messages at the top of the screen.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: clear battle log
 
DEATH BREAK
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
If a user were to die for any reason during the middle of the skill (either via counter attack or reflection), this will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: death break
 
DISPLAY ACTION
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Displays the action’s name at the top of the battle log. It will remain there until the battle log is cleared.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: display action
 
IF … ELSE STATEMENTS
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
For those familiar with programming, you can use if…else statements to perform different actions based on different conditions. Use ‘if’ to specify a block of code to be executed, if a specified condition is true. Use ‘else’ to specify a block of code to be executed, if the same condition is false. Use ‘else if’ to specify a new condition to test, if the first condition is false. Use ‘end’ to specify where the conditions are to end.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 
Usage Example:
if $gameSwitches.value(1)
 
action effect
 
else if $gameSwitches.value(2)
 
action effect
 
action effect
 
else
 
action effect
 
action effect
 
action effect
 
end
*Note: You do not have to indent the code in between to work. It just looks better that way in your action sequences.
 
IMMORTAL: targets, true/false
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Sets the targets to a state of immortality so that they don’t die in the middle of an attack. This is to ensure every action effect goes through.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: immortal: targets true
 
MOTION WAIT: target
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Makes the game wait 12 frames if the target(s) performing the action is an actor. If the target(s) is not an actor, no waiting will be done.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: motion wait: user
 
PERFORM ACTION
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes actors to step forward and swing their weapon, thrust it, however the motion that is determined will be automatically done by the game.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: perform action
 
PERFORM FINISH
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes actor to move back to its home spot.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: perform finish
 
PERFORM START
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes actor to move forward from its home spot.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: perform start
 
WAIT: frames
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Makes the game wait a certain amount of frames before going on to the next action in the action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait: 60
 
WAIT FOR ANIMATION
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits for all animations to finish before going on to the next action in the action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait for animation
 
WAIT FOR EFFECT
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits for all effects to finish playing before continuing on.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait for effect
 
WAIT FOR MOVEMENT
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits for all battler movements to finish before going on to the next action in the action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait for movement
 
WAIT FOR NEW LINE
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits for a new line to appear in the log window before going on to the
next action in the action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait for new line

Edited by Yanfly

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Action Sequence Pack 1

Extension Plugin for Battle Engine Core

 

Features and How to Use

 

The first of three action sequence packs to be made for YEP’s Battle Engine Core! This pack includes action sequences that are mechanics-related for your actions.

 

Plugin: http://yanfly.moe/plugins/en/YEP_X_ActSeqPack1.js

 

Instructions:

Action Sequences – ala Melody
 
Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.
 
Each skill and item consists of five different action sequences. They are as follows:
 
1. Setup Actions
They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.
 
2. Whole Actions
These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.
 
3. Target Actions
This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.
 
4. Follow Actions
This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.
 
5. Finish Actions
This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.
 
Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.
 
<setup action>
action list
action list
</setup action>
 
<whole action>
action list
action list
</whole action>
 
<target action>
action list
action list
</target action>
 
<follow action>
action list
action list
</follow action>
 
<finish action>
action list
action list
</finish action>
 
They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.
 
Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.
 
<action copy: x:y>
Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.
 
Target Typing
 
You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.
 
user; This will select the active battler.
target, targets; These will select the active targets in question.
actors, existing actors; These will select all living actors.
all actors; This will select all actors including dead ones.
dead actors: This will select only dead actors.
actors not user; This will select all living actors except for the user.
actor x; This will select the actor in slot x.
character x; This will select the specific character with actor ID x.
enemies, existing enemies; This will select all living enemies.
all enemies; This will select all enemies, even dead.
dead enemies: This will select only dead enemies.
enemies not user; This will select all enemies except for the user.
enemy x; This will select the enemy in slot x.
friends; This will select the battler’s alive allies.
all friends; This will select the all of battler’s allies, even dead.
dead friends; This will select the battler’s dead allies.
friends not user; This will select the battler’s allies except itself.
friend x: This will select the battler’s ally in slot x.
opponents; This will select the battler’s alive opponents.
all opponents; This will select the all of the battler’s opponents.
dead opponents; This will select the battler’s dead opponents.
opponent x: This will select the battler’s opponent in slot x.
all alive; Selects all living actors and enemies.
all members; Selects all living and dead actors and enemies.
all dead; Selects all dead actors and enemies.
all not user; This will select all living battlers except user.
focus; Selects the active battler and its targets.
not focus; Selects everything but the active battler and its targets.
 
Action Sequences – Action List
 
The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.
 
ADD stat BUFF: target, (turns), (show)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Affects the target with ‘stat’ buff. Replace ‘stat’ with ‘hp’, ‘mp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. If you include a number after the target, it will buff the target by that many turns. Include ‘show’ and it will show the target getting the buff applied in the battle log.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: add atk buff: user, 3, show
add def buff: target, 8
 
ADD stat DEBUFF: target, (turns), (show)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Affects the target with ‘stat’ debuff. Replace ‘stat’ with ‘hp’, ‘mp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. If you include a number after the target, it will debuff the target by that many turns. Include ‘show’ and it will show the target getting the debuff applied in the battle log.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: add atk debuff: user, 3, show
add def debuff: target, 8
 
ADD STATE X: target, (show)
ADD STATE X, Y, Z: target (show)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Affects the target with X state (including Y and Z if used in that format). If ‘show’ is included, it will display any state related messages.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: add state 5: target
add state 6, 7, 8: user, show
 
ANIMATION X: target, (mirror)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Plays animation X on target. ‘Mirror’ will cause the animation to appear mirrored. Keep in mind that animations played on actors will automatically be mirrored and setting the mirror option will reverse it and have it appear unmirrored.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: animation 5: user
animation 6: target, mirror
 
BGM: STOP
BGM: MEMORIZE
BGM: MEMORY
BGM: filename, (volume), (pitch), (pan)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Changes the current background music at hand. ‘Stop’ will stop any BGM from playing. ‘Memorize’ will memorize the current BGM. ‘Memory’ will replay the memorized BGM if there is one playing. If you choose a filename (without the filename extensions), the game will play that BGM instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin’s parameters.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: bgm: stop
bgm: memorize
bgm: memory
bgm: Battle7
bgm: Theme2, 80, 100, 0
 
BGS: STOP
BGS: MEMORIZE
BGS: MEMORY
BGS: filename, (volume), (pitch), (pan)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Changes the current background sound at hand. ‘Stop’ will stop any BGS from playing. ‘Memorize’ will memorize the current BGS. ‘Memory’ will replay the memorized BGS if there is one playing. If you choose a filename (without the filename extensions), the game will play that BGS instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin’s parameters.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: bgs: stop
bgs: memorize
bgs: memory
bgs: City
bgs: Darkness, 80, 100, 0
 
CHANGE SWITCH X: on/off/toggle/switch z
CHANGE SWITCH X..Y: on/off/toggle/switch z
CHANGE SWITCH X TO Y: on/off/toggle/switch z
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Changes Game Switch X to on, off, toggle (switching between on/off), or to whatever value the switch y is.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: change switch 1: on
change switch 2..4: off
change switch 5 to 8: toggle
change switch 9: switch 5
 
CHANGE VARIABLE X = Y
CHANGE VARIABLE X += Y
CHANGE VARIABLE X -= Y
CHANGE VARIABLE X *= Y
CHANGE VARIABLE X /= Y
CHANGE VARIABLE X %= Y
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Changes variable X in the middle of the action sequence to be modified by value Y. Y can be either an integer or a piece of code.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: change variable 1 = 2
change variable 3 += 4
change variable 5 -= 6
change variable 7 *= 8
change variable 9 /= 10
change variable 11 %= 12
 
COLLAPSE: target, (force)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
If the target is to be dead at this point, this will be the point in the action sequence where you can promt the game to kill the target as long as the target has 0 HP. If you want to force the death of the target, include the ‘force’ command after the targets.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: collapse: user
collapse: target, force
 
COMMON EVENT: X
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Plays common event X at that point in the action sequence. Nothing else will continue until the common event is finished.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: common event: 1
 
EVAL: code
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
For those who’d like to do something that the current Battle Engine doesn’t support, you can use an eval function to have a piece of code occur. Users beware, for those unfamiliar with JavaScript should avoid handling this action sequence command.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: eval: $gameParty.loseItem($dataItems[3], 10)
 
GAIN ITEM X: Y LOSE ITEM X: Y
GAIN WEAPON X: Y LOSE WEAPON X: Y
GAIN ARMOR X: Y LOSE ARMOR X: Y
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Your party will gain/lose item x, weapon x, or armor x in the amount of y. If you choose to omit y, it will default to 1.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: gain item 1: 20
lose weapon 2
gain armor 3: 50
 
GOLD +x
GOLD -x
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Your party will gain/lose gold in the middle of battle by x amount.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: gold +2000
gold -500
 
HP +X: target, (show)
HP -X: target, (show)
HP +X%: target, (show)
HP -X%: target, (show)
HP +VARIABLE X: target, (show)
HP -VARIABLE X: target, (show)
HP +VARIABLE X%: target, (show)
HP -VARIABLE X%: target, (show)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Target(s) gains HP equal to X values. To show the popup, insert ‘show’ after the target in the action sequence line. Including ‘show’ is entirely optional. If ‘show’ is omitted, no popup will be displayed.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: hp +500: user
hp -variable 5: target
hp +25%: target
hp -variable 7: user
 
ME: STOP
ME: filename, (volume), (pitch), (pan)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes the battle to play a music fanfare. ‘Stop’ will stop any ME from playing. If you choose a filename (without the filename extensions), the game will play that ME instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin’s parameters.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: me: stop
me: Victory1
me: Darkness, 80, 100, 0
 
