TSR_TP_popup by The Northern Frog

TSR

The Northern Frog
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TSR_popup_SC1.png

TSR_TP_popup.js BETA 0.4.2
author: TSR, The Northern frog
Hello all!
This is another Plugin I made for my current project and I'm glad to share it with you.
In my upcoming game project 'The Last Continent', TP plays an important role in the game mechanics.
At first, I managed to mimic TP popups using custom animation for TP recovery items that recover fixed amount of TP. But as my project progressed, the necessity of having a more versatil and dynamic system appeared. So I gave a look into the popups scripts to see what could be done and came out with this Plugin.

Since I was already 'Knee deep' in the popups mechanics, I decided to replace all the custom animations I had made for showing battle info such as Elemental/State resistance, Critical Hit and more, by more convenients popups.

And so, this Plugin was born...

BETA version 0.1
Although it is still in development, the Plugin is quite functional. But since it offers many possibilities, it would be almost impossible for me to test everythings in all situations. So I thought it would be a good idea to post it here so that some people could start using it in their project and report how it goes.

Yanfly or Not Yanfly
I've put some effort so that this Plugin would works along with Yanfly Plugin Engine (mostly with that big fellow YEP_BattleEngineCore.js) AND as a stand alone Plugin. Here again, some aspect might have been overlooked so thanks for sharing your own experience with this Plugin.

Thank you for helping me making it better!


