The AES_* Collection - Updated: AES_CommandControl

Aesica

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Hi! So basically, these plugins are kind of a collection of several things to improve the functionality of the core engine--stuff I deemed useful enough for my own personal projects and figured I'd share with everyone else. And yes, they all (mostly) work with the Yanfly suite. For more details on what they are, refer to the github page they're hosted on:

View changes/features and/or get them here:


Important(ish) Stuff:
  • Since I kind of made a lot of changes all at once, it's probably best to get the latest version of everything you're using to prevent things from exploding.
  • AES_RaceCore underwent a big overhaul and (for stability reasons mostly) no longer supports race names in the note tags. <Attack vs 1: 1.5> works, but <Attack vs Humanoid: 1.5> does not.
  • AES_BattleCore's zone effects note tag format has changed to be a bit less weird. The older format won't work, so if using the zone effects feature, you'll need to update any zones to use the newer syntax before it works again. Sorry about that, but it's for the better overall.
  • Plugin features and changes were removed from this post, mainly because posting them here and on github felt redundant. Refer to github's readme.md for details on what does what, and if any of my plugins might be useful to your projects.
  • Stay safe during the plague quarantine. :)
Plugin List, with recommended order when applicable, see the github readme for details regarding what each one can do, it's too much to spew out here as well. :) Note that these plugins are, in general, pretty flexible in terms of order unless otherwise noted, and below is mostly a recommendation where everything is verified by me to work as intended:
  • AES_Core: Probably best below YEP_CoreEngine if using it and above the rest of my stuff. While not necessary right now, I may add features to it or other plugins in the future under this assumption.
  • AES_MessageExt: Below YEP_MessageCore if using it, generally with other message plugins
  • AES_AutoSave: Below YEP_SaveCore
  • AES_BattleCore: Below YEP_BattleEngineCore
  • AES_BattlerGauge: Below YEP_BattleEnginerCore, and also below YEP_X_BattleSysATB if using it
  • AES_RaceCore: Below any battle plugins, especially those that might influence damage calculation
  • AES_ImprovedShop: Below any other shop plugins (if it breaks them or doesn't work with them, it's not compatible. Works with YEP_ShopMenuCore and YEP_X_MoreCurrencies, not sure about any others due to the nature of what functions it had to overwrite)
  • AES_CustomMP: Below YEP_SkillCore
  • AES_CommandControl: Below YEP_X_ChangeBattleEquip, I think. This may not actually be necessary. Probably incompatible with other plugins that change battle commands.
Others/special cases. The order of these either doesn't matter or
  • AES_X_ActSeqEx: Below YEP_BattleEngineCore, anywhere amidst the other action sequence plugins is fine. Requires: Any Yanfly action sequence pack
  • AES_X_GalvShardPatch: Below GALV_MagicShards. Renamed from AES_GalvShardPatch to clarify it as a dependent plugin, but unless anything comes up, both AES_X_GalvShardPatch and AES_GalvShardPatch are the exact same plugin. Requires: GALV_MagicShards
  • AES_LootBox: Anywhere/order doesn't matter
  • AES_DiceFunctions: Anywhere/order doesn't matter

(Not So) Frequently Asked Questions:
  • Terms of use? Can I use this in my commercial game? Refer to the Terms of Use on my github repository's readme.md.
  • Do they work with [insert Yanfly plugin here]? For the most part, yes. AES_CustomMP's skill cost display clashes with YEP_SkillCore's, so if using both, AES_CustomMP needs to be placed below YEP_SkillCore or the skill costs will show MP regardless of any aliasing in effect. The options menu control may conflict with Yanfly's options menu, but then again, so do a lot of things from what I can tell. AES_CommandControl clashes with Yanfly's weapon unleash, but it has its own unleash mechanic so nothing much is lost there.
Let me know if there's any bugs/weirdness/things I could improve/etc. I figure they're close enough to release quality, but I'll probably still add to them in various ways. I hope people find them useful/not too terrible/etc. :)
 
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Jenova

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Holy crap, this is super useful. This has so many things I could and want to use. Thank you! I can get rid of like 10+ plugins now!
 