MP +X: target, (show)
MP -X: target, (show)
MP +X%: target, (show)
MP -X%: target, (show)
MP +VARIABLE X: target, (show)
MP -VARIABLE X: target, (show)
MP +VARIABLE X%: target, (show)
MP -VARIABLE X%: target, (show)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Target(s) gains MP equal to X values. To show the popup, insert ‘show’ after the target in the action sequence line. Including ‘show’ is entirely optional. If ‘show’ is omitted, no popup will be displayed.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: mp +500: user
mp -variable 5: target
mp +25%: target
mp -variable 7: user
 
REFRESH STATUS
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Refreshes the status window in the middle of an action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: refresh status
 
REMOVE stat BUFF: target, (show)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Removes the ‘stat’ buff from target. Replace ‘stat’ with ‘hp’, ‘mp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. Include ‘show’ and it will show the target getting the buff removed in the battle log.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: remove atk buff: user, show
remove def buff: target
 
REMOVE stat DEBUFF: target, (show)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Removes the ‘stat’ debuff from target. Replace ‘stat’ with ‘hp’, ‘mp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. Include ‘show’ and it will show the target getting the debuff removed in the battle log.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: remove atk debuff: user, show
remove def debuff: target
 
REMOVE STATE X: target (show)
REMOVE STATE X, Y, Z: target (show)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Removes X state (including Y and Z if used in that format) from target. If ‘show’ is included, it will display any state related messages.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: remove state 5: target
remove state 6, 7, 8: user, show
 
SE: filename, (volume), (pitch), (pan)
SE: PLAY OK
SE: PLAY CURSOR
SE: PLAY CANCEL
SE: PLAY BUZZER
SE: PLAY EQUIP
SE: PLAY SAVE
SE: PLAY LOAD
SE: PLAY BATTLE START
SE: PLAY ESCAPE
SE: PLAY ENEMY ATTACK
SE: PLAY ENEMY DAMAGE
SE: PLAY ENEMY COLLAPSE
SE: PLAY BOSS COLLAPSE 1
SE: PLAY BOSS COLLAPSE 2
SE: PLAY ACTOR DAMAGE
SE: PLAY ACTOR COLLAPSE
SE: PLAY RECOVERY
SE: PLAY MISS
SE: PLAY EVASION
SE: PLAY MAGIC EVASION
SE: PLAY REFLECTION
SE: PLAY SHOP
SE: PLAY USE ITEM
SE: PLAY USE SKILL
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes the battle to play a Sound Effect. If you choose a filename (without the filename extensions), the game will play that ME instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin’s parameters. Using the action sequences with ‘play x’ in them will cause the game to play a system sound set within RPG Maker’s database.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: se: play enemy attack
se: Ice1
se: Laser2, 80, 100, 0
 
TP +X: target, (show)
TP -X: target, (show)
TP +X%: target, (show)
TP -X%: target, (show)
TP +VARIABLE X: target, (show)
TP -VARIABLE X: target, (show)
TP +VARIABLE X%: target, (show)
TP -VARIABLE X%: target, (show)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Target(s) gains TP equal to X values. To show the popup, insert ‘show’ after the target in the action sequence line. Including ‘show’ is entirely optional. If ‘show’ is omitted, no popup will be displayed. For TP to actually show popups, another plugin is needed to display TP popups.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: tp +500: user
tp -variable 5: target
tp +25%: target
tp -variable 7: user

Edited by Yanfly
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Action Sequence Pack 2

Extension Plugin for Battle Engine Core

 

Features and How to Use

 

The second of three action sequence packs for the Battle Engine Core focus on visual aspects of an action such as moving, jumping, changing the screen tint, and more!

 

Plugin: http://yanfly.moe/plugins/en/YEP_X_ActSeqPack2.js

 

Instructions

Action Sequences – ala Melody
 
Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.
 
Each skill and item consists of five different action sequences. They are as follows:
 
1. Setup Actions
They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.
 
2. Whole Actions
These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.
 
3. Target Actions
This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.
 
4. Follow Actions
This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.
 
5. Finish Actions
This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.
 
Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.
 
<setup action>
action list
action list
</setup action>
 
<whole action>
action list
action list
</whole action>
 
<target action>
action list
action list
</target action>
 
<follow action>
action list
action list
</follow action>
 
<finish action>
action list
action list
</finish action>
 
They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.
 
Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.
 
<action copy: x:y>
Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.
 
Target Typing
 
You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.
 
user; This will select the active battler.
target, targets; These will select the active targets in question.
actors, existing actors; These will select all living actors.
all actors; This will select all actors including dead ones.
dead actors: This will select only dead actors.
actors not user; This will select all living actors except for the user.
actor x; This will select the actor in slot x.
character x; This will select the specific character with actor ID x.
enemies, existing enemies; This will select all living enemies.
all enemies; This will select all enemies, even dead.
dead enemies: This will select only dead enemies.
enemies not user; This will select all enemies except for the user.
enemy x; This will select the enemy in slot x.
friends; This will select the battler’s alive allies.
all friends; This will select the all of battler’s allies, even dead.
dead friends; This will select the battler’s dead allies.
friends not user; This will select the battler’s allies except itself.
friend x: This will select the battler’s ally in slot x.
opponents; This will select the battler’s alive opponents.
all opponents; This will select the all of the battler’s opponents.
dead opponents; This will select the battler’s dead opponents.
opponent x: This will select the battler’s opponent in slot x.
all alive; Selects all living actors and enemies.
all members; Selects all living and dead actors and enemies.
all dead; Selects all dead actors and enemies.
all not user; This will select all living battlers except user.
focus; Selects the active battler and its targets.
not focus; Selects everything but the active battler and its targets.
 
Action Sequences – Action List
 
The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.
 
ATTACK ANIMATION: target
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Displays the active battler’s attack animation on the target(s). This will be the animation determined by the actor’s weapon(s). If it’s an enemy, it will be determined by the enemy’s attack animation.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: attack animation: target
 
ENEMY EFFECT: target, effect-type
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This affects enemies only. Makes the target display either a ‘whiten’ effect or a ‘blink’ effect.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: enemy effect: targets, whiten
enemy effect: targets, blink
 
FACE target: args
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
FACE target1: FORWARD
FACE target1: BACKWARD
FACE target1: HOME
FACE target1: AWAY FROM HOME
FACE target1: POINT, x coordinate, y coordinate
FACE target1: AWAY FROM POINT, x coordinate, y coordinate
FACE target1: target2
FACE target1: AWAY FROM target2
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This will cause the battler to face a certain direction. Arguments can be used in the above formats. This action sequence command will cause target1 to face any of those directions. If target2 is used, then target1 will face directions relative to target2.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: face user: forward
face target: backward
face enemies: home
face allies: away from home
face target: point, 20, 40
face target: away from point, 500, 600
face user: target
face target: away from user
 
FADE OUT: (frames)
FADE IN: (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Fades the screen out and fades the screen in respectively. You can set the amount of frames for the fading process. If you omit frames, 60 frames will be used by default.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: fade out
fade in: 10
 
FLASH SCREEN: args
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
FLASH SCREEN: WHITE, (frames)
FLASH SCREEN: RED, (frames)
FLASH SCREEN: ORANGE, (frames)
FLASH SCREEN: YELLOW, (frames)
FLASH SCREEN: GREEN, (frames)
FLASH SCREEN: BLUE, (frames)
FLASH SCREEN: PURPLE, (frames)
FLASH SCREEN: MAGENTA, (frames)
FLASH SCREEN: BLACK, (frames)
FLASH SCREEN: (red), (green), (blue), (intensity), (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes the game screen to flash a set color. If for the arguments, you use a color name, it will use a premade flash setting. If you choose to use your own settings, use the red, green, blue, intensity format to determine what color flash you would like. Red, green, blue, and intensity settings range from 0 to 255. If frames are used, that will be the duration of the screen flash. If omitted, the default frame count will be 60 frames.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: flash screen: white
flash screen: red, 45
flash screen: 128, 170, 214, 170
flash screen: 68, 68, 68, 170, 45
 
FLOAT target: (height), (frames)
FLOAT target: (height%), (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes the target to float into the air above the ground by height%. The height is relative to the floating target. Using 100% means the target will float above the ground 100% higher than its height. If no ‘%’ sign is used, the target will float that many pixels rather than a percentage of the target’s height. The frames determine how many frames it will take for the target to reach that height. Using 0% for the height will bring the target back to the ground.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: float user: 200%
float enemies: 500, 30
float target: 0%, 30
 
HIDE BATTLE HUD
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Hides the battle hud to not obstruct any animations being played. You can reveal the battle hud again using ‘show battle hud’.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: hide battle hud
 
JUMP target: (height), (frames)
JUMP target: (height%), (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes the target to jump a height relative to the target itself. If the target jumps a height of 200%, the height will be 200% of the target’s height. If no ‘%’ sign is used, the target will jump that many pixels rather than a percentage of the target’s height. The frame count is how long the target will be in the air. You can use this with the ‘Move’ action sequence to make the target appear like it is jumping a distance.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: jump user: 150%
jump target: 300, 60
 
MOTION type: target
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
MOTION WALK: target
MOTION WAIT: target
MOTION CHANT: target
MOTION GUARD: target
MOTION DAMAGE: target
MOTION EVADE: target
MOTION ATTACK: target
MOTION THRUST: target
MOTION SWING: target
MOTION MISSILE: target
MOTION SKILL: target
MOTION SPELL: target
MOTION ITEM: target
MOTION ESCAPE: target
MOTION VICTORY: target
MOTION DYING: target
MOTION ABNORMAL: target
MOTION SLEEP: target
MOTION DEAD: target
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Forces the target to perform the specific type of action in sideview. If you issue an action sequence command for the target to perform ‘attack’, the target will automatically determine based on the weapon it has equipped to use either a thrust, swing, or missile motion. Attack, thrust, swing, and missile will also display the target’s weapon if the target has one.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: enemy effect: targets, whiten
enemy effect: targets, blink
 