FEATURES:
TSR_popup_SC7.png

TP Popups:
Code:
* ========================================================================
* == About this Plugin =========================================================
* ========================================================================
* This Plugin add TP damage/recovery to the Battle popups mechanic. Using
* Notetags, you can now add 3 new Damage Types to your skills and items:
*   
*             TP DAMAGE, TP RECOVER and TP DRAIN.
*
* The Notetags will work independently of the damage type set in the skill/
* item database so that you can combine them.
*
*         Exemple: A skill that deal HP damage and drain TP.
*
* In the above exemple, the Target will lose both HP and TP while the user
* will receive TP, and all popups will be shown accordingly.
*
*      *Note that you can still use the Default editor skills/items
*       effects. If you put a 'TP gain' effect on an item, popup will
*       show accordingly without the need of any Notetags.
*
TP Notetags:
Code:
* =============================================================================
* == Notetags ===================================================================
* =============================================================================
* As said above, the Plugin provide Notetags that can add new TP damage
* types to your items and skills. For each of these TP damage types,
* 4 different Notetags can be use to set the TP damage value. All Notetags
* are explained bellow:
*
* Skills and Items Notetags
* =========================
*
* <TP DAMAGE: x>  Set the TP damage to constant x.
*
* <TP DAMAGE: x%>  Set the TP damage to x% of target current TP.
*
* <TP DAMAGE FORMULA>  Set the TP damage to the damage formula in
*                      the skill/item database*
*
* <TP DAMAGE EVAL>   Set the TP damage to your custom Java Script
*   code             formula. Use the variable 'TPvalue' to return
*   code             TP damage to be dealt by the skill or item.
* </TP DAMAGE EVAL>
*
*      Exemple:   <TP DAMAGE EVAL>
*                   TPvalue = Math.round(25 * (user.luk / target.luk));
*                 </TP DAMAGE EVAL>
*
*
* <TP RECOVER: x>  Set the TP recover to constant x.
*
* <TP RECOVER: x%>  Set the TP recover to x% of target current TP.
*
* <TP RECOVER FORMULA>  Set the TP recover to the damage formula in
*                       the skill/item database*
*
* <TP RECOVER EVAL>   Set the TP recover to your custom Java Script
*   code              formula. Use the variable 'TPvalue' to return
*   code              TP recover to be dealt by the skill or item.
* </TP RECOVER EVAL>
*
*      Exemple:   <TP RECOVER EVAL>
*                   TPvalue = Math.round(10 + 0.1 * user.level);
*                 </TP RECOVER EVAL>
*
*
* <TP DRAIN: x>  Set the TP drain to constant x.
*
* <TP DRAIN: x%>  Set the TP drain to x% of target current TP.
*
* <TP DRAIN FORMULA>   Set the TP drain to the damage formula in
*                      the skill/item database*
*
* <TP DRAIN EVAL>    Set the TP drain to your custom Java Script
*   code             formula. Use the variable 'TPvalue' to return
*   code             TP drain to be dealt by the skill or item.
* </TP DRAIN EVAL>
*
*      Exemple:   <TP DRAIN EVAL>
*                   TPvalue = 20;
*                   if (user.tp <= 20) TPvalue * 2;
*                 </TP DRAIN EVAL>
*
*     *You can put the TP Notetags in items/skills notebox without damage
*      type to make them affect only TP. You can still use the database
*      formula for <TP DAMAGE/RECOVER/DRAIN FORMULA> Notetags by selecting
*      HP DAMAGE type (or any other), enter your formula and put the damage
*      type back to NONE. The Notetags will then be able to use the formula.
*
*     *The TP DAMAGE, RECOVER and DRAIN damage types are user friendly.
*      Hence, they are made to receive absolute values. For that matter,
*      the use of Lunatic formulas that return floating or negative
*      values might render unexpected results.
*
*
MP Notetags:
The Plugin also provide the same Notetags for MP. The main reason for this is to give the option to combine MP damage to TP and/or HP damage at the same time. The MP Notetags works the same way than those above and are all listed bellow.
Code:
 * <MP DAMAGE: x>           <MP RECOVER: x>           <MP DRAIN: x>
*
* <MP DAMAGE: x%>          <MP RECOVER: x%>          <MP DRAIN: x%>
*
* <MP DAMAGE FORMULA>      <MP RECOVER FORMULA>      <MP DRAIN FORMULA>
*
* <MP DAMAGE EVAL>         <MP RECOVER EVAL>         <MP DRAIN EVAL>
*       code                      code                           code
*       code                      code                           code
* </MP DAMAGE EVAL>        </MP RECOVER EVAL>        </MP DRAIN EVAL>
*
*                     *Use the variable 'MPvalue' in the MP Eval Notetags.
*
*
Combining HP, MP and TP effects:
The Notetags above offer many possibilities for creating mulitple effects skills and items.
Code:
 * By combining Default database HP damage type with TP and MP Notetags
* provided by this Plugin, you can create skill or item that affect
* HP, MP and TP in different manners.
*
*         Exemple: Database damage type: HP DAMAGE
*                             Notetag 1: <MP drain: 10%>
*                             Notetag 2: <TP recover formula>
*
* In the above exemple, the skill will damage target HP according to
* the skill Damage Formula in the database. It will also recover TP
* by the same amount while draining 10% of target MP. This means 4
* damage sprites will pop out: 3 on the target (-HP, +TP, -MP) and
* one the user (+MP).
*
* -Notes on combining
*
*          -If you combine 2 or more of the same Notetags, only the
*           last one in the skill/item notebox will be taken into
*           account.
*
*          -If you combine 2 or more Notetags that affects the same
*           stat (Ex: <TP damage> with <TP drain>), effects will
*           accumulate most of the time, but some combinations might
*           be conflicting. Only one popup will be shown with the
*           value defined by the last Notetag of the skill notebox.
*
*          -If you combine Default database Damage Type with Notetags
*           that affects the same stat, only one popup will be shown
*           with the value defined by the Default database entry, but
*           both effect will accumulate.
*
*               Exemple: Default database: MP DAMAGE
*                                Notetags: <MP damage: 20>
*
*                        In this exemple, the skill will do MP damage
*                        equal to the value defined by the database
*                        Damage Formula + 20, but popup will only show
*                        the Damage formula value.
*
*          -If you put a DRAIN effect Notetag in a skill or item that
*           target the user itself, popup will only show the healing
*           effect, but the actual stat will remain the same.
*           (Ex: Draining 10 TP means 10 TP lost and 10 TP gain, hence
*           no change occurs).
*
TSR_Damage.png an alternate Damage sprite sheet provided by this Plugin:

TSR_Damage.png
This Plugin use an alternate Damage sprite sheet for displaying various visual popups effects. It is free to download along with the Plugin file on my itch.io account. It is to be placed in the img/system folder of your project. *You are free to edit the sprite sheet as you want.

