Caethyril's Plugins

Discussion in 'JS Plugin Releases (RMMV)' started by caethyril, Mar 1, 2019.

  1. caethyril

    caethyril ^_^ Veteran

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    Caethyril's RMMV Plugins
    Updated 2019-05-25: General - Cae_SnapshotPic v1.0

    Features :kaohi:
    I've made a variety of plugins for RPG Maker MV but most of them are quite small/simple, so don't really merit their own thread. This is a intended as a general release and support thread for all of my plugins. Here is a list of each of them along with brief descriptions of what they do:
    • General (37) – standalone plugins for various purposes.
      • v1.0 Cae_ActionCountMessage
        Display a battle-log message on turn start stating how many actions each actor has.
      • v1.2 Cae_AltStart
        Adds custom "new game" command(s) to the title menu.
      • v1.0 Cae_BattleMessages
        Customise emerge and state add/remove battle messages using notetags.
      • v1.2 Cae_BattlerOpacity
        Can set actor/enemy battle-sprite opacity via notetags.
      • v1.0 Cae_BattleStepY
        Changes battle step direction and actor home position for a "rear-view" battle system.
      • v1.2 Cae_BattleWindowAdjust
        Provides simple options for adjusting the width of the battle windows.
      • v1.2 Cae_BuySellVar
        Automatically change variables when buying/selling items (notetag-based).
      • v1.1 Cae_ChoiceShuffle
        Randomly shuffle the order of choices in Show Choices commands.
      • v1.0 Cae_ConsumeEval
        Tagged items will not consume when used if their ConsumeEval notetag condition is not met.
      • v1.1 Cae_DestFlashOnce
        When clicking to move, the destination sprite will flash once, not continuously.
      • v1.0 Cae_DisableBattlerFX
        Selectively disable various battler effects via notetags on enemies.
      • v1.5 Cae_DisableEventStart
        Prevent events from starting while a switch is on, plus optional visual freeze effect.
      • v1.1 Cae_ExtraJSONs
        Load additional JSON files into specified global variables, to reference via scripting.
      • v1.4 Cae_FaceOnRight
        Show default message face on right or left, plus optional horizontal flip/mirror effect.
      • v1.1 Cae_HelpWindowText
        Set custom text for "no skill", "no item", and generic "empty" help window text.
      • v1.2 Cae_HiddenItemCats
        Show hidden items A and/or B in the inventory scene.
      • v1.1 Cae_HideTimer
        Hide the game timer when a specific switch is on.
      • v1.0 Cae_InstantMove
        Removes move lerping for map characters: sprites move instantly from tile to tile.
      • v1.1 Cae_JumpHeightToggle
        Toggle jump height on/off; with it off, jumping characters move in straight lines.
      • v1.1 Cae_MotionLoopControl
        Set which battler motions do or do not loop via the Plugin Manager.
      • v1.0 Cae_MovingWindows
        Adds eval formulae for per-frame offsets to base x/y positions of given windows.
      • v1.0 Cae_MultiPartEnemyFX
        Enemy sprite effects (e.g. selection) display on tagged enemies simultaneously.
      • v1.1 Cae_NoTouchMove
        Disables touch-based movement, auto-dash, and destination sprite.
      • v1.0 Cae_NoZeroDmgPop
        Hides all damage popups with zero value.
      • v1.3 Cae_OverpassTileExt (extended version of OverpassTile.js by Yoji Ojima)
        Multiple overpass/gateway regions, collision adjustment, no bush on overpass.
      • v1.0 Cae_RandomTeleEvents
        Marked events randomly teleport to specified regions; adjustable cooldowns etc.
      • v1.2 Cae_RegionLayerBlock
        Blocks normal move attempts from a listed region to a different listed region.
      • v1.2 Cae_ScoreTable
        Adds a customisable score scene; add scores via a plugin command or script call.
      • v1.0 Cae_SelectItemFilter
        Filters out certain items for Select Item event command via a notetag system.
      • v1.4 Cae_SlopeMove
        Place regions along diagonal slopes to make left/right moves go up/down the slopes.
      • v1.0 Cae_SnapshotPic
        Take snapshots and easily display/manipulate them as pictures.
      • v1.0 Cae_StepSwitch
        Turn on a switch every time the player moves tile; good for an on-step event!
      • v1.1 Cae_TileAnimExt
        Adjust animated tile framerate and animation order.
      • v1.2 Cae_TileAnimRate
        Adjust animated tile framerate (lightweight version of Cae_TileAnimExt).
      • v1.1 Cae_TimeStopBattlers
        Freeze visual motion updates of battlers affected by a "timestop" state.
      • v1.1 Cae_VolumeChange
        Set how much the volume changes when pressing left/right in the in-game options.
      • v1.2 Cae_WeatherOpts
        Provides options for default weather: particle size, colour, angle, speed, etc.
    • Extension (5) – add-ons for existing plugins by other authors.
    • Fix/Patch (4) – patches for unexpected behaviour seen in code by other authors.
    All of the above, as well as some other related files, can be viewed and downloaded here:

    How to Use :kaopride:
    1. Download the plugin file (e.g. Cae_StepSwitch.js).
      Google Drive has a download button in the top-right (arrow pointing down into an open box).
    2. Place it in your project's folder, under js/plugins.
    3. Open your project in RPG Maker MV.
    4. Go to Tools > Plugin Manager.
    5. Double-click an empty line to add a new plugin.
    6. Select the plugin from the drop-down list.
    To edit the values of any of the parameters displayed to the right of the drop-down, double-click them in the list. The more complicated plugins have details for use in their help description; you can view this help via the Plugin Manager. Additional notes:
    • Avoid renaming my plugins. (Renamed plugins won't see their plugin parameters.)
    • Save your project after making changes in the Plugin Manager. (Plugin changes are only applied to the game after saving.)

    Troubleshooting :kaoback:
    If you experience problems with any of these plugins that you want to report, please post in this thread and include the following:
    • Instructions stating how to reproduce the problem in a new project.
      (If I can't reproduce the problem, I probably can't help you.)
    • A screenshot of the console when the unexpected behaviour occurs.
      (You can open the console by pressing F8 during test-play.)
    Alternatively, you can make a thread in JavaScript/Plugin Support.

    Terms of Use :kaothx:
    These plugins are all free to use, repost, and/or modify, for commercial or non-commercial projects.
    Credit to Caethyril is appreciated but not required.

    Happy RPG Making~! :kaoluv:
     
    Last edited: May 25, 2019 at 8:24 PM
    #1
  2. bazrat

    bazrat Veteran Veteran

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    you are great :D
     
    #2
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  3. Neo Soul Gamer

    Neo Soul Gamer Veteran Veteran

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    There they are!! Pretty sure I commented on a previous thread of yours talking about these hidden gems I found. Glad to see they're released here!
     
    #3
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  4. Mrs_Allykat

    Mrs_Allykat Failsauce Veteran

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    Wow thank you for sharing!
     
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  5. caethyril

    caethyril ^_^ Veteran

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    I figure I'll bump this once a month or so, whenever I've pushed any updates~ :kaothx:

    March update summary!
    • Updated Cae_DisableEventStart to v1.5
    • Released CaeX_YEPDeadOrAlive
    • Updated Cae_BattlerOpacity to v1.1
    • Released Cae_RandomTeleEvents
    • Updated Cae_TileAnimRate to v1.2
    • Released Cae_BuySellVar
    • Released Cae_BattleMessages
    • Released Cae_MovingWindows
    • Updated Cae_AltStart to v1.2
    • Updated Cae_BattleWindowAdjust to v1.2
     
    #5
  6. Espilonarge

    Espilonarge Veteran Veteran

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    I've ran in to a minor issue regarding your SlopeMove plugin.

    Say that I wanted to make a diagonal ladder that leads in to the roof of a house but the only way it can be "lowered" is to find the switch/lever somewhere else to lower it, there is currently no way to "enable/disable" specified regions via plugin commands to keep people from randomly going up "invisible" slopes.

    Would it be possible to add such a function to avoid this issue?
     
    #6
  7. Gregaur

    Gregaur Veteran Veteran

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    What a great list !

    I have a question for your Cae_ConsumeEval.
    I don't want my fifth character to be able to read. So, some of my consumable are books to learn skill. My question is : Is it possible for me to disable the item for actor n°5 ? It a item to use in the Menu so I can't use the Yanfly disable item plugin...

    What would be the notetag ?

    Thanks a lot and have a nice Making !