Aesica

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Just a quick note, I've split the MP aliasing portion off into its own plugin and added some extra functionality to it, such as the ability to tweak after-combat HP/MP regen and auto-revive on a per-class basis as well as means to customize how Recover All restores HP/MP

Holy crap, this is super useful. This has so many things I could and want to use. Thank you! I can get rid of like 10+ plugins now!
:D I'm glad someone finds it useful so far. :)
 

Jenova

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Just a quick note, I've split the MP aliasing portion off into its own plugin and added some extra functionality to it, such as the ability to tweak after-combat HP/MP regen and auto-revive on a per-class basis as well as means to customize how Recover All restores HP/MP


:D I'm glad someone finds it useful so far. :)
Updated! :)

I was hoping that maybe you could have a more extensive Limit Break system to where certain characters would use a certain skill (Final Fantasy inspired) instead of just one for everyone.
 

Aesica

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Updated! :)

I was hoping that maybe you could have a more extensive Limit Break system to where certain characters would use a certain skill (Final Fantasy inspired) instead of just one for everyone.
Yeah, everyone can have their own special limit breaks. I probably wasn't clear in the instructions, but you'll want to teach those characters the limit skills they're supposed to use, although all limit break skills go under the designated limit break command/category.

Thus, you'd have Cloud learn "Cross Slash" and Vincent would learn "Galian Beast." Even though they're both in the limit break category, Only cloud would be able to use Cross Slash and only Vincent would be able to use Galian Beast. The characters themselves shouldn't be given the lImit break skill type though. The plugin will switch attack out for it automatically when the TP threshold is met.
 

Jenova

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Yeah, everyone can have their own special limit breaks. I probably wasn't clear in the instructions, but you'll want to teach those characters the limit skills they're supposed to use, although all limit break skills go under the designated limit break command/category.

Thus, you'd have Cloud learn "Cross Slash" and Vincent would learn "Galian Beast." Even though they're both in the limit break category, Only cloud would be able to use Cross Slash and only Vincent would be able to use Galian Beast. The characters themselves shouldn't be given the lImit break skill type though. The plugin will switch attack out for it automatically when the TP threshold is met.
OH, SO THE SKILL TYPE CATEGORY!

Pfft, I'm so ******ed. Thank you!

EDIT: So will this work with SV Battles by default or do I need to add it to that as well?
 
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Aesica

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OH, SO THE SKILL TYPE CATEGORY!

Pfft, I'm so ******ed. Thank you!

EDIT: So will this work with SV Battles by default or do I need to add it to that as well?
Yeah. It should work with either style.
 

Aesica

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Just some quick updates:

Added a bugfix that was causing AES_CustomMP to rely on AES_Core when it wasn't intended. AES_CustomMP is supposed to be able to stand on its own.

Added a bit of extra functionality to AES_CustomMP to allow it to affect the vanilla engine's verbose combat log text. So if MP is renamed to something like Energy on Harold, draining Harold's MP will show "Energy" instead of "MP/Magic/Mana/Whatever."

Added some combat log window customization options, such as color/opacity, as well as a way to suppress the initial combat log text when certain skills are used. ("Harold attacks!" with the basic engine, or "Attack" and other skill names when used with a plugin like YEP_BattleEngineCore.

Here's a peek at what the skill text suppression looks like when used with YEP_BattleEngineCore:



Note how Dual Attack's name displays, but standard Attack's does not. This can be assigned to any skill or item.

PS: Some of the battle log window customization is visible in that gif as well. The opacity has been set to 128 in it, up from the default of 64.
 
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gambitben

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I don't know why, but I'm using a fresh game file and I keep getting this error when trying to give the party an item via your command:

/D:/Resources%20for%20RPG%20Makers%20and%20My%20Games/Mentoring/js/plugins/AES_Core.js:546
Uncaught SyntaxError: Unexpected token =
/D:/Resources%20for%20RPG%20Makers%20and%20My%20Games/Mentoring/js/plugins/AES_BattleCore.js:388
Uncaught SyntaxError: Unexpected token =

Also, the race core doesn't sem to work. I tried all of them without any other plugins (apart from your own, of course) and still no avail… could it be because I'm using 1.5.2? I don't know if it's my bad, I think I'm notetagging correctly :ysad:

I'm using all your plugins except for the MP one (I'll add it later :rwink:) All in all, thank you for these, they are amazing!
 
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Aesica

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I don't know why, but I'm using a fresh game file and I keep getting this error when trying to give the party an item via your command:

/D:/Resources%20for%20RPG%20Makers%20and%20My%20Games/Mentoring/js/plugins/AES_Core.js:546
Uncaught SyntaxError: Unexpected token =
/D:/Resources%20for%20RPG%20Makers%20and%20My%20Games/Mentoring/js/plugins/AES_BattleCore.js:388
Uncaught SyntaxError: Unexpected token =

Also, the race core doesn't sem to work. I tried all of them without any other plugins (apart from your own, of course) and still no avail… could it be because I'm using 1.5.2? I don't know if it's my bad, I think I'm notetagging correctly :ysad:

I'm using all your plugins except for the MP one (I'll add it later :rwink:) All in all, thank you for these, they are amazing!
I can't seem to reproduce any of these errors. Check the file versions with what's currently up on github. For for a short while, I had a defective copy of Race Core uploaded, but it has since been fixed.

