caethyril

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Cae_Tweaks

v05 updated 2023-05-31​

Description​

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! :kaohi:

Features​

This is from the plugin's help section:
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. ---------------------------------------------------------------------------- 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.
Each feature has a code, e.g. M01, for ease of reference.​

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Last edited:

caethyril

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Updated to v04!
  • M16: now enemy Add Skill traits draw from learned skills for associated <actor>.
  • M17: now <follow-up:7,8,9> picks one skill at random, rather than queueing all of them. Also, enemy "known" skills are now drawn from their Add Skill traits, rather than their attack pattern.
  • M20: no longer auto-removes cast state - use Action End auto-removal for that.
  • Q11: now base anim ID 0 does not receive an offset (e.g. actor without off-hand weapon). Also, the tags work on items/skills: specific beats general, i.e. if the item/skill is tagged then the traits are ignored.
  • Q14: added \s[n] for text speed, inspired by RM2k3.
  • Q18: now e.g. <ghost: 2> can cancel out <ghost: 0.5>.
  • Q21: fixed crash on playing BGS: None.
  • Q29: now each splash screen can be timed independently.
  • Q30: now gauges are unaffected by enemy hue. Also, their scaling (x, y, and parent-relative anchor) is floored for crisp/accurate visuals.
New additions:
  • M23: Gain TP acts as Lose TP on opponent-scoped actions.
  • Q32: event notetag <hue: H, D>: +H hue, optional +1 per D frames.
  • Q33: Show Text is non-interrupting if used in a Parallel event.
  • Q34: represent cast time as a dark overlay on the TPB gauge.
  • D06: track total HP/MP/TP change per apply (normally only tracks most recent per apply).
  • D07: changing BGM pitch does not cause it to replay from start.
  • D08: "Last" data convenience, e.g. setting "Last Subject Actor" will set "Last Subject Enemy" to 0. Makes it easier to work with when you're not sure if, e.g. the most recent subject was an actor or enemy.
 

caethyril

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Updated to v05!
  • M09: DFAULT_MAX_TP = null now works as advertised.
  • Q04: fixed double-substitution in emerge messages.
  • Q23: now <offset> notetag works for non-tile events.
  • Q26: icon now shows even if save completes in <1 frame.
  • Q32: fixed off-by-one error in hue cycle timing and added type checks in getTag, just in case.
  • Q33: now initialises itself on new game and clears face area immediately before redraw.
  • Q34: now the charge time overlay uses gradient fill.
  • D03: added user feedback (audio + text) on failure.
New additions:
  • M24: <guard skill: X> trait notetag: like the Attack Skill trait, but for Guard.
  • M25: <no weapon> Skill/Item notetag: ignore weapon(s) for this action. E.g. for a punching attack.
  • M26: everyone automatically moves slower on bush and/or ladder tiles.
  • Q35: trait notetags:
    • <death var: X, Y> => +Y to game variable X when bearer dies.
    • <death anim: X> => play animation X on bearer when they die.
  • Q36: Show Picture: snapshot.png => takes a snapshot and sets that as the image for that picture until further notice. Snapshot can persist through save/load.
  • Q37: <orbit: charId, rx:ry, Tx:Ty, ro> event notetag => event will undergo orbital motion:
    • Around character charId (-1 = player, -2 = follower 1, 1 for map event 1, etc);
    • Radii rx and ry (px) (defaults are tile width/height);
    • Periods Tx and Ty (frames) (defaults are 60);
    • Basis rotation ro (degrees, no effect for circular orbits) (default 0).
    Values with defaults can be omitted. If a single value is used for radius or period, the X and Y values for that attribute will be the same. (This is basically a plugin implementation of the script call from this post.)
  • D09: showing a face with filename $NAME$X-Y-S.png or $NAME$X-Y.png will instead show a sub-region of img/enemies/NAME.png: top-left at (X, Y) (px), optionally scaled up by integer factor S. (Each enemy image may only have up to 1 such redirect.)
  • D10: the Attack/Guard enemy action pattern makes them use their current attack/guard skill.
  • D11: tile events now contribute ladder, bush, counter, and damage flags.
 

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