MOVE target: args
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
MOVE target1: HOME, (frames)
MOVE target1: RETURN, (frames)
MOVE target1: FORWARD, (distance), (frames)
MOVE target1: BACKWARD, (distance), (frames)
MOVE target1: POINT, x coordinate, y coordinate, (frames)
MOVE target1: target2, BASE, (frames)
MOVE target1: target2, CENTER, (frames)
MOVE target1: target2, HEAD, (frames)
MOVE target1: target2, FRONT BASE, (frames)
MOVE target1: target2, FRONT CENTER, (frames)
MOVE target1: target2, FRONT HEAD, (frames)
MOVE target1: target2, BACK BASE, (frames)
MOVE target1: target2, BACK CENTER, (frames)
MOVE target1: target2, BACK HEAD, (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This is a move command. Arguments can be used in the above formats. This action sequence command will move target1 to any of those locations listed in the arguments. If it’s towards target2, you must include what location relative to target2 for target1 to travel to.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: move user: home, 20
move target: forward, 48, 12
move enemy 1: point, 400, 300
move actor 2: front base, 20
 
OPACITY target: x, (frames)
OPACITY target: x%, (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you use ‘frames’, that will be the frame duration for the change in opacity for the target.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: opacity user: 50%, 30
opacity not focus: 0
 
SHOW BATTLE HUD
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
If the battle hud was hidden using ‘hide battle hud’, use this to show the battle hud back within the player’s screen.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: show battle hud
 
SHAKE SCREEN: (power), (speed), (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9, and the frames to alter the duration of the screen shaking. If those values are omitted, they will default to 5 power, 5 speed, and 60 frames.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: shake screen
shake screen: 9
shake screen: 3, 9, 30
 
TINT SCREEN: args
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
TINT SCREEN: NORMAL, (frames)
TINT SCREEN: DARK, (frames)
TINT SCREEN: SEPIA, (frames)
TINT SCREEN: SUNSET, (frames)
TINT SCREEN: NIGHT, (frames)
TINT SCREEN: (red), (green), (blue), (gray), (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Tints the battle screen. If using the arguments ‘normal’, ‘dark’, ‘sepia’, ‘sunset’, or ‘night’ the screen will be be given a premade tint. If not, then the arguments for red, green, blue, and gray values must be inputted for the tint. Red, green, and blue can range from -255 to 255 while gray will range from 0 to 255. If frames are used, that will be the duration for which the screen will change to the tint. If omitted, the default amount of frames used will be 60 frames.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: tint screen: normal
tint screen: sepia, 30
tint screen: 68, -34, -34, 0
tint screen: 68, -68, 0, 68, 45
 
WAIT FOR FLOAT
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits for all battler float changes to finish before going on to the next action in the action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait for float
 
WAIT FOR JUMP
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits for all battler jumps to finish before going on to the next action in the action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait for jump
 
WAIT FOR OPACITY
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits for all battlers to finish changing opacity before going on to the next action in the action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait for opacity
 

Edited by Yanfly
Seijiro Mafuné and Vendon like this

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Action Sequence Pack 3

Extension Plugin for Battle Engine Core

 

Features and How to Use

 

The third action sequence pack for this set includes the ability to control the camera and zooming! Use these action sequences provided by this plugin to make your actions look nice and flashy!

 

Plugin: http://yanfly.moe/plugins/en/YEP_X_ActSeqPack3.js

 

Instructions

Action Sequences – ala Melody
 
Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.
 
Each skill and item consists of five different action sequences. They are as follows:
 
1. Setup Actions
They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.
 
2. Whole Actions
These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.
 
3. Target Actions
This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.
 
4. Follow Actions
This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.
 
5. Finish Actions
This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.
 
Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.
 
<setup action>
action list
action list
</setup action>
 
<whole action>
action list
action list
</whole action>
 
<target action>
action list
action list
</target action>
 
<follow action>
action list
action list
</follow action>
 
<finish action>
action list
action list
</finish action>
 
They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.
 
Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.
 
<action copy: x:y>
Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.
 
Target Typing
 
You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.
 
user; This will select the active battler.
target, targets; These will select the active targets in question.
actors, existing actors; These will select all living actors.
all actors; This will select all actors including dead ones.
dead actors: This will select only dead actors.
actors not user; This will select all living actors except for the user.
actor x; This will select the actor in slot x.
character x; This will select the specific character with actor ID x.
enemies, existing enemies; This will select all living enemies.
all enemies; This will select all enemies, even dead.
dead enemies: This will select only dead enemies.
enemies not user; This will select all enemies except for the user.
enemy x; This will select the enemy in slot x.
friends; This will select the battler’s alive allies.
all friends; This will select the all of battler’s allies, even dead.
dead friends; This will select the battler’s dead allies.
friends not user; This will select the battler’s allies except itself.
friend x: This will select the battler’s ally in slot x.
opponents; This will select the battler’s alive opponents.
all opponents; This will select the all of the battler’s opponents.
dead opponents; This will select the battler’s dead opponents.
opponent x: This will select the battler’s opponent in slot x.
all alive; Selects all living actors and enemies.
all members; Selects all living and dead actors and enemies.
all dead; Selects all dead actors and enemies.
all not user; This will select all living battlers except user.
focus; Selects the active battler and its targets.
not focus; Selects everything but the active battler and its targets.
 
Action Sequences – Action List
 
The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.
 
CAMERA CLAMP ON
CAMERA CLAMP OFF
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
By default, the camera clamp is on, which forces the camera to never pan outside of the battlefield’s boundaries. However, in the event you wish to turn this off, use ‘camera clamp off’ to shut off the clamp. The clamp, however, will be turned back on at the end of each ‘perform finish’ action.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: camera clamp on
camera clamp off
 
CAMERA FOCUS: target, (location), (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
CAMERA FOCUS: target, FRONT BASE, (frames)
CAMERA FOCUS: target, BASE, (frames)
CAMERA FOCUS: target, BACK BASE, (frames)
CAMERA FOCUS: target, FRONT CENTER, (frames)
CAMERA FOCUS: target, CENTER, (frames)
CAMERA FOCUS: target, BACK CENTER, (frames)
CAMERA FOCUS: target, FRONT HEAD, (frames)
CAMERA FOCUS: target, HEAD, (frames)
CAMERA FOCUS: target, BACK HEAD, (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This will focus on a target(s) (refer to target typing) and a location. If the location is omitted, the camera will focus on the target(s)’s center. Note: The camera will not shift past screen boundaries.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: camera focus: user
camera focus: target, front, 40
camera focus: enemies, center, 30
 
CAMERA OFFSET: DIRECTION, DISTANCE
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
CAMERA OFFSET: LEFT, distance
CAMERA OFFSET: RIGHT, distance
CAMERA OFFSET: UP, distance
CAMERA OFFSET: DOWN, distance
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Offsets the camera a direction by (distance) amount.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: camera offset: left, 200
camera offset: right, Graphics.boxWidth / 4
camera offset: up, 300
camera offset: down, $gameVariables.value(3);
 
CAMERA PAN
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
CAMERA PAN: LEFT, distance, (frames)
CAMERA PAN: RIGHT, distance, (frames)
CAMERA PAN: UP, distance, (frames)
CAMERA PAN: DOWN, distance, (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Pans the camera a direction a certain distance in pixels. You can use a combination of left/right and up/down to perform a diagonal camera pan. Using ‘frames’ will allow you to adjust the duration of the camera pan. Omitting ‘frames’ will set the camera pan duration to 30 frames. Note: The camera will not shift past screen boundaries.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: camera pan: left, 200
camera pan: up, 250
camera pan: right, 500, 60
camera pan: down: 300, 60
 
CAMERA SCREEN
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
CAMERA SCREEN: TOP LEFT, (frames)
CAMERA SCREEN: FAR LEFT, (frames)
CAMERA SCREEN: BOTTOM LEFT, (frames)
CAMERA SCREEN: TOP CENTER, (frames)
CAMERA SCREEN: CENTER, (frames)
CAMERA SCREEN: BOTTOM CENTER, (frames)
CAMERA SCREEN: TOP RIGHT, (frames)
CAMERA SCREEN: FAR RIGHT, (frames)
CAMERA SCREEN: BOTTOM RIGHT, (frames)
CAMERA SCREEN: POINT, x, y, (frames)
CAMERA SCREEN: target, FRONT, (frames)
CAMERA SCREEN: target, BASE, (frames)
CAMERA SCREEN: target, BACK, (frames)
CAMERA SCREEN: target, FRONT CENTER, (frames)
CAMERA SCREEN: target, CENTER, (frames)
CAMERA SCREEN: target, BACK CENTER, (frames)
CAMERA SCREEN: target, FRONT TOP, (frames)
CAMERA SCREEN: target, TOP, (frames)
CAMERA SCREEN: target, BACK TOP, (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Moves the camera to a certain part of the screen. If you choose a target, the camera will lock to that part of the target. Using (frames) will determine the duration of the time the camera will move over to the target location. Omitting (frames) will set the camera pan duration to 30 frames. Note: The camera will not shift past screen boundaries.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: camera screen: top left
camera screen: far right, 30
camera screen: point, 400, 300, 60
camera screen: user, base
camera screen: targets, base, 60
 
RESET CAMERA: (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Resets the camera location back to default location, which is the center of the battlefield. Using (frames) will allow you to adjust the duration in which the camera resets. Omitting ‘frames’ will set the camera to reset in 30 frames.
Note: The camera will not shift past screen boundaries.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: reset camera
reset camera: 30
 
RESET ZOOM: (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Resets the camera zoom back to default zoom, which is 100%. Using (frames) will allow you to adjust the duration in which the zoom resets. Omitting ‘frames’ will set the zoom to reset in 30 frames. Note: The camera will not shift past screen boundaries.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: reset zoom
reset zoom: 30
 
WAIT FOR CAMERA
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits for the camera to finish panning before going on to the next action in the action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait for camera
 
WAIT FOR ZOOM
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Waits for the zoom to finish changing before going on to the next action in the action sequence.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: wait for zoom
 
ZOOM: x%, (frames)
ZOOM: x.y, (frames)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Zooms to x% or x.y rate. Using (frames) will allow you to adjust the duration in which the zooming occurs. Omitting ‘frames’ will set the zoom duration to 30 frames.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: zoom: 200%
zoom: 1.5, 45
 

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Victory Aftermath

 

Features and How to Use

 

Replace the default RPG Maker victory messages with this plugin’s Victory Aftermath windows to provide more accurate and visual data to your players!