    Greg
     
    #7
  8. caethyril

    caethyril ^_^ Veteran

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    So something like "EnableSlope [regionId]" in a plugin command? Sounds interesting, I'll see what I can do! ^_^

    Unfortunately ConsumeEval doesn't change whether items are usable or not; it only affects whether the item is "consumed" (i.e. removed) when used. :kaoswt: (I've updated the description in the opening post to be a bit clearer.)

    Maybe have a look at this plugin by Himeworks: http://himeworks.com/2016/02/effect-conditions/
     
    #8
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  9. Calvynne

    Calvynne Veteran Veteran

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    I know it's probably been posted for a while, but I honestly am thrilled to see a "Backview" plugin. I have been trying to cobble one together and it has been nightmarishly frustrating. Can't wait to get home and try it out.
     
    #9
  10. caethyril

    caethyril ^_^ Veteran

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    @Espilonarge I just updated SlopeMove to v1.4, now it has a plugin command like this:
    Code:
    SlopeMove Add|Remove Up|Down regionId
    Basically, pick either Add or Remove, Up or Down (for the slope direction), and replace regionId with a number, e.g.
    Code:
    SlopeMove Add Up 5
    This will add region 5 to the "up slopes" region list. You'll probably also want to enable the new "Add Save Data" plugin parameter, too. I also tidied up a few pieces of the original code while I was at it (I think the teleporting-follower thing should be properly fixed now). Let me know if you encounter any bugs with it~! :kaothx:

    Hope it works out! :)
     
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  11. Gregaur

    Gregaur Veteran Veteran

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    Wah ! That works perfectly ! Thanks so much for the tips !
     
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  12. Espilonarge

    Espilonarge Veteran Veteran

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    Works like a charm. Thanks for adding the functionality. :D
     
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  13. SwiftIllusion

    SwiftIllusion Veteran Veteran

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    Thanks so much for sharing these!
    Especially so far the slopemove plugin, with the amount of time players in my game will spend going up staircases this makes it look so much more natural. And the awesome update you made for it to add/remove regionid's to the slope directions was just what I needed for a specific area otherwise it wouldn't have worked, so thanks for that extra effort :).
    Also real happy to have a second line for Yanfly's GabWindow, and might find use for others later on. Really appreciate your work here ^^!
     
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  14. fuzzlewump

    fuzzlewump Warper Member

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    @caethyril

    The Cae_TileAnimExt plug-in seems to have a bug. By default in MV, 'waterfall' tiles use animation order 0, 1, 2- where as water uses 0, 1, 2, 1. The plug-in 'animation order' seems to overwrite both the waterfall and water to use the specified animation order- ideally they are separate. It would be ideal to have waterfall and water have a different animation rate, but I'm not sure if that's possible.

    Thanks,
     
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  15. caethyril

    caethyril ^_^ Veteran

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    I think I must have forgotten to test waterfalls, thanks for pointing that out! I've updated Cae_TileAnimExt to v1.1, I think it's fixed now but let me know if there are still any issues. :kaothx:

    (Luckily it was quite a simple fix, just needed to add a new parameter and fix my code that set x and y tile offsets equal to each other. :kaoslp:)

    If you want different animation rates for normal water vs waterfalls, I'd suggest increasing the animation rate and adding duplicate frames to the frame sequences as necessary. Example:
    • Normal water tiles @ 2 fps and waterfalls @ 3 fps => set animation rate to 6 fps
    • Normal tile animation sequence becomes [0, 0, 0, 1, 1, 1, 2, 2, 2, 1, 1, 1]
    • Waterfall animation sequence becomes [0, 0, 1, 1, 2, 2]
    Hope that makes sense! :kaophew:
     
    Last edited: Apr 23, 2019
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  16. caethyril

    caethyril ^_^ Veteran

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    April update summary!
    • Updated Cae_ExtraJSONs to v1.1
    • Updated Cae_SlopeMove to v1.4
    • Released CaeF_restoreMoveIndex
    • Updated Cae_WeatherOpts to v1.2
    • Released Cae_ChoiceShuffle
    • Updated Cae_TileAnimExt to v1.1
    • Released Cae_InstantMove
    • Updated Cae_BattlerOpacity to v1.2
    • Updated Cae_BuySellVar to v1.2
     
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