Kocka Plugins

KockaAdmiralac

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Kocka Plugins
by KockaAdmiralac


Introduction
So, some of you have been informed about my presence on the forums...
I was about to make 4 different topics for my plugins, when I realized it's needless, because I can just post all my plugins here.
This will be a thread with all my plugins, maybe I'll change that later or something, but for now this is it.
You can find my plugins separately here

Lately, I've done some plugin requests, and in each plugin that was requested is a link to the request thread.

Plugins
So, I'll post just short descriptions about plugins, and for long descriptions you'll need to follow the link to that plugin on mvplugins.com
Respawn Event
Description : If you have on-map encounters, and you want your enemies not to stay dead all the time, but also not to respawn when you enter the map, you can set the timer of those monsters after how much seconds they respawn.
Bugs : Does not save along with savefile, causing event disappearing after game has closed. Not a fatal bug, will be fixed soon.
Version : 1.0.0
Links :
MVPlugins (here are instructions)
Direct link to plugin (dead, please download from mvplugins)
Requested here
Follow Up Skills
Description : When you want two skills to happen one after another, of course, within limits. You won't be able to attack with the second skill if you don't have enough MP/haven't learned it yet etc.
Version : 1.0.0
Links :
MVPlugins (here are instructions)
Direct link to plugin (dead, please download from mvplugins)
Requested here
Elemental Amplifier
Description : Allows boosting damage dealt to enemies if executed skill is certain type. For example, if skill is Fire type, actors marked as boosted will have X times stronger attack then those that are not.
It's also possible to boost attack if you have certain state, or if you have certain weapon/armor equipped, or if you are certain class.
You can also boost attacks of enemies.
Version : 1.0.0
Links :
MVPlugins (here are instructions)
Direct link to plugin (dead, please download from mvplugins)
Temporary compatibility plugin for YEP_DamageCore. Use this if you use YEP_DamageCore, and not the original.
Requested here
Durability
Description : Adds Minecraft-like durability system to weapons/armors.
How durability is calculated is simple : if you are attacked, equip slots specified as armors will lose durability, and if you are attacking, equip slots specified as weapons will lose durability. After weapon/armor loses all durability, it cracks and is being removed from your equip slots and from your inventory. Of course, it displays a message when weapon/armor cracks.
Version : 1.1.0
Links :
MVPlugins (here are instructions)
Direct link to plugin (dead, please download from mvplugins)
Dash Stamina
Description : Restricts infinite dashing by adding a stamina bar.
By dashing you lose stamina, and when you lose all stamina you can't dash.
You can configure the position of stamina bar and what image will be shown as stamina bar.
Max stamina, stamina regenerating, and losing of stamina are stored in a variable, so you can change maximum stamina and how fast is player losing/regenerating his stamina in-game.
Version : 1.0.0
Links :
MVPlugins (here are instructions)
Direct link to plugin (dead, please download from mvplugins)
Custom Battle Music
Description : This plugin allows you to override default battle BGM through troop pages.
So, on the first page in the troop you must put comments as described below.
If you put more than one BGM, random BGM from that list will be played.
Note : It's NOT the same as this!
Version : 1.1.0
Links :
MVPlugins (here are instructions)
Direct link to plugin (dead, please download from mvplugins)
FAQ
Q : <insert name> is not happening even though I inserted <insert notetag> in the note of <insert database item name>
A : Format of notetags is <something:something>, and sometimes <something:first second third>. On MVPlugins you'll see format < something:something >, because <> produces something strange when I insert them, so I added additional spaces after < and before >. Do NOT use additional spaces unless specified otherwise.

Q : Can you make me a super customized plugin that you will receive money for...
A : No. Please, I'm not a kind of person that does this as something that he gets paid off. I do this because it's fun, and I wanted to share this with you.
Although you can always go to JGSS Script Requests.

Terms of use
Do whatever you want as long as you provide credits.

So, that's it! For any additional questions about my plugins post here or PM me. DO NOT post questions about my plugins in any other sections of this forum.
And you can give some ideas about what plugin/expansion can be next.

Update 17/09/2019: As was obvious for a pretty long time, I am no longer maintaining my plugins. However, if a link I posted to one of my plugins breaks, please do inform me.
 
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DustyCat Media

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Hi Kocka,


Regarding the Respawn plugin, so it would just instantly appear, instead of slowly fading into existence?


Thanks.
 

KockaAdmiralac

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It would.

But, you can manually update opacity of that character, as @kennysaurs said he managed to do here

What Respawn plugin actually does, and that is said (I think) in description on MVPlugins, is that it turns a specified Self Switch of that event ON, and that event actually disappears if you add a blank page with condition of that self switch. You can add that when respawning and despawning it fades in and out with eventing.
 

KockaAdmiralac

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New plugin added!

Dash Stamina

Description : Restricts infinite dashing by adding a stamina bar.By dashing you lose stamina, and when you lose all stamina you can't dash.

You can configure the position of stamina bar and what image will be shown as stamina bar.

Max stamina, stamina regenerating, and losing of stamina are stored in a variable, so you can change maximum stamina and how fast is player losing/regenerating his stamina in-game.

Version : 1.0.0

Links :

MVPlugins (here are instructions)

Direct link to plugin (dead, please use mvplugins)
 
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fm2107

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great plugins ins, i was wondering if you would be able to add an additional functionality to your follow up skills plugins. 

the feature would be that it will only activate after an additional input from the user
 

Adlw

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Woow , plugin durability seems to be great!! Thanks for this !!
But its possible to create another function for to create an object which increase the durability of this object ? ^^ 

Or it's  already possible?
 

KockaAdmiralac

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Thanks to both :)

@fm2107

You mean that script should prompt the user if he wants to execute the next skill?

