caethyril

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Caethyril's RMMV Plugins
Updated 2023-10-01: General - Cae_BattleStepY v1.2
Looking for my RPG Maker MZ plugins? Click here!

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 (48) – 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.
    • v1.2 Cae_BattleStepY
      Changes step direction and actor home position for a "back-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 order choices in Show Choices commands [may conflict with hidden choices!]
    • v1.0 Cae_ConsumeEval
      Items won't consume on use if their ConsumeEval notetag condition is not met.
    • v1.3 Cae_CustomEscCodes
      Define custom message escape codes (examples included).
    • v1.0 Cae_DamageDisplayPos
      Adjust the display position of damage popups, globally and/or with notetags.
    • 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.
    • v1.0 Cae_EssentialActors
      Set certain actors as "essential": if one dies, game over.
    • v1.1 Cae_ExtraJSONs
      Load additional JSON files into specified global variables, to reference via scripting.
    • v1.6 Cae_FaceOnRight
      Show default message face on right or left, plus optional horizontal flip/mirror effect.
    • v1.0 Cae_FullScreenOption
      Adds an in-game "Full Screen" option. Supports F4.
    • v1.2 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.
    • v1.2 Cae_InventoryOpenAt
      Adds a plugin command to open item scene to a given category or item ID.
    • v1.1 Cae_JumpHeightToggle
      Toggle jump height on/off; with it off, jumping characters move in straight lines.
    • v1.0 Cae_JumpSpeed
      Change the jump speed via a global multiplier.
    • v1.1 Cae_MapUpdateRate
      Adjust the speed of the map's fast-forward mode (hold action button during event).
    • v1.2 Cae_MenuDisplayOpts
      Little options to adjust the appearance/behaviour of in-game interfaces.
    • v1.1 Cae_MotionLoopControl
      Set which battler motions do or do not loop via the Plugin Manager.
    • v1.2 Cae_MovingWindows
      Define formulae for offsets to base x/y positions of given windows (examples included).
    • 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.
    • v1.1 Cae_SaveLoadSwitch
      Turn on a switch and store the file ID in a variable when a player saves or loads.
    • v1.2 Cae_ScoreTable
      Adds a customisable score scene; add scores via a plugin command or script call.
    • v1.1 Cae_SelectItemFilter
      Filters out certain items for Select Item event command via a notetag system.
    • v1.5 Cae_SlopeMove
      Place regions along diagonal slopes to make left/right moves go up/down the slopes.
    • v1.0 Cae_SnapshotPic
      Take screenshots in-game and display/manipulate them via Show/Move Picture.
    • v1.0 Cae_StateControl
      Prevent specific skills from removing specific "remove by damage" states
    • v1.0 Cae_StepSwitch
      Turn on a switch every time the player moves tile; good for an on-step event!
    • v1.2 Cae_TileAnimExt
      Adjust animated tile framerate and animation order.
    • v1.3 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.
    • v1.0 Cae_TwoEventsOneTrigger
      Allows triggering multiple events (below & same priority) with a single action.
    • 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 (9) – add-ons for existing plugins by other authors.
  • Fix/Patch (5) – 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:
Note that you may experience difficulties if your editor and/or project is older than v1.5.0:
  • Several of these plugins use the v1.5.0+ "parameter types" feature of the Plugin Manager.
    If you are using an older version then you may find it difficult to edit these parameters.
  • Particularly old core script versions (e.g. pre-v1.3) may not be compatible with some plugins.
Update announcements and instructions can be found here: RPG Maker MV Software Updates.

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 and/or modify, for commercial or non-commercial projects.
Reposting is permitted; for support & bug-reporting, please link back to this thread.
Credit to Caethyril is appreciated but not required.

Happy RPG Making~! :kaoluv:
 
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bazrat

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you are great :D
 

NeoSoulGamer

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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!
 

caethyril

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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
 

Espilonarge

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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?
 

Gregaur

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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
 

caethyril

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

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...
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/
 

Calvynne

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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.
 

caethyril

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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:

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.
Hope it works out! :)
 

Gregaur

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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/

Wah ! That works perfectly ! Thanks so much for the tips !
 

SwiftIllusion

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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 ^^!
 

fuzzlewump

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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,
 

caethyril

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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.
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:
 
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caethyril

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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
 

Calvynne

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I got around to using the Backview plugin, and it does work great. I was wondering if it's possible to have the party order swapped around? Right now it is Right to Left, would it be possible to have other arrangements like Left to Right, or 1st character center, others on the sides?

Thanks again for the plugin work.
 

caethyril

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@Calvynne, great! :kaojoy: And yes, just need to figure out how to express the X/Y positions in the plugin parameters...
  • For fixed positions I'd suggest something like this:
    Code:
    [408, 100, 600, 100, 600][index]
    This will return 408 for the party leader (index 0), 100 for the next actor (index 1), 600 for the next (index 2), etc.

  • Default x-position formula in reverse order (swap index for $gameParty.battleMembers().length - 1 - index and simplify):
    Code:
    Graphics.boxWidth / 2 + 96 * (index + 0.5 - $gameParty.battleMembers().length / 2)
    ...I don't know why I originally had them ordered right-to-left. :kaoswt2:
Note that if you're using Yanfly's Battle Engine Core, you should put these formulae in Yanfly's plugin parameters instead: "Home Position X" & "Home Position Y" found just under "---Sideview---". :)
 

Calvynne

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Thank you so much! I'll give both of these a try and see what feels right.
 

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