Code:
* ========================================================================
* == New Popups Visual Features ================================================
* ========================================================================
* When using the alternate 'TSR_Damage' sprite sheet. A variety of visual
* features will be automaticaly added to the Battle Scene.
* In further versions of the Plugin, there will be parameters to customize
* and enable/disable them independently. But, for now, they're all
* Plug & Play. Bellow is a short explanation for each of them.
*
* -MP/TP 'operators' and 'letters'
* Damage popups have been extensively in use since the dawn of RPGs and
* it is a nearly 3 decades well-established convention that white digits
* are HP damage and green digits are healing. This is less true for MP
* and TP popups wich vary a lot depending on specific game mechanics. It
* is not always very intuitive to know if a different colored popup is
* representing MP or TP, damage or recovery. Hence the 'operators' and
* 'letters': this feature show a '+' or '-' operator in front of the
* damage digits to give visual information on wether it is a loss or a
* gain, while the 'letters' will show 'MP' or 'TP' following the digits
* depending on wich stat is affected.
*
*           Exemple: a 25 TP damage will be show as '-25TP'
*
*
* -Elemental effects
* This feature generate a popup bellow the damage digits to indicate
* the element rate response of the target to the skill/item. These
* popups are mutually exclusives, meaning that only one can appear
* following the action. They are based on the final damage value after
* element rate have been applied.
*
*   -If value after element rate calculation is lower than the base
*    value, a 'RESIST' popup will be shown.
*
*   -If value after element rate calculation is higher than the base
*    value, a 'WEAK' popup will be shown.
*
*   -If value after element rate calculation is equal to 0 while the
*    base value was > 0, the 'IMMUNE' popup will be shown.*
*
*        *If value is already equal to 0 before element calculation,
*         the 'IMMUNE' popup won't appear. This is to diffenciate
*         an attack that is too weak to damage the target from an
*         attack that can't do damage out of elemetal resistance.
*
*
* -Attack States 'NO EFFECT'
* The Plugin also do a check for States Resist and show a 'NO EFFECT'
* popup accordingly. This popup will be shown if the attack contains
* at least one Attack State for wich the target have either the
* corresponding State Resist Trait or a State Rate equal to 0%.
*
*       *Note that actually the Plugin only checks if the attack has
*        an 'Attack State' Trait. It won't show the popup if it has
*        an 'Add State' Trait. This will be adressed in following
*        versions of the Plugin.
*
*
* -Critical Hit popup
* When the action result in a Critical Hit, the Plugin will show a
* 'CRITICAL HIT' popup bellow the damage digits along with a flash
* screen effect and a SE. These will be customizable in further
* versions, but for now, it is just Plug & Play.
*
*       *For simplicity, the Critical Hit popup disable 'Element
*        Effect' and States 'NO EFFECT' popups when it is shown.
*
*
* -Overkill popup
* This will pop out an 'OVERKILL' sprite when the target is killed
* by an amount equal or greater to the target maxHP ratio defined
* in the corresponding Plugin parameter. It is shown alongside the
* Critical Hit popup if both conditions are met.
*
Here's a few screen shots of those popups in action. Of course, it looks much better when animated, but my computer's a bit old and screen recording is too laggy, so you'll have to see it for yourself.
TSR_popup_SC5.png
TSR_popup_SC6.png
TSR_popup_SC2.png
TSR_popup_SC3.png
TSR_popup_SC4.png

