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- Feb 21, 2018
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- RMMZ
Cae_Tweaks
v05 updated 2023-05-31Description
This plugin contains a bunch of different things. It's mostly just me slowly making a game and coding some more stuff whenever I think "I wish I could do X". Since I'm up to v03 as of writing this, I thought I'd make a thread for it.
There are no plugin parameters or plugin commands for configuration. The help description is a bit terse (but hopefully sufficient), otherwise I've been fairly liberal with code comments. Also, each feature's code is enclosed in its own block, so it should be easy enough to pick and mix.
This plugin was written for use with a front-view TPB system, and it has not been specifically written to be compatible with other plugins.
I'm not really looking for new feature suggestions, but feel free to post feedback on what's already here!
There are no plugin parameters or plugin commands for configuration. The help description is a bit terse (but hopefully sufficient), otherwise I've been fairly liberal with code comments. Also, each feature's code is enclosed in its own block, so it should be easy enough to pick and mix.
This plugin was written for use with a front-view TPB system, and it has not been specifically written to be compatible with other plugins.
I'm not really looking for new feature suggestions, but feel free to post feedback on what's already here!
Features
This is from the plugin's help section:
Each feature has a code, e.g. M01, for ease of reference.
Feature summary (see code/comments for details):
Mechanics:
M01) Action: hit chance > 100% will multiply evade fail chance.
M02) Vehicle: exiting a vehicle restores pre-vehicle speed/through values.
M03) Action: Target Rate taunt: high-TGR foe => can't aim at low-TGR foe.
M04) State: <persist>: this state will not be removed on death.
M05) State: <next: X, Y>: apply state to max turns => chance Y +state X.
M06) Equip: duplicate slots: blank types count as prev non-blank type.
M07) Action: luck effect also multiplies hit and crit chances.
M08) Action: TP blocks action HP damage, start at max TP.
M09) Param: specify max TP using notetags on trait objects:
<max TP base: X> - base max TP value (default 0),
<max TP plus: X> - cumulative offset (default 0).
M10) Battle: cancel/left/right in TPB input selects next charged actor.
M11) Options: active/wait TPB mode option.
M12) State: add min turns on apply, up to max turns.
M13) Map: encounter rate is min steps for encounter (max 2 * rate).
M14) Action: actions with speed > 0 give a TPB charge boost next turn.
M15) State: remove state X% => remove X% of that state's max turns.
M16) Param: enemy tag <actor: X> => use params & traits of actor ID X.
M17) Action: skill/item tag:
<follow-up:5,6,7> - follow up with skill 5, 6, or 7.
<follow-up> - follow up with one known skill.
M18) Action: skill/item notetags for "X Random" scopes:
<avoid repeats> - no effect on target count,
<forbid repeats> - reduce target count if necessary.
M19) Action: "Add State: Normal Attack" Items/Skills count as attacks.
M20) Action: skill/item notetag: <cast state: X>. Added on casting start.
M21) Param: <HRG element: X> => HRG from this object is element ID X.
M22) State: <stack: X> => duplicates traits: stacks = floor(turns / X).
M23) Action: Gain TP item/skill effect acts as Lose TP on opponents.
M24) Battle: <guard skill: X> - like Attack Skill trait, but for Guard.
M25) Action: skill/item tag: <no weapon> - ignore weapon for this action.
M26) Map: everyone moves slower on bush and/or ladder tiles.
Frontend:
Q01) Options: volume change is now 5 (1 with shift or click & drag).
Q02) Battle: front-view animations on actor status; mirror on Z not X.
Q03) Status: select/scroll param/equip windows; show HIT & EVA.
Q04) Battle: skip blank start messages (emerge, preemptive, surprise).
Q05) Equip: show MHP, MMP, HIT, EVA; swap face for BG portrait.
Q06) Audio: pause audio when game loses focus.
Q07) Window: disable WindowLayer masking.