 

Plugin: http://yanfly.moe/plugins/en/YEP_VictoryAftermath.js

 

Instructions

Introduction
 
This plugin swaps out the victory messages from the default battle system in favor of more informative windows to display. Adjust the parameters to change the settings to fit your game.
 
Victory Aftermath
 
In the parameters, there’s a ‘Victory Order’ parameter. This parameter lets you choose the order of the steps in the Victory Aftermath.
 
The default order is as follows:
exp
Displays the EXP window.
 
custom
Displays any custom plugin extensions.
 
drops
Displays the drops window.
 
If you switch the order of these steps, add steps, or remove steps from the ‘Victory Order’ plugin, the Victory Aftermath will correspond to any changes you have made.
 
Plugin Commands
 
If you wish to alter the Victory Aftermath sequence a bit, you can use the following Plugin Commands.
 
Plugin Commands:
DisableVictoryAftermath
Disables the Victory Aftermath sequence and bypasses the Victory Aftermath music, too.
 
EnableVictoryAftermath
Enables the Victory Aftermath sequence if it has been previously disabled.
 
DisableVictoryMusic
Disables the Victory Aftermath music to just continue playing whatever was playing.
 
EnableVictoryMusic
Enables the Victory Aftermath music if it has been previously disabled.

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What's the difference between the 2 "motion wait: target" on the battle core and 2nd action sequence plugins? Is the latter supposed to have the actor be in idle motion? When I use them together, it will only get the effect on the battle core, which is to wait for the motion to be completed.

 

Battle Core:

 

MOTION WAIT: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Makes the game wait 12 frames if the target(s) performing the action is an actor. If the target(s) is not an actor, no waiting will be done.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Action Sequence 2:

 

MOTION type: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
MOTION WALK: target
MOTION WAIT: target
MOTION CHANT: target
MOTION GUARD: target
MOTION DAMAGE: target
MOTION EVADE: target
MOTION ATTACK: target
MOTION THRUST: target
MOTION SWING: target
MOTION MISSILE: target
MOTION SKILL: target
MOTION SPELL: target
MOTION ITEM: target
MOTION ESCAPE: target
MOTION VICTORY: target
MOTION DYING: target
MOTION ABNORMAL: target
MOTION SLEEP: target
MOTION DEAD: target
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Forces the target to perform the specific type of action in sideview. If you issue an action sequence command for the target to perform ‘attack’, the target will automatically determine based on the weapon it has equipped to use either a thrust, swing, or missile motion. Attack, thrust, swing, and missile will also display the target’s weapon if the target has one.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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Skill Core

 

Features and How to Use

 

The Skill Core plugin enables you to modify the core aspects of skills such as the cost and effects. With this plugin, HP costs are also implemented, too.

 

Plugin: http://yanfly.moe/plugins/en/YEP_SkillCore.js

 

Instructions

Introduction
 
Skills in RPG’s consist of three main components: Costs, Damage, and Effects. Although not all components are required for a skill, they certainly make up a good chunk of it. Damage will be handled by another plugin, but this plugin will provide a core handling for skill costs and skill effects.
 
This plugin also includes the ability for battlers to swap their HP, MP, and/or TP gauges for something different if it would fit the character better (for example, some classes don’t use MP and/or TP).
 
Notetags
 
These notetags can adjust either skill costs or special skill effects.
 
Skill Notetags:
<HP Cost: x>
Changes the skill to have x as its HP cost. RPG Maker MV’s editor lacks HP cost functions so this would allow skills to use HP as their cost.
 
<HP Cost: x%>
Changes the skill to cost a percentage of the character’s MaxHP value.
 
<MP Cost: x>
Changes the skill to have x as its MP cost. This helps bypass the database’s hard limit of 9999.
 
<MP Cost: x%>
Changes the skill to cost a percentage of the character’s MaxMP value.
 
<TP Cost: x>
Changes the skill to have x as its TP cost. This helps bypass the database’s hard limit of 99.
 
<TP Cost: x%>
Changes the skill to cost a percentage of the character’s MaxTP value. Although the default MaxTP is 100, this tag will be useful for any plugins that will alter a character’s MaxTP values.
 
Gauge Swapping
 
This plugin also lets you swap around the HP, MP, and TP Gauges to any order you want assuming that all the plugins you use will keep the same order of HP, MP, and TP and does not override the default gauge drawing process. If you use any plugin extensions, they can be swaped in as well.
 
Note: If you do not have ‘Display TP in Battle’ checked under the System tab in the database, nothing will be shown for the third slot.
 
Class Notetag:
<Swap Gauge x: y>
This will change gauge x (1, 2, or 3) to y. Replace y with ‘HP’, ‘MP’, or ‘TP’ to have it display that gauge type in that gauge slot. If you wish for that slot to display nothing, insert ‘Nothing’ or ‘Null’ in place of y in the notetag.
 
Weapon, Armor, and State Notetags:
<Swap Gauge x: y>
Actors with equipment or states that contain these notetags or enemies with states that contain these notetags will display those swapped gauges in place of the default settings or settings defined by the Class or Enemy notetags.
 
Priority will go in the following order: Weapons, Armors, States, Class, Enemy
 
Lunatic Mode – Skill Costs
 
For users who want more control over skill costs and skill effects, there exists notetags that allow you to apply code to the costs and/or effects of a skill. For effects, this will also extend towards item control, as well.
 
<Custom HP Cost>
code
code
</Custom HP Cost>
This allows the skill to have a custom HP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the HP Cost and the HP percentage cost.
 
<Custom MP Cost>
code
code
</Custom MP Cost>
This allows the skill to have a custom MP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the MP Cost and the MP percentage cost.
 
<Custom TP Cost>
code
code
</Custom TP Cost>
This allows the skill to have a custom TP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the TP Cost and the TP percentage cost.
 
Lunatic Mode – The Skill Phases
 
For this skill, multiple effects are applied and at different phases. The various phases are as follows:
 
Before Effect Phase (influenced by this plugin)
if skill successfully lands:
– Pre-Damage Effect Phase (influenced by this plugin)
– Damage Phase
– Post-Damage Effect Phase (influenced by this plugin)
– Item Trait Effects Phase
After Effect Phase (influenced by this plugin)
 
There’s four phases which can be influenced by this plugin. Two of which do not matter if the effect successfully lands or not, two of which do matter if the skill does land.
 
Skill and Item Notetags:
<Before Eval>
code
code
</Before Eval>
 
<Pre-Damage Eval>
code
code
</Pre-Damage Eval>
 
<Post-Damage Eval>
code
code
</Post-Damage Eval>
 
<After Eval>
code
code
</After Eval>
 
If you wish to use custom effects for your skill, you can insert the respective notetags into the skill (or item) noteboxes and it will run the code that appears in between the tags. However, using any form of comments in this tag will block out code that follows.

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I dunno..

it's just me or the scripts Sqc 2 (after update)

 

my actor didn't move when use move x: y..

 

please help..

if i do a mistake, what kind of mistake i do...

 

i will post the screenshot later.. thank you

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Skill Cooldowns

Extension Plugin for Skill Core

 

Features and How to Use

 

Skill Cooldowns is an extension plugin for the Skill Core. This plugin enables you to give your skills cooldowns, a game mechanic which prevents skills from being repeatedly used requiring the player to wait a few turns in order for the skill to become available for use again.

 

Plugin: http://yanfly.moe/plugins/en/YEP_X_SkillCooldowns.js

 

Instructions

Introduction
 
This plugin requires YEP_SkillCore.
Make sure this plugin is located under YEP_SkillCore in the plugin list.
 
This plugin allows you to give your skills cooldowns. Cooldowns are a limit enforced on a skill to prevent them from being used constantly.
 
Cooldown Types
 
Cooldown (Standard)
The standard cooldown only occurs if the skill has a cooldown to pay. When used, the skill cannot be used for x turns as indicated by the cooldown. There are a number of things that contribute to cooldowns going down. The first would be simply waiting. Each turn in battle causes a cooldown to drop by 1 turn. Skills and the such can be used to speed up this process. The second would be to finish battles. Finishing a battle will cause all cooldowns to drop by a certain amount (can be defined in the parameters). And the third would be walking on the field map. Every certain amount of steps allow a skill’s cooldown to decrease.
 