Plugin Parameters:
I'm still working on the parameters so there's actually less than a hand full of them. Many more are coming soon...
Code:
* =======================================================================
* == Parameters ============================================================
* =======================================================================
*
* General:
* =================================================================
*
* Enable Damage Sheet:
* ====================
* By turning the Plugin ON, it will automaticaly refer to 'TSR_Damage' and
* by turning it OFF, the game will refer back to Default 'Damage' sheet. This
* means that using this Plugin without its alternate Damage sheet will result
* in a game crash unless you toggle off this parameter. It allow the use of
* the Plugin without the alternate Damage sprite sheet. When this parameter
* is toggle OFF, the Plugin will refer to the Default Damage sheet and all
* visual features will be disabled, but Notetags, TP calculation and popups
* will still works.
*
* Damage Popups Duration:
* =======================
* Set the Duration (in frames) for all Battle Popups.
*
*         *If you use YEP_BattleEngineCore, this parameter will
*          overide the Popups Duration settings of Yanfly Plugin.
*
*
* MP/TP Popups:
* ==================================================================
*
* Color Schemes:
* ==============
* The Plugin new Damage sheet provide 2 different color sets for non-HP damage
* and recovery digits. You can set MP/TP popups to A or B color scheme:
*
*                -A: Yellow (damage) / Blue (recovery)
*                -B: Orange (damage) / Purple (recovery)
*
*        *Without the alternate Damage sheet, both MP and TP will
*         be set to color scheme A.
*
* Operators:
* ==========
* Add a '+' or '-' sign in front of popups digits to indicate damage or
* recovery. This can be turn ON/OFF with this parameter.
*
* Letters:
* ========
* Add MP or TP after popups digits to indicate the affected stat.
* This can be turn ON/OFF with this parameter.
*
*
* ELEMENTS POPUPS
* ===========================================================
* The alternate Damage sheet allow displaying elements popups to show
* elemental resistance, weakness or immunity.
*
* Show Elements Popups:
* =====================
* You can Enable/Disable this feature with this parameter.
*
* Immune Flash Color:
* =====================
* Along with the 'IMMUNE' popup, a Flash Screen Effect will occurs.
* Use this parameter to set the color (rgba format) of the Flashing screen.
*
*       *If you don't want the screen to flash, set the alpha value to 0.
*        Exemple: [0, 0, 0, 0] or [255, 255, 150, 0] will render no flash.
*
* Immune Flash Duration:
* =====================
* With this parameter you can set the Duration (in frames) of the Flashing
* screen.
*
* Immune SE:
* =====================
* Along with the 'IMMUNE' popup, a Sound Effect will play.
* You can change the SE to be played with this parameter.
* Set it to 'none' if you don't want a sound to play.
*
*
* STATES POPUPS
* ================================================================
* Whenever a battler is hit by a skill or item that inflict a state,
* the new Damage sheet will pop out a 'No Effect' if the battler is
* resistant to the state.
*
* Show States Popups:
* ===================
* You can Enable/Disable this feature with this parameter.
*
*
* CRITICAL HIT
* ==============================================================
* Using the alternate Damage sheet, the Plugin will display a 'CRITICAL HIT'
* popup when the action result in a Critical Hit.
*
* Show Critical:
* ==============
* You can Enable/Disable this feature with this parameter.
*
* Critical Flash Color:
* =====================
* Along with the 'CRITICAL HIT' popup, a Flash Screen Effect will occurs.
* Use this parameter to set the color (rgba format) of the Flashing screen.
*
*       *If you don't want the screen to flash, set the alpha value to 0.
*        Exemple: [0, 0, 0, 0] or [255, 255, 150, 0] will render no flash.
*
* Critical Flash Duration:
* =====================
* With this parameter you can set the Duration (in frames) of the Flashing
* screen.
*
* Critical SE:
* =====================
* Along with the 'CRITICAL HIT' popup, a Sound Effect will play.
* You can change the SE to be played with this parameter. Set it
* to 'none' if you don't want a sound to play.
*
*
* OVERKILL
* ================================================================
* If you're using the Plugin new Damage sheet, an 'OVERKILL' popup will occurs
* when a target is killed with excessive damage.
*
* Show Overkill:
* ==============
* You can Enable/Disable this feature with this parameter.
*
* Overkill Ratio:
* ===============
* With this parameter, you can set the maxHP ratio value to be use for
* determining if the Hit is an Overkill.
*
*              -Exemple: the Plugin default value is 0.75
*
* If left to this value, the 'OVERKILL' sprite will pop out when the killing
* blow value exceed or is equal to (0.75 * target.mhp).
*
* Overkill Flash Color:
* =====================
* Along with the 'OVERKILL' popup, a Flash Screen Effect will occurs.
* Use this parameter to set the color (rgba format) of the Flashing screen.
*
*       *If you don't want the screen to flash, set the alpha value to 0.
*        Exemple: [0, 0, 0, 0] or [255, 255, 150, 0] will render no flash.
*
* Overkill Flash Duration:
* =====================
* With this parameter you can set the Duration (in frames) of the Flashing
* screen.
*
* Overkill SE:
* =====================
* Along with the 'OVERKILL' popup, a Sound Effect will play.
* You can change the SE to be played with this parameter.
* Set it to 'none' if you don't want a sound to play.
*
*
ToU:
Code:
* =========================================================================
* == Terms of usage ===========================================================
* =========================================================================
* Free to use in any RPG Maker MV projects, including commercials projects.
*
* Credit is required for using this Plugin.
* For crediting, use 'TSR' along with one of
* the following terms:
*      'The Northern Frog' or 'A frog from the north'
*
* Editing of the Plugin file is allowed, but it won't relieve from crediting
* obligations.
*
* DO NOT REDISTRIBUTE!
* If you want to share it, share the link to my itchi.io account:
* https://the-northern-frog.itch.io/
*
* ALTERNATE SPRITE SHEET
* The TSR_Damage damage sprite sheet is free to download on my itchi.io account.
* Editing it to your liking is permited and no credit is asked for using it, but
* it shouldn't be used in games that don't use this plugin, nor in a game not
* made with RPG Maker MV.
*
* If you edited the plugin and would like to distribute it, contact me.
*
* This plugin was made for free use among the RMMV game dev community. Hence, it is
* free and will remain free.
*

I hope some peoples will find it useful.
Regards, TSR
 
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ShadowDragon

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this can be very usefull, especially the template (which can be altered) while
the default has only 4. Can be usefull, hopefully works for front view battle too.
 