Testing just now, Race Core should work. If it isn't and the versions all check out, post a screenshot of your note tags.
 

gambitben

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upload_2019-6-12_2-2-16.png
As for notetags, I'm just copying the ones you provide. I triple checked them and they are fine. I'm starting to suspect it might be somehting bad on my end, but it doesn't make much sense cause I only have 3 more plugins, being yanfly's core and battle core. The Project is a fresh 1.5.2 Project :rsad:
 

Aesica

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Can you take a screenshot of your plugin manager for me?
 

gambitben

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Fixed it, it was because I was using 1.5.2. It gives no error when using 1.6.2. Thank you for respoding so quickly, all fixed, turns out it was my bad all along. Sorry for all the trouble and thanks for all the plugins!

Ps: May I add a small suggestion for the RaceCore? A flat bonus would be great to have ;)
 

Finnuval

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Okay this looks like its going to be very useful indeed. Thanks for sharing it with the community :)
 

Aesica

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Fixed it, it was because I was using 1.5.2. It gives no error when using 1.6.2. Thank you for respoding so quickly, all fixed, turns out it was my bad all along. Sorry for all the trouble and thanks for all the plugins!

Ps: May I add a small suggestion for the RaceCore? A flat bonus would be great to have ;)
Perhaps, although at the moment, it modifies the final damage result (after all defense, resistances, etc have been applied) so any flat damage added would be pretty much a fixed bonus.

Note that you can sort of add flat bonuses to skills by using something like in a skill intended to deal extra damage to a specific race:

Code:
c = OFFENSIVE_FORMULA; (b.getRace() == RACE_NAME ? c + FIXED_DAMAGE_BONUS : c) - DEFENSIVE_FORMULA

// Example to deal 500 extra damage to humans (before applying defense)
c = a.atk * 4; (b.getRace() == "Human" ? c + 500 : c) - b.def * 2
 

Aesica

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Just thought I should note that AES_CustomMP can now allow mp to simulate rage/tp/etc by allowing recovery by either dealing or receiving physical, magical, and/or certain hit damage. The note tags used for this can be applied to actors, enemies, classes, equips, and states. An optional modifier note tag can be applied to those as well as skills--mainly for preventing certain skills from generating mp, but also to allow others (as well as items, states, etc) to, say, recover mp when hit with spells and soforth.

Edit: Also, how do I rename this thread? It seems to have evolved into a general-purpose plugin release thread rather than "two simple plugins" or whatever.
 

slimmmeiske2

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Also, how do I rename this thread? It seems to have evolved into a general-purpose plugin release thread rather than "two simple plugins" or whatever.
Thread Tools -> Edit Thread.
 

Jenova

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Thread Tools -> Edit Thread.
Might be worth the mention, it the only way to do this is edit the original thread post and not any of the responses.

Could be wrong, but most forums operate like this.
 

gambitben

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Hey, @Aesica, I've been using your plugins quite extensively and they are amazing. They cover so much and add many more :rwink:

That said, there is a function for your damage core I have in mind, which I have no idea how hard is to make, but would love to see it realized:

I'm using your a.weaponAtk (best thing ever btw) and I was toying around with Yanlfy's Equip core, in order to give equipment different stats based on actor level and all that stuff. The thing is, a.weaponAtk doesn't get those stats, it just gets the base ones. Again, I don't know how difficult would be to take those into consideration or if it's even a thing you want to do, but I think it would be a great feature, as it'd open way more posibilities for all fo us :rhappy:

http://yanfly.moe/2015/10/15/yep-10-equip-core/

Hope you consider it and thank you for your 11/10 plugins.
 
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Jenova

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I've noticed that it MIGHT be this plugin, but i'm not sure, but when used with Yanfly's Weapon Unleash and using the <Replace Attack: x> notetag, it won't replace the attack, you automatically use #001 Skill.

How do I know?

I replaced Harolds attack with one that makes a red flash on the screen as an animation and it doesn't even do it at all. It just uses his regular animation and attack.

Again, not sure if this is YOUR plugin doing it, you know, the Limit breaks, but I just wanted to let you know just in case it is. :)
 

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