Warmups
As far as most things go, Warmups do the same thing as Cooldowns: prevent skills from being used until their timer is up. The difference, however, is that warmups only occur once during battle: at the very start of it. If a skill has a warmup timer, it will trigger the moment it goes into battle and instantly disappear after battle. Warmups do not stack on top of any existing cooldowns. If a cooldown is already occurring when a skill is in the warmup phase, both the warmup and cooldown simultaneously update.
 
Linked Cooldowns
A linked cooldown occurs when a skill that’s used causes another skill in the owner’s skill library to have a cooldown. All other attributes of this cooldown are the same as a standard cooldown’s. This cooldown type will take priority over Skill Type Cooldowns and Global Cooldowns if this value is defined.
 
Skill Type Cooldowns
When a Skill Type Cooldown occurs, all skills currently in the battler’s skill library with the matching Skill Type will be on cooldown. All other attributes of this cooldown are the same as a standard cooldown’s. This cooldown type will take priority over Global Cooldowns if this value is defined.
 
When a cooldown is applied for a skill that already has a cooldown, the cooldown will change to whatever is the largest value. This means if a skill has 3 turns for a cooldown and a Skill Type Cooldown would set for 1 turn, the 3 turns would remain. On the flip side, if the skill has 3 turns and the Skill Type Cooldown would set for 5 turns, then the cooldown would be changed to 5 turns instead.
 
Notetags
 
Use the following notetags to alter the cooldown properties of a skill.
 
Skill Notetags:
<Cooldown: x>
Sets the cooldown for the skill to X turns. This cooldown only affects this skill alone. This value will take priority over Skill Type Cooldowns and Global Cooldowns.
 
<After Battle Cooldown: +x>
<After Battle Cooldown: -x>
After a battle ends (victory, loss, or escape), change the cooldown for this skill by +x turns or -x turns.
 
<Cooldown Steps: x>
Outside of battle, every x steps that the Player takes, this skill’s cooldown will drop by 1.
 
<Skill x Cooldown: y>
When using this skill, after paying the skill cost, skill x will have a linked cooldown of y turns. This value will take priority over Skill Type Cooldowns and Global Cooldowns.
 
<SType x Cooldown: y>
When using this skill, after paying the skill cost, all skills with the matching Skill Type x to have a cooldown of y. This value will take priority over Global Cooldowns.
 
<Global Cooldown: x>
When using this skill, all skills within the battler’s skill library area set to be on cooldown for x turns. This value has less priority than Individual Cooldowns and Skill Type Cooldowns.
 
<Bypass Cooldown>
This causes the skill to bypass cooldowns, no matter what. This should be used for skills like Attack, Guard, Escape, etc. that should not have a cooldown assigned to them.
 
Skill and Item Notetags:
<Skill x Cooldown: +y>
<Skill x Cooldown: -y>
Targets hit by this skill will have skill x’s cooldown adjusted by y. This does not apply to the user and applies only to the targets.
 
<SType x Cooldown: +y>
<SType x Cooldown: -y>
Targets hit by this skill will have all skills in their skill library with Skill Type x to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.
 
<Global Cooldown: +x>
<Global Cooldown: -x>
Targets hit by this skill will have all skills in their skill library to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.
 
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Skill x Cooldown Duration: y%>
Alters the cooldown duration of skill x to y% when the cooldown cost is applied. This effect only applies to skill x.
 
<SType x Cooldown Duration: y%>
Alters the cooldown duration of skills with Skill Type x to y% when the cooldown cost is applied. This effect only applies to Skill Type x.
 
<Global Cooldown Duration: x%>
Alters the cooldown duration of all skills to x% when the cooldown cost is applied.
 
<Skill x Cooldown Rate: y%>
Sets the cooldown rate for skill x to y% when the cooldown counter goes down. This effect only applies to skill x.
 
<SType x Cooldown Rate: y%>
Sets the cooldown rate for Skill Type x skills to y% when the cooldown counter goes down. This effect only applies to Skill Type x skills.
 
<Global Cooldown Rate: x%>
Sets the cooldown rate for all skills to x% when the cooldown counter goes down.
 
<Skill x Cooldown: +y>
<Skill x Cooldown: -y>
If the user performs skill x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.
 
<SType x Cooldown: +y>
<SType x Cooldown: -y>
If the user performs skill with skill type x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.
 
<Global Cooldown: +x>
<Global Cooldown: -x>
If the user performs any skill, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.
 
<Skill x Warmup: +y>
<Skill x Warmup: -y>
At the start of battle, skill x will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.
 
<SType x Warmup: +y>
<SType x Warmup: -y>
At the start of battle, all skills with skill type x it will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.
 
<Global Warmup: +x>
<Global Warmup: -x>
At the start of battle, all skills will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.
 
Lunatic Mode – Specialized Cooldowns
 
For skills, you can set cooldowns to have a special code determine its value when the skill is used.
 
Skill Notetag
<Cooldown Eval>
cooldown = x;
cooldown += x;
</Cooldown Eval>
Insert these two tags into the skill’s notebox to give it a unique way to determine the cooldown’s value. The ‘cooldown’ variable determines the amount of turns for the cooldown.
 
<Warmup Eval>
warmup = x;
warmup += x;
</Warmup Eval>
Insert these two tags into the skill’s notebox to give it a unique way to determine the warmup’s value. The ‘warmup’ variable determines the amount of turns for the warmup.
 
Yanfly Engine Plugins – Battle Engine Extension – Action Sequence Commands
 
If you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra cooldown related action sequences.
 
GLOBAL COOLDOWN: targets, +X
GLOBAL COOLDOWN: targets, -X
GLOBAL COOLDOWN: targets, X
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Sets the cooldown for all of the targets to be adjusted by X value. This applies to every skill that doesn’t bypass cooldowns.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: global cooldown: target, +5
global cooldown: user, -3
global cooldown: enemies, 10
 
SKILL X COOLDOWN: targets, +Y
SKILL X COOLDOWN: targets, -Y
SKILL X COOLDOWN: targets, Y
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes skill X to be adjusted by Y value for the targets. This only applies the specific skill x’s cooldown.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: skill 10 cooldown: target, +5
skill 12 cooldown: user, -3
skill 15 cooldown: enemies, 10
 
SKILL TYPE X COOLDOWN: targets, +Y
SKILL TYPE X COOLDOWN: targets, -Y
SKILL TYPE X COOLDOWN: targets, Y
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Causes skill type X skills to be adjusted by Y value for the targets. This only applies the specific skill type x skill’s cooldown.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: skill type 1 cooldown: target, +5
skill type 2 cooldown: user, -3
skill type 5 cooldown: enemies, 10

Edited by Yanfly
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Equip Core

 

Features and How to Use

 

The Equip Core plugins makes quite a few changes for your projects. It affects the equip menu, equipment type handling, equipment rulings, and parameter control.

 

Plugin: http://yanfly.moe/plugins/en/YEP_EquipCore.js

 

Instructions

Introduction
 
This plugin alters various aspects regarding equipment handling. The changes are as listed:
 
1. Scene_Equip
Scene_Equip has been modified to look differently. This is primarily done to make the main menu scenes look uniform and keep everything familiar for players. Furthermore, the command window has been adjusted to be better fit for extension plugins in the future that may add commands to the command window and/or the scene.
 
2. Equipment Type Handling
Characters will no longer have one universal equipment slot setting. Now, different classes can use different setups by simply adding a few notetags to the class notebox. Furthermore, equipment types in the past with matching names would be treated as separate types. Now, equipment types with matching names will be treated as the same type.
 
3. Equipment Rulings
Now, certain equipment types can or cannot be removed. For example, this plugin can set it so that the Weapon slot must always have something equipped and that the player cannot manually leave it empty (the game, on the other hand, can achieve this through events). In addition to that, optimizing equipment can be restricted for certain equipment types, which are better off being decided manually (such as accessories).
 
4. Parameter Control
Equipment parameters can now to be adjusted through notetags to have a large value or customized value (through code). This allows for equipment to no longer be static items, but instead, equipment can now be dynamic and may change over the course of the game.
 
Notetags
 
You can use the following notetags to change a class’s equipment setup.
 
Class Notetags:
<Equip Slot: x>
<Equip Slot: x, x, x>
Example: <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
Changes this class’s equipment slots to x. Using repeating numbers makes it so that equipment type is duplicated and that the class can equip multiple equipment of that type. To find the Equipment Type ID, go to your database’s Types tab and look for the ID type.
 
If you don’t like the above method for setting equipment slots, you can use the following notetags instead:
 
<Equip Slot>
string 
string
string
string
</Equip Slot>
 
Example:
<Equip Slot>
Weapon
Armor
Accessory
Accessory
</Equip Slot>
Replace ‘string’ with the Equipment type’s name entry. This is case sensitive so if the string does not match a name entry perfectly, the slot will not be granted to the class. Multiple copies of a name entry would mean the class can equip multiple equipment of that type. Everything works the same as the previous notetag.
 
Weapon and Armor Notetags:
<stat: +x>
<stat: -x>
Allows the piece of weapon or armor to gain or lose x amount of stat. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation so long as the maximum value allows for it. Changes made here alter the base parameters.
 
Lunatic Mode – Custom Parameters
 
<Custom Parameters>
code
code
code
code
</Code Parameters>
 
Example:
<Custom Parameters>
atk = $gameVariables.value(1);
mat = atk / 2;
all = $gameParty.members().length;
</Custom Parameters>
 
Allows for parameters to have custom rates adjusted by code. The following parameters are defined: ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, and ‘all’. The ‘all’ parameter will affect all parameters. Changes made here do not alter the base parameters, but instead, are added onto the base parameters.