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TSR

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Thank you @ShadowDragon
hopefully works for front view battle too.
Well, this is indeed something that is yet to be tested... But if it doesn't works, I'll make it works. :p
I plan to complete some other things before, but surelly this will be adressed sooner or later...
 

ShadowDragon

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if this was in your mini game, its funny, and only 1 TSR found, idk the other 2, but the pop up for dmg,
to see critical/overkill pretty fast, link less than 20 frames, is it possible to extend the duration
of the visible dmg? (I didn't check the front view part, but im also not that good in coding, so Iskip battle mechanism for the time being when I know something good is abs (evented) falls out.

but further its pretty awesome.
 

TSR

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...is it possible to extend the duration of the visible dmg?
Thank you for your comment!
Can you give a bit more details on what you mean? You suggest that critical/overkill should pops out after damage digits or you say they should remain on screen longer, or should the actual damage digits stay longer?

  • 1 Hidden TSR in a blue barrel in lower right part of the map
  • 1 Hidden TSR in the hidden box in lower part of the screen where you can walk out of the map
  • 1 Hidden TSR in the top left Locker (Need to activate the switch on the wall and pass through the sliding door to get it without being caught.
 

ShadowDragon

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should stay remain longer on the screen for 60-90 frames or 2 seconds at most (or ajustable)
if you release in public so they can decide the speed for fading out. ot you dont have much time to read.
 
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TSR

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Ok, cool! Good idea, I'll check what can be done. Thanks!

EDIT: @ShadowDragon I updated the Plugin to v0.2 thanks to your suggestion. It now have a Popups Frame Duration parameter!

*But I think I now get what you meant in the first place: You tried my Mini Game and saw those fast pace critical and overkill popups? No, the Mini Game was made and deployed like 1 week before I went into making this plugin, these were simple animation (and yes, very fast).
So if this is the case, it's mean that you really got to test the Plugin for yourself cause it look WAY better with real popups!

Thanks again!
 
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TSR

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Latest update:
FEATURES (Main thread above has been updated):
  • New parameters: Each of the popups revamp and visual features offered by the alternate Damage sprite sheet can now be Disable/Enable so you can choose wich ones you want to appears in your game
  • Other parameters allow customization of the Screen Effects for 'Critical Hit', 'Overkill' and 'Immune'. You can choose the color and the duration of the Flashing Screen Effect, and select the SE you want (if any) to play along with it.
  • Check State Resist function is updated so now it can detect any form of State Inflicting Effect contained in the attack.
  • Overkill will appears only once no matter how many hit are dealt.
  • EDIT: Patch v0.4.2 have been added to fix a small compatibility problem with TSR_Quit
TESTINGS:
  • So far, works fine with FRONT VIEW battles too
  • No incompatibility with Yanfly's Plugins have been reported. TSR_TP_popup must be placed just under YEP_BattleEngineCore and above every others.
  • If you're using YEP_BattleEngineCore along with Action Sequences, you can use use all the 'Change TP' sequences and Popups will show.
Code:
<target action>
   motion walk: user
   move user: target, front base, 15, auto offset x -20
   animation wait: 4
   motion attack: user
   motion wait: user
   action animation
   animation wait: 4
   action effect: target
   TP +25: target, show //you must add 'show' to make popups appears
   death break
</target action>
  • If you're using YEP_BattleEngineCore along with other main Yanfly Plugins such as SkillCore or BuffStateCore, you can create Lunatic TP effects and show the popups accordingly using the startdamagePopup() method.
Bellow is an exemple of a TP depleting state that mimic a 'poison' state with the use of Lunatic Notetags from YEP_BuffStateCore:
Code:
<Custom Action End Effect>
   user.gainTp(-10);
   user.startDamagePopup();
</Custom Action End Effect>

<Custom Regenerate Effect>
   user.gainTp(-10);
   user..startDamagePopup();
</Custom Regenerate Effect>
Note that no Notetags from TSR_TP_popup is needed, yet TP popups will appears thanks to my Plugin.