Q08) Window: allow change of selected column when cursor down fails.
Q09) Window: allow text codes in currency unit and enemy select window.
Q10) Map: disables "fast-forward when OK is held during an event".
Q11) Battle: enemy attack anims + trait/skill/item notetags:
<attack anim base: X> - base animation ID (default 1),
<attack anim plus: X> - additive offset (default 0).
Q12) Menu: show quit game command (title, pause menu).
Q13) Battle: show weather effects; enable Set Weather Effect command.
Q14) Message: text codes \a[n]: show message face for actor ID n.
\s[n]: text speed = 1 character per n frames.
Q15) Battle: group duplicate drops and show their icons.
Q16) Audio: in-game on/off audio dynamic range option.
Q17) Options: help description window for the options scene.
Q18) Battle: enemy trait notetag: <ghost: 0.8> => 80% sprite opacity.
Q19) Core: render at integer coordinates to avoid blur.
Q20) Battle: show turns on buff/state icons; <hide turns> state notetag.
Q21) Audio: map notetag: <muffleBGS> => BGS will be muffled (low-pass).
Q22) Battle: position all enemies lower on-screen.
Q23) Map: tile offsets by terrain tag: 1 => Y - 1/4, 2 => Y + 1/2.
event notetag: <offset: X, Y> => sprite offset (px).
Q24) Status: hide MP/TP status gauges if max is 0 for that resource.
Q25) Status: segment gauges into constant-value chunks.
Q26) Core: simple "game is saving" indicator icon.
Q27) Options: when Touch UI gets turned off, update UI immediately.
Q28) Title: auto-show options post-boot when saved config is not found.
Q29) Title: show simple, single-image splash scene(s) before title.
Q30) Battle: show enemy gauge(s): HP, MP, TP, and/or TPB.
Q31) Core: move with arrows or WASD; W (pagedown) moved to E.
Q32) Map: event notetag <hue: H, D>: +H hue, optional +1 per D frames.
Q33) Message: Show Text is non-interrupting if used in a Parallel event.
Q34) Battle: represent cast time on TPB gauge.
Q35) Battle: trait notetags (these process when the bearer dies):
<death var: X,Y> - +Y to variable X;
<death anim: X> - play animation X.
Q36) Picture: Show Picture snapshot.png => show snapshot of scene.
Q37) Map: event notetag: <orbit: charId, rx:ry, Tx:Ty, ro>
e.g. <orbit: -1, 96:96, 120, 0>
= orbit player, radii 96 px, period 120 frames, 0 rotation.
Backend:
D01) Battle: events from troop ID 1 apply to all troops.
D02) Script: line of sight: character.los(char, fov) => boolean.
D03) Options: skips save failure errors, e.g. local storage denied (web).
D04) Action: effects from item ID 1 apply for all items & skills.
D05) Action: assign a target index for enemy actions where appropriate.
D06) Action: track total HP/MP/TP change per apply, not just most recent.
D07) Audio: changing BGM pitch does not cause it to replay from start.
D08) Core: set "Last Subject Actor" => "Last Subject Enemy" = 0; etc.
D09) Core: face $NAME$X-Y-S loads img/enemies/NAME at (X, Y) scale S.
D10) Action: the Attack/Guard enemy action uses their attack/guard skill.
D11) Map: tile events now contribute ladder/bush/counter/damage flags.
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Preset editor/resource value summary:
M08) damage block animations: 121 (block), 122 (break).
Q05) auto-portrait: "img/pictures/<faceName>_<faceIndex+1>.png".
Q23) terrain tags 1 & 2 are used for tile offsets.
Q26) saving icon: "icon/icon.png".
Q29) splash image: "img/titles1/Gold.png".
D01) troop 1 is an event source for all troops.
D02) region 1 is an opaque region for line of sight.
D04) item 1 is an effect source for all items & skills.
Terms of Use
MIT License: https://opensource.org/licenses/mit-license.html
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