Edited by Yanfly
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Item Core

 

Features and How to Use

 

The Item Core plugin changes a lot of things about your project, from the item menu to independent items. But more importantly, this plugin builds a bridge for those who wish to do more with their items…

 

Plugin: http://yanfly.moe/plugins/en/YEP_ItemCore.js

 

Instructions

Introduction
 
This plugin makes a couple of main changes to your game and the way items handled to allow a base core for future plugins.
 
1. Independent Items
If you choose to have maximum limit on your items, weapons, and/or armors, those items will become independent and have their own individual stats and whatnot. Independent items are capable of being upgraded, altered, modified, etc. and retain those changed properties independent of other items of the same type. Items without a maximum limit (aka 0), they will continue working as they normally did in RPG Maker MV.
 
2. New Scene_Item
The item scene has been revamped to look a little bit different. With the new layout, the item list is no longer two columns, but one. Added are a few more windows, such as the item status window (which displays basic item information), an item information window (which shows information applied to the item via upgrades, etc.), and an item action window, which appears when you select an item and it will ask you if you wish to Use the item or any action added via plugins (such as upgrading the item). If you wish to not use this revamp, you can disable it from the parameters.
 
3. Random Variance
Newly acquired items that aren’t from shop can be given randomized stats to a small degree for items that are independent. Items can be above the stock value or below the stock value by the variance value. If you wish for an item to not have a variance value, you can use a notetag to set the variance value to 0. If you wish for all of your items to not have a variance value, you can set the parameter to 0.
 
Note: During battle test, independent items are disabled.
 
Notetags
 
If you are using independent items, items that aren’t gained through the shop can have a random variance applied to its stats.
 
Item, Weapon, Armor Notetag
<Random Variance: x>
If this item is acquired through non-shop means, it will have random stats offset by x amount in either a positive or negative value.
 
<Not Independent item>
Sets an item that is independent by default to become a nonindependent item, allowing it to stack and making it unable to be affected by independent item modifiers.
 
<Priority Name>
This sets the item, weapon, or armor’s priority name to its database entry so that name schemes cannot affect the item.
 
Plugin Commands
 
If you wish to be able to add items to your player’s inventory without the random variance being applied to it, you can use the following plugin commands to adjust the settings for that.
 
Plugin Command:
EnableVarianceStock
Causes all items acquired from this point forward to have its variance give stock (nonrandom) values.
 
DisableVarianceStock
Causes all items acquired from this point forward to have its variance give random values.
 
A small note is that if you enabled the variance stock values, if the player restarts the game by either going through the title screen or just turning off the program and starting it back up, the random variance will in effect again. This plugin command is meant to exist short term disable.
 
Eventing Changes
 
A few changes have been made to eventing in order to adjust for independent items. They are as follows:
 
Event Page Conditions and Conditional Branches:
Checking to see if an item exists in the party’s inventory will differ if the item can be independent. Instead, the condition can be fulfilled if there is an item, even when upgraded, that has the selected item as the base item. This means your Long Sword (+1) will fulfill the condition of having the target Long Sword item in the event editor.
 
Actor Has X Equip:
Just like the previous condition, this condition will be fulfilled if the actor has a weapon whose base item matches the event editor’s target item. The Long Sword (+1) will fulfill the condition of needing the actor to have a Long Sword item equipped.
 
Change Equipment:
If the target equipment is independent, the game will first check to see if the actor has an item equipped with the matching base item. If not, the game will then check to see if the party has a matching base item in the inventory first and use that. If not, then the game will create a new stock version of the item and equip that to the actor.
 
Item Name System
 
For independent items, they have a unique name handling system. Independent items consist of four parts:
 
Prefix Base Name Suffix Boost Count
 
The prefix, base name, suffix, and boost count are adjusted by plugins. Depending on the effects applied, they can be altered or changed. Using the name system, an item with a prefix of ‘Fiery’, base name of ‘Sword’, suffix being ‘of Might’, and a boost count of 5 will end up looking like:
 
Fiery Sword of Might (+5)
 
These item would appear that way only if its various name parts have been altered some way or another. However, there is a fifth name convention, and that is the priority name. If an item has a priority name, it will completely overwrite the current name scheme with just the priority name itself. So even if the item’s name is ‘Fiery Sword of Might (+5)’, if the item’s priority name is ‘Legendary Blade’, then ‘Legendary Blade’ will take priority.

Edited by Yanfly
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Item Upgrade Slots

Extension Plugin for Item Core

 

Features and How to Use

 

This plugin requires the Item Core plugin as this plugin is an extension plugin for it. This plugin enables your players to be able to uprade their weapons and armors through a dedicated slot system.

 

Plugin: http://yanfly.moe/plugins/en/YEP_X_ItemUpgradeSlots.js

 

Instructions

Introduction
 
This plugin requires YEP_ItemCore.
Make sure this plugin is located under YEP_ItemCore in the plugin list.
 
This plugin adds Item Upgraders, where you can select the base item and then apply the appropriate Item Upgraders onto it to boost its parameters.
 
Notetags
 
The following notetags can be used to modify item upgrades.
 
Weapon, and Armor Notetags
<Upgrade Slots: x>
This sets the number of times an item can be upgraded instead of the default amount defined in the database.
 
<Slot Variance: x>
This makes it so that there is a random variance for the number of slots provided through the item. If this notetag isn’t used, it will go by the setting in the parameters.
 
<Upgrade Sound: filename>
Changes the upgrade sound played to ‘filename’. If this notetag isn’t used, the ‘Default Sound’ parameter sound will be used instead.
 
<Upgrade Effect>
effect
effect
</Upgrade Effect>
These are the effects applied (in the order they’re listed). Refer to the ‘Upgrade Effects List’ in the next section to have those effects applied to the upgraded item.
 
<Upgrade Item Type: All>
<Upgrade Item Type: Regular>
<Upgrade Item Type: Key>
<Upgrade Item Type: Hidden A>
<Upgrade Item Type: Hidden B>
<Upgrade Item Type: Always>
<Upgrade Item Type: Battle>
<Upgrade Item Type: Menu>
<Upgrade Item Type: Never>
<Upgrade Item Type: string>
This makes it so this item can be used to upgrade the item that matches either the item type or the item occassion. If none of those work for you, you can use the following notetag and place an instance for ‘string’ inside of the item upgrade types.
 
<Type: string>
Puts this type into the notebox for items (not weapons nor armors) and it will add ‘string’ as its type. You can insert multiple copies of this notetag to enable the item to have more types. Any types in here that match the types for the previous notetag will enable the item to be upgradeable by that upgrade item type.
 
<Upgrade Weapon Type: x>
<Upgrade Weapon Type: x, x, x>
<Upgrade Weapon Type: x through x>
This makes it so that only weapon types x can use this item for upgrade. If you use weapon type 0, all weapons can be upgraded using this item.
 
<Upgrade Armor Type: x>
<Upgrade Armor Type: x, x, x>
<Upgrade Armor Type: x through x>
This makes it so that only armor types x can use this item for upgrade. If you use armor type 0, all armor can be upgraded using this item.
 
Upgrade Effects List
 
The following is a list of effects you can use for the <Upgrade Effects> notetag to have it apply the desired effects to the upgraded item.
 
Effect Text Upgrade Effect:
 
Base Name: x
Changes item’s base name to x. *Note2
 
Boost Count: +x
Increases Boost Count by x. *Note2
 
Boost Count: -x
Decreases Boost Count by x. *Note2
 
Eval: x
Runs x as a piece of code. *Note2
 
Name: x
Changes item’s name to x. *Note2
 
Icon: x
Changes item’s icon to x. *Note2
 
Prefix: x
Changes item’s prefix to x. *Note2
 
Priority Name: x
Sets priority name to x. *Note2
 
Random Stat: x
Increases or decreases ‘Stat’ by 0 to x. *Note1
 
Random Stat: +x
Increases ‘Stat’ by 0 to x. *Note1
 
Random Stat: -x
Decreases ‘Stat’ by 0 to x. *Note1
 
Reset Base Name
Resets the base name to default.
 
Reset Boost Count
Resets the Boost Count to 0.
 
Reset Icon
Resets the icon back to the default icon.
 
Reset Prefix
Resets name prefix to default.
 
Reset Stat
Resets ‘Stat’ back to base stat values. *Note1
 
Reset Suffix
Resets name suffix to default.
 
Reset Full
Resets every single aspect about item. *Note3
 
Slots: x
Changes the slot consumption cost to x. *Note1
 
Stat: +x
Increases ‘Stat’ by x. *Note1
 
Stat: -x
Decreases ‘Stat’ by x. *Note1
 
Suffix: x
Changes item’s suffix to x. *Note2
 
Note1: ‘Stat’ is to be replaced by ‘MaxHP’, ‘MaxMP’, ‘ATK’, ‘DEF’, ‘MAT’, ‘MDF’, ‘AGI’, ‘LUK’, ‘SLOTS’, ‘ALL’ or ‘CURRENT’. ‘ALL’ affects all stats. ‘CURRENT’ affects only non-zero stats. This effect will also increase the boost count (+x) by 1 and update the item’s name.
 
Note2: This does not alter boost count nor update the item’s name unless it is altered by the effect.
 
Note3: Because this effect resets absolutely everything about an item, it will send the player away from the upgrade menu to reset the standings of the item.
 
Plugin Commands
 
The following are some Plugin Commands you can use for your game regarding the upgrade option in the item menu:
 
Plugin Command:
 
ShowItemUpgrade
Shows the upgrade option in the item menu.
 
HideItemUpgrade
Hides the upgrade option in the item menu.
 
DisableItemUpgrade
Disables the upgrade option in the item menu.
 
EnableItemUpgrade
Enables the upgrade option in the item menu.
 