What kind of prompt should it be? Message? Additional Window?

@Adlw

Ok, I'll add that functionality :)
 

fm2107

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Thanks to both :)

@fm2107

You mean that script should prompt the user if he wants to execute the next skill?

What kind of prompt should it be? Message? Additional Window?

@Adlw

Ok, I'll add that functionality :)
an additional window that lasts for a user defined # of frames, which prompts the user to type in the correct key input in order for the follow up skill to be executed

acs.PNG

https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/active-chain-skills/

idk how tough it would be
 
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KockaAdmiralac

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@fm2107

Ok, I'll try to do it.

Next version won't have support for all keys, just ones defined by default (Z, X, A, S, Q, W...), maybe I'll add support for whole keyboard later...
 

KockaAdmiralac

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While I'm in process of updating my plugins :

New plugin added!

Custom Battle Music

Description : This plugin allows you to override default battle BGM through troop pages.So, on the first page in the troop you must put comments as described below.

If you put more than one BGM, random BGM from that list will be played.

Note : It's NOT the same as this!

Version : 1.0.0

Links :

MVPlugins (here are instructions)

Direct link to plugin
(I hope this does not count as double post)
 
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Targaryen

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Hey, I have two "ace" scripts that you could try to convert, they are similar to your "follow up skills" and "elemental aplifier", If you want to see them message me;

anyway you did a really great job ^_^
 

Aurorain

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I figure since you already have the plugin written up, I'd just report any bugs/errors here from now on for the ele amp plugin, if that's fine by you. Anywho, it seems to be incompatible with Yanfly's Damage Core.

http://yanfly.moe/plugins/en/YEP_DamageCore.js

Damage from the boost gets ignored when I have it turned on.  :(
 
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KockaAdmiralac

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Try this.

It should be the temporary fix until I release the final patch.

Put it under YEP_DamageCore.
 
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lolshtar

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Is there any way to make the BGM script accept music files names with spaces in them
 

KockaAdmiralac

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Updates!

Durability is now v1.1.0!- Added option for regenerating durability. (Requester : Adlw)

More info on MVPlugins!

Custom Battle Music is now v1.1.0! (Requester : Fisherolol)

- Added support for files with space in their name

There is no current info for this on MVPlugins, but just add " " 's around the name.

Earlier it was :

Code:
<battle-bgm>Battle1 0 100 100</battle-bgm>
And now it's :
Code:
<battle-bgm>"Battle1" 0 100 100</battle-bgm>
 

Roguedeus

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Kocka, might I ask for a few features to be added to the Follow Up Skill plugin?

  1. The option to flag the follow up as being dependent on the first skills success. If it does not HIT then no follow up. (It would function normal without the flag)
  2. The option to flag the follow up as free to use despite its cost. (It would function normal without the flag)
  3. Support for Yanfly's Instant Cast... If the first skill is INSTANT than the follow up is INSTANT as well. Not triggering an ATB reset or a default action (non ATB)
With those added, it'll give the plugin a ton of new utility.

Thanks for your time!
 
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KockaAdmiralac

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Updates to descriptions

I updated descriptions and links on MVPlugins and here.

@Adlw, @Fisherolol your requests were fullfilled in last update.

@fm2107, @Roguedeus your requests have been added to my worklist. I'll release updates for Follow Up Skills with those features.

And thank you all for supporting :)
 

fm2107

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Updates to descriptions

I updated descriptions and links on MVPlugins and here.

@Adlw, @Fisherolol your requests were fullfilled in last update.

@fm2107, @Roguedeus your requests have been added to my worklist. I'll release updates for Follow Up Skills with those features.

And thank you all for supporting :)
you are awesomeness 
 

Ozuma

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Hi!

 

The plugin Elemental Amplifier, I would like the plugin respond to a Switch, and one notetag.

 

What is my point?

I would like to make a system like Pokémon style Sunny Day and Rain Dance. I will describe the system if you do not know:

 

In Pokémon, When using the move Sunny Day, the sunlight begins to shine strong, and this is reflected in the battle:

Increases the power of Fire-type moves by 50%.

Decreases the power of Water-type moves by 50%.

Allows Solar Beam to be used instantly.

Causes Growth to raise Attack and Special Attack two stages each.

Activates the Following Abilities: Chlorophyll, Dry Skin, Flower Gift, Forecast, Leaf Guard, Solar Power.

Causes Forecast to change Castform to its Sunny Form.

Causes Flower Gift to change Cherrim to its Sunshine Form.

Changes Cherrim to its Sunshine Form.

Guarantees Harvest will restore a held Berry.

Changes Weather Ball to a Fire-type move and doubles its power.

Prevents Pokémon from Becoming frozen.

Causes Moonlight, Synthesis, and Morning Sun to recover ⅔ of max HP

Lowers accuracy of Thunder and Hurricane to 50%.

 

Similarly, When using the move Rain Dance, it starts to rain heavily, and this is reflected in the battle:

Increases the power of Water-type moves by 50%.

Decreases the power of Fire-type moves by 50%.

Allows Thunder and Hurricane to bypass accuracy check.

Makes Thunder's accuracy 100%.

Allows Thunder to hit through Protect and Detect 30% of the team.

Activates the Following Abilities: Dry Skin, Forecast, Hydration, Rain Dish, Swift Swim.

Causes Forecast to change Castform to its Rainy Form.

Changes Weather Ball to a Water-type move and doubles its power.

Causes Solar Beam to deal only half its usual damage.

Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of max HP (half the usual amount in Generation II).

 

I could use the Elemental Amplifier to verify it is raining and add water damage, etc ..

Thank you!
 

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