Thanks for trying it!
TSR
 
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TSR

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Hello all!
I've been play testing my project for nearly one month using this Plugin along with all the Yanfly Plugins in use in my project, and TSR_Quit.js of course.

I've not encountered any flaws so there's no real update this time.
Yes, there's a v0.43 available now, but it's just small corrections in the Plugin instructions with no change to the actual code.

Here's a list of all the Plugins I use in my current project so that it can be assumed that they are fully compatible with TSR_TP_popup.js (and TSR_Quit.js in the meantime).
TSR_Quit.js
TSR_TP_popup.js
YEP_AbsorptionBarrier.js
YEP_AdvancedSwVar.js
YEP_AutoPassiveStates.js
YEP_BattleAICore.js
YEP_BattleAniSpeedOpt.js
YEP_BattleEngineCore.js
YEP_BattleSelectCursor.js
YEP_BuffsStatesCore.js
YEP_ButtonCommonEvents.js
YEP_CommonEventMenu.js
YEP_CoreEngine.js
YEP_DamageCore.js
YEP_DynamicTitleImages.js
YEP_ElementAbsorb.js
YEP_ElementCore.js
YEP_EnemyLevels.js
YEP_EnhancedTP.js
YEP_EquipCore.js
YEP_EventHitboxResize.js
YEP_EventMiniLabel.js
YEP_EventRegionTrigger.js
YEP_EventSpriteOffset.js
YEP_ExtraEnemyDrops.js
YEP_ExtraParamFormula.js
YEP_FloorDamage.js
YEP_FpsSynchOption.js
YEP_HitAccuracy.js
YEP_ItemCore.js
YEP_ItemSynthesis.js
YEP_MainMenuManager.js
YEP_MainMenuVar.js
YEP_MapGoldWindow.js
YEP_MessageCore.js
YEP_MoveRouteCore.js
YEP_OptionsCore.js
YEP_OverkillBonus.js
YEP_RegionBattlebacks.js
YEP_RegionEvents.js
YEP_SaveCore.js
YEP_SaveEventLocations.js
YEP_SectionedGauges.js
YEP_ShopMenuCore.js
YEP_SkillCore.js
YEP_SkillMasteryLevels.js
YEP_SpecialParamFormula.js
YEP_StatusMenuCore.js
YEP_StopMapMovement.js
YEP_TargetCore.js
YEP_Taunt.js
YEP_UtilityCommonEvents.js
YEP_VictoryAftermath.js
YEP_WeaponAnimation.js
YEP_WeaponUnleash.js
YEP_X_ActSeqPack1.js
YEP_X_ActSeqPack2.js
YEP_X_ActSeqPack3.js
YEP_X_AftermathLevelUp.js
YEP_X_AnimatedSVEnemies.js
YEP_X_AreaOfEffect.js
YEP_X_AttachAugments.js
YEP_X_BattleSysCTB.js
YEP_X_CEMSetupPack1.js
YEP_X_CEMSetupPack2.js
YEP_X_ChangeBattleEquip.js
YEP_X_CondShopPrices.js
YEP_X_CounterControl.js
YEP_X_CriticalControl.js
YEP_X_EquipRequirements.js
YEP_X_ExtMesPack1.js
YEP_X_ExtMesPack2.js
YEP_X_ItemCategories.js
YEP_X_ItemDisassemble.js
YEP_X_ItemDurability.js
YEP_X_ItemRequirements.js
YEP_X_ItemUpgradeSlots.js
YEP_X_MessageMacros1.js
YEP_X_MoreCurrencies.js
YEP_X_SelectionControl.js
YEP_X_SkillCooldowns.js
YEP_X_SkillCostItems.js
YEP_X_TickBasedRegen.js
YEP_X_TurnOrderDisplay.js
YEP_X_VisualHpGauge.js
YEP_X_VisualStateFX.js
YEP_Z_PassiveCases.js

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Spent a whole bunch of time today reworking the area in the video because someone said it was too illusory. So I reworked it so it changes less, moved the grass up to the same level as the player.... And found enough extra resources to make the grass moves when the player touches it. Also lots more water, because it looks amazing. I'll probably put up a short updated video later today.
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The worst part of writing the thesis is getting to a point where it's nearly done and you feel like an 8th-grader could've written something on that level.

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