You can use those Plugin Commands at any time to adjust the upgrade option.

Edited by Yanfly
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Auto Passive States

 

Features and How to Use

 

Add passive states to your game! They can be innate to actors, classes, appear when a piece of equipment is worn, or after an actor learns a skill! Having a passive state increase gameplay depth by a lot!

 

Plugin: http://yanfly.moe/plugins/en/YEP_AutoPassiveStates.js

 

Instructions

Introduction
 
Passive states are states that are automatically active. You can think of them as an extension of traits but with more flexibility. They will always be there as long as the actor or enemy has auto passive state notetags.
 
Notetags
 
Actor, Class, Skills, Weapon, Armor, Enemy Notetags:
<Passive State: x>
<Passive State: x, x, x>
This will allow the actor or enemy to have state x as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state.
 
<Passive State: x to y>
This will add the states x through y (in a sequence) for the actor or enemy to have as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state.

Edited by Yanfly

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Main Menu Manager

 

Features and How to Use

 

Have more control over your main menu straight from the Plugin Manager. Add, remove, hide, show, enable, disable commands from your main menu altogether!

 

Plugin: http://yanfly.moe/plugins/en/YEP_MainMenuManager.js

 

Instructions

Introduction
 
For those who wish to alter the various aspects of the main menu commands without needing to touch the source code can use this plugin to do so. Although this plugin mostly ports the menu creation process to the Plugin Manager parameters, it allows for a cleaner way to handle the menu command management process.
 
How to Use This Plugin
 
Each section in the parameters is divided up into various parts. Each of these parts play a role in how the menu command functions. Here’s what each part does:
 
Name
– This is how the command will appear visually in the main menu. This is an eval, which means, it’s code driven. If you want the command to appear just as it is, use ‘quotes’ around it.
 
Symbol
– This is the identifier for the command. Each command should have a unique symbol, so much as to not cause conflicts with each command. However, shared symbols are perfectly fine as long as you’re fine with them performing the same function when selected.
 
Show
– This is an eval condition for whether or not the command shows up in the main menu. If you wish for this to always show up, simply use ‘true’ without the quotes.
 
Enabled
– This is an eval condition for whether or not the command is enabled. The difference between showing a command and enabling a command is that a command can show, but it can’t be selected because it isn’t enabled. If you wish for this command to always be enabled, use ‘true’ without the quotes.
 
Ext
– Stands for extension. This serves as a secondary symbol for the command and it can be used for pretty much anything. It has no direct impact on the command unless the command’s objective is related to the extension value. The majority of commands do not need to make use of the Ext value.
 
Main Bind
– This is an eval function that is to be ran when this command is selected straight from the main menu. The function that is to be bound to this command needs to be accessible from Scene_Menu is some way or another. For commands that are meant to select an actor first, use ‘this.commandItem.bind(this)’ without the quotes.
 
Actor Bind
– This is an eval function that is to be ran when an actor is selected after choosing this command, usually to push a scene. This function isn’t needed for any menu commands that don’t require selecting an actor.
 
Examples
 
The following are some examples to help you add/alter/change the way commands appear for your main menu.
 
Name: TextManager.item
Symbol: item
Show: this.needsCommand(‘item’)
Enabled: this.areMainCommandsEnabled()
Ext:
Main Bind: this.commandItem.bind(this)
Actor Bind:
 
The item command is made using the above example. ‘TextManager.item’ is how the command name will appear. It draws the name information from the database Text Manager entry for ‘Item’ and uses whatever you put into the database in here. The symbol ‘item’ is used to make the item command’s unique identifier. In order for the command to show, it will run a ‘needsCommand’ function to check if it will appear. This ‘needsCommand’ function is related to your database on whether or not you want the item to appear there. In order for this command to be enabled, it will check for whether or not the main commands are enabled, which is related to whether or not there are actors in the current party. And finally, the line of code ‘this.commandItem.bind(this)’ is the command that will run once the item entry is selected.
 
Name: TextManager.skill
Symbol: skill
Show: this.needsCommand(‘skill’)
Enabled: this.areMainCommandsEnabled()
Ext:
Main Bind: this.commandPersonal.bind(this)
Actor Bind: SceneManager.push(Scene_Skill)
 
The skill command is made using the above example. ‘TextManager.skill’ is how the command name will appear. It draws the name information from the database Text Manager entry for ‘Skill’ and uses whatever you put into the database in here. The symbol ‘skill’ is used to make the skill command’s unique identifier. In order for the command to show, it will run a line code ‘needsCommand’ function to check if it will appear. This ‘needsCommand’ function is related to your database on whether or not you want the skill option to appear there. In order for this command to be enabled, it will check for whether or not the main commands are enabled, which is related to whether or not there are actors in the current party. This time, the main bind command is to send the player to the actor selection process using ‘this.commandPersonal.bind(this)’ instead. Once the player selects an actor, ‘SceneManager.push(Scene_Skill)’ is then ran to send the player to Scene_Skill to manage the actor’s skills.
 
Name: ‘Common Event 1’
Symbol: common event
Show: false
Enabled: true
Ext: 1
Main Bind: this.callCommonEvent.bind(this)
Actor Bind:
 
This is a customized command that is included by default with the plugin. This command’s name is ‘Common Event 1’, but it can be changed to whatever you want by simply changing what’s in between the ‘quotes’ in the parameter settings. The symbol is the identifier for all common events. However, by default, this common event item does not show in the main menu. If you want it to appear, set the Show option to ‘true’ without the quotes and it will appear. Because the Enabled option is ‘true’, the command can always be selected by the player. The Ext actually has a role with this command. The Ext determines which common event is to be played. In this example, the Ext value is 1, which means common event 1 will be ran when this command is selected. Should the Ext value equal to 25, it will be common event 25 that will run once this command is selected. The reason is because the Main Bind for this command option is ‘this.callCommonEvent.bind(this)’, which is a function included in this plugin to allow for common events to be ran.

Edited by Yanfly
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Base Troop Events

 

Features and How to Use

 

Wanted to place an event in every single battle but copy/pasting it is too inefficient? Now, you can do it using Base Troop Events, where every single battle takes a template of events from the selected troop you want it to!

 

Plugin: http://yanfly.moe/plugins/en/YEP_BaseTroopEvents.js

 

Instructions

Introduction
 
For all the eventers out there who love to customize their battles through custom event pages, you can now save yourself some time by drawing all the event pages from a base troop event to occur in every fight. All of the events will be present in every single battle.

Edited by Yanfly
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Battle A.I. Core

 

Features and How to Use

 

Tired of dumb enemies that turn your otherwise challenging game into an easy-peasy walk in the park? The Battle A.I. Core plugin allows you to manually adjust the settings and patterns of your enemies so that they can deliver MANLY poundings onto your players.

 

Plugin: http://yanfly.moe/plugins/en/YEP_BattleAICore.js

 

Instructions

Introduction
 
RPG Maker MV’s default enemy AI is a bit lackluster even if you managed to have it based completely on the rates and switches. There is no way to control the way the enemy chooses targets by default, nor are the conditions imposed by the default editor enough to satisfy the majority of checks. This plugin enables you to set a priority list of conditions, actions, and the targets selected for the enemy to go through before making a decision on how to participate in battle.
 
These conditions contain all of the default editor’s conditions plus more, such as determining the parameter values of a target, whether or not a state exists on a target, the target’s elemental weakness (or resistances), and more before deciding an action. Furthermore, you can set an AI level for the enemies to make them more consistent in the way they go about fighting your players or more random in the way the enemies treat the priority list, too.
 
Parameters
 
Dynamic Actions
By default, the enemy’s actions are determined at the start of the turn. While this works in its own right, enabling Dynamic Actions allow enemies to make a decision when the enemy’s turn comes up instead. This prompts enemies to be more flexible and to appear more intelligent in battle, thus, giving your players a bit more of a challenge.
 
Element Testing
If this is disabled, enemies will automatically know the elemental weakness, resistance, etc. about all actors. If enabled, enemies will need to test out the skills on various actors first before making a decision. Until the enemy learns about the actor’s elemental rates, the enemy is always willing to try using the skill on the target actor. However, if the skill itself does not possess an element, then no information will be registered. All elemental data is reset at the start of each battle for all enemy parties.
 
Default AI Level
Not all enemies are intelligent. In fact, some of them are dumb or random. Setting the AI Level of a foe at a low number means the foe is more random while a higher AI Level foe is more consistent. How the AI Level works is, a random number will be checked from 0 to 99. If that enemy’s AI Level is higher than that number, that action is checked to see if the condition is fulfilled or not. If the AI Level is lower than that number, the condition is automatically deemed false and continues on to the next action. The check is ran each time a new action is checked upon. This random factor is only applied to <AI Priority> lists and do not apply to default actions.
 
Enemy AI Level
 
Enemy AI levels do not determine how difficult they are. Instead, they determine how strictly they will follow the <AI Priority> lists. An AI Level of 80 means it has an 80% chance of following the prioritized action on the AI Priority list before moving onto the next one where there will be another 80% chance and so on. If the AI level is lower, the chance is lower, making the AI to be more random.
 
Enemy Notetag:
<AI Level: x>
Sets the enemy’s AI level to x. The lower x, the more random the enemy. The higher for x, the more strict the enemy is about following the AI Priority list found in its notebox, too.
 
Enemy AI Priority
 
If an enemy has an AI Priority list, the enemy will go down that list from top to bottom (giving the actions at the top more priority than the ones at the bottom) looking for any actions whose conditions are fulfilled. If that condition is fulfilled, then that action will be the action the enemy will partake in.
 
To set up a Priority List for the enemy, you must place inside the enemy’s notebox notetags that match the following format:
 
<AI Priority>
condition: SKILL x, target
condition: SKILL x, target
</AI Priority>
 
or
 
<AI Priority>
condition: skill name, target
condition: skill name, target
</AI Priority>
 
Any number of conditions and skills can be placed in between the two <AI Priority> tags. You can choose to use skill ID’s or the skill names. However, if you use the skill names, keep in mind that it is not case sensitive and if any skills in your database have matching names, the skill with the larger skill ID will be the action used.
 
Conditions
 
The following is a list of ways you can format your conditions for the enemy to choose the right skill. In addition to deciding whether or not the skill will be used, the condition also selects the enemy target. The following list will tell you how the conditions are met and what targets will be selected for battle.
 
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ALWAYS
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This condition will always be fulfilled. The valid target group is all targets within scope.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Always: Skill 10, Lowest HP%
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ELEMENT X case
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This allows you to match the element rate of element X (use either a number or the name of the element in place of ‘X’) to see whether or not the conditions for the action are fulfilled. Replace ‘case’ with ‘Neutral’ for normal element rate, ‘Weakness’ for anything above 100% element rate, ‘Resistant’ for below 100% element rate, ‘Null’ for 0% element rate, and ‘Absorb’ for below 0% element rate. Valid targets will be those with the matching element rates.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Element Fire Weakness: Fireball, Lowest HP%
Element Water Resistant: Water Cancel, Highest MAT
Element 4 Null: Earthquake, Lowest MDF
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 EVAL eval
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This allows you to use any kind of code to check and fulfill a condition. This condition uses all alive members of the skill’s scope as valid targets.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Eval user.name() === ‘Bat A’: Skill 10, Highest HP%
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group ALIVE MEMBERS eval
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Replace ‘group’ with either ‘party’ for the player’s party or ‘troop’ for the enemy party. This runs the number of party alive members or troop alive members in a check to see if the conditions can be fulfilled.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Party Alive Members > 2: Skill 10, Lowest HP%
Troop Alive Members <= 4: Skill 11, Highest HP%
Troop Alive Members === $gameVariables.value(3): Skill 12, Random
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group DEAD MEMBERS eval
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Replace ‘group’ with either ‘party’ for the player’s party or ‘troop’ for the enemy party. This runs the number of party dead members or troop dead members in a check to see if the conditions can be fulfilled.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Party Dead Members > 2: Undead, Highest ATK
Troop Dead Members <= 4: Life, Highest ATK
Troop Dead Members === $gameVariables.value(3): Skill 12, Random
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stat PARAM eval
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Replace ‘stat’ with either ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, ‘maxhp’, ‘maxmp’, ‘hp’, ‘mp’, ‘hp%’, ‘mp%’, or ‘level’ to run it in a condition check again to see if the action gets passed. The group that it checks will be based on the skill’s scope. If the skill targets foes, then all foes will take a check to see if they fulfill the conditions. Likewise for party members if the skill is for allies. The valid targets will be those who pass the condition check.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: HP% param <= 50%: Heal, Lowest HP%
MP param > 90: Mana Drain, Highest MP
ATK param > user.atk: Power Break, Highest ATK
LEVEL param > 10 && target.notState(5): Blind, Random
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type PARTY LEVEL eval
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Replace ‘type’ with either ‘highest’, ‘lowest’, or ‘average’ to get the respective party level for the skill’s scope. This will reference the entire party’s level. If this condition is fulfilled, all targets would will become valid targets.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Highest Party Level > 10: Skill 10, Lowest MP%
Lowest Party Level < 12: Skill 11, Lowest HP%
Average Party Level > 15: Skill 12, Highest HP%
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RANDOM x%
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This will make the condition based on a random x percent chance. This condition allows all possible targets to be valid for targeting.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Random 50%: Skill 10, Lowest HP%
Random 75%: Skill 11, Highest HP%
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STATE === state x
STATE === state name
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This will detect if the target scope has state x (or state name if you use that instead). If the target does, that target is added into the pool of valid targets. Any targets not affected by the state will be ignored.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: State === State 5: DeBlind, Highest ATK
State === Knockout: Life, Random
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STATE !== state x
STATE !== state name
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This will detect if the target scope does not have state x (or state name if you use that instead). If the target doesn’t, that target is added into the pool of valid targets. Any targets affected by the state will be ignored.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: State !== State 12: Haste, Random
State !== Courage: Cowardice, Highest ATK
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SWITCH X case
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Replace ‘x’ with the ID of the switch you wish to check. Replace ‘case’ with either ‘on’ or ‘off’ (you may also use ‘true’ or ‘false’). If the switch matches the case, the condition is fulfilled and all skill targets become valid targets.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Switch 5 On: Skill 10, Lowest HP%
Switch 6 Off: Skill 11, Highest HP%
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TURN eval
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This will make the condition based on the turn count to be fulfilled by an eval statement. This condition allows all possible targets to be valid for targeting.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Turn > 3: Skill 10, Lowest hp%
Turn === 4: Skill 11, Highest hp%
Turn <= $gameVariables.value(2): Skill 12, Random
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VARIABLE X eval
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
This will call forth the value of variable ‘x’ to partake in an eval comparison to see if the condition is fulfilled. If it is, all skill targets become valid targets.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Example: Variable 3 > 10: Skill 10, Lowest HP%
Variable 5 <= 100: Skill 11, Highest HP%
Variable 2 === user.atk: Skill 12
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Targeting
 
Targeting is optional but can be done via a small change to the condition. All you have to do is add a ‘,’ after the skill to indicate which target in the valid target group you would like to target. For example:
 
Random 50%: Fire, Highest HP%
 
The condition to be met is the 50% random chance, but if it is fulfilled, the target selected will be the member on the targeting scope’s team with the highest HP percentage. When that happens, the ‘Fire’ skill will be used upon that target.
 
If no target is specified, a random target will be selected amongst the group of valid targets. Otherwise, refer to the following list:
 
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<<nothing>>
Selects a random member of the valid target group.
 
First
Selects first member of the valid target group.
 
Highest MaxHP
Selects highest MaxHP valid target.
 
Highest HP
Selects highest HP valid target.
 
Highest HP%
Selects highest HP% valid target. *Note1
 
Highest MaxMP
Selects highest MaxMP valid target.
 
Highest MP
Selects highest MP valid target.
 
Highest MP%
Selects highest MP% valid target. *Note1
 
Highest ATK
Selects highest ATK valid target.
 
Highest DEF
Selects highest DEF valid target.
 
Highest MAT
Selects highest MAT valid target.
 
Highest MDF
Selects highest MDF valid target.
 
Highest AGI
Selects highest AGI valid target.
 
Highest LUK
Selects highest LUK valid target.
 
Highest Level
Selects highest Level valid target. *Note2
 
Lowest MaxHP
Selects lowest MaxHP valid target.
 
Lowest HP
Selects lowest HP valid target.
 
Lowest HP%
Selects lowest HP% valid target. *Note1
 
Lowest MaxMP
Selects lowest MaxMP valid target.
 
Lowest MP
Selects lowest MP valid target.
 
Lowest MP%
Selects lowest MP% valid target. *Note1
 
Lowest ATK
Selects lowest ATK valid target.
 
Lowest DEF
Selects lowest DEF valid target.
 
Lowest MAT
Selects lowest MAT valid target.
 
Lowest MDF
Selects lowest MDF valid target.
 
Lowest AGI
Selects lowest AGI valid target.
 
Lowest LUK
Selects lowest LUK valid target.
 
Lowest Level
Selects lowest Level valid target. *Note2
 
Note1: This is calculated by dividing the current HP with the MaxHP or the current MP with the MaxMP.
 
Note2: If this is used on an enemy without a proper enemy level plugin installed, this will return the player party’s highest level.

Edited by Yanfly
Seijiro Mafuné and Vendon like this

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Region Events

 

Features and How to Use

 

Apply common events to specified regions! Simply by stepping on a tile marked by that region will trigger a specific common event!

 

Plugin: http://yanfly.moe/plugins/en/YEP_RegionEvents.js

 

Instructions

Introduction and Instructions
 
There are 255 Regions you can mark on your map. You can set it so that when players step on those specific Regions, a Common Event will play each time they step on it. To do so, bind a Common Event’s ID to the Region number in this plugin’s parameters. It will make it so that any tile with that very specific Region ID to trigger an on-Player Touch event using the Common Event ID that you have marked for it.
 
Keep in mind that if any common event occurs during a touch input, it will clear the touch input as intended by the game engine.
 
Notetags
 
You can use this notetag inside of your maps.
 
Map Notetags:
<Region x Event: y>
If the player steps onto a tile marked by Region x, it will run the common event y. This will override the default settings marked in the editor specifically for that map.

Edited by Yanfly
Vendon and Seijiro Mafuné like this

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Region Restrictions

 

Features and How to Use

 

Don’t like having NPC’s wandering into places they don’t belong? Feel like the player shouldn’t have access to certain parts of the map? The Region Restrictions plugin lets you do just that by simply planting regions onto the map to prevent those nosy events from going to places they shouldn’t.

 

Plugin: http://yanfly.moe/plugins/en/YEP_RegionRestrictions.js

 

Instructions

Introduction and Instructions
 
Not everybody wants NPC’s to travel all over the place. With this plugin, you can set NPC’s to be unable to move pass tiles marked by a specified Region ID. Simply draw out the area you want to enclose NPC’s in on and they’ll be unable to move past it unless they have Through on. Likewise, there are regions that you can prevent the player from moving onto, too!
 
A new change from the RPG Maker VX Ace version of this plugin is now, there exist Regions that can allow players and events to always travel through.

Edited by Yanfly

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