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Yanfly

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Here are some plugins made for RPG Maker MV, a piece of software that lets you create your own role playing games for the PC, Mac, and various mobile devices! Keep in mind that these plugins are made for RPG Maker MV only! They do not work on other RPG Makers.

THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, AND BUG REPORTS!

This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.

To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.

NOTE: Read this before submitting a bug report on this thread:
  • I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code.
  • I am not responsible for bugs created by plugins created by other makers. There will be no compatibility patches made between my plugins and non-YEP plugins. This is not because I disrespect other plugin makers. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind this is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins.
  • I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead.
  • I am not obligated to explain to you how to code in JavaScript. There are plenty places online to learn it but this thread is not that place.
  • I am not obligated to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.
  • I am not going to "fix" my plugins to work with the Exclude unused files feature that comes with RPG Maker MV. The feature exists primarily for games that don't use plugins or games that use plugins that do not reference other game files. Read about it here in detail.

ALL bug reports MUST follow these guidelines and use this template:

Plugin Name: (What is the name of the plugin?)

Do you have all the latest updates for the plugins in question? (Click here for all of the latest updates and install them. If you do not have the latest updates, I will ask you to remake the bug report)

Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting)

Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)

Are you a coder who understands the problem in code as to why this bug is caused? If so, please leave the line(s) of code in question and your suggested fix for it. Otherwise, please proceed to the following steps. If you've provided a code fix, you may omit the rest of the steps. Thank you!

Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines:
  1. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.
  2. The project's file size must be 200 MB or LESS. Remove unnecessary audio and image files until you reach that size or use MV Stripper if you need help doing so.
  3. Install -only- the affected plugins. Do NOT copy/paste them over from your project's Plugin Manager. If you're using non-YEP plugins, do NOT include them. That said, I apologize that both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.
  4. Do -NOT- rename the plugins' filenames. They will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.
  5. Make sure they're in the EXACT order listed on Yanfly.moe. The correct ordering of plugins is important. Some plugins will not work if they aren't in the right order.
  6. Do -NOT- deploy the project through File > Deployment. Do -NOT- box the sample project. If I cannot open up the sample project when I get it, you will have to redo it all.
Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).

Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)

Did you recreate the bug on the sample project? (If not, do so. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.)

Upload the sample project and share the link (ABSOLUTELY REQUIRED):
  1. Use WinZip or WinRAR to archive the project. Do -NOT- archive it multiple times.
  2. Upload it on a website like Mediafire.com or Dropbox. Do -NOT- use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it somewhere else.
  3. Post the link here. If you do not include a sample project that meets these guidelines, the bug report will be invalid. There are NO exceptions.

WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:

If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:
  1. It makes the user go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development. If you cannot be bothered to learn how to troubleshoot, I'm afraid RPG Maker will be giving you a whole lot more stress later on.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. If you are not serious about getting a bug fixed for your game, then I have no reason to be serious about getting it fixed for you. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.
Thank you for understanding.


BASIC TROUBLE SHOOTING

1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/
2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.
3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?
4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager?
You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/
Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.
5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.
6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.

F.A.Q. ABOUT ATB AND CTB PLUGINS

The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB. They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.
  • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
  • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
  • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
  • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your game
  • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
  • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.
If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord.

TERMS OF USE
Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.

Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.

I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.

HOW TO INSTALL PLUGINS
Video tutorial here.

And below are the plugins I've made. I strongly recommend that you place these plugins in the following order if you plan on using them. The plugins here will link to the individual posts on this thread for more detail.
 
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Vegnarus

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Way to go Yanfly! I guess bringing up bug reporting on the site paid off!  ;)

Okay then, here's a small one to start off!

Battle Engine Core 

  • This bug happens with the All-Enemies and All-Allies scopes. A skill's sound effects will play multiple types along with the animations causing the sound to crack and the users' ears to bleed!  :p  Battle test this with the Blind skill in the default database to see what I mean. It should play just once to avoid the sound cracking and discord.
 

RyanBram

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Hi, Yanfly.
Nice to see you are creating special thread for supporting your scripts. I want to report a bug that I found (or maybe just my mistake) using bug report format found in Victor's Script website.  :D
 
Script Name:
Action Sequence Pack 2 (v1.02)

List of Scripts Used (with version):
Battle Engine Core (v1.10), Action Sequence Pack 1 (v1.07), Action Sequence Pack 3 (v1.01)
 
Bug Description:
Actor doesn't follow motion walk notetag.
 
The following is my notetags for Skill ID#1, Attack

<setup action>
motion wait: user
move user: target, front base, 50
wait for movement
</setup action>

<whole action>
</whole action>

<target action>
motion attack: user
wait: 10
attack animation: target
action effect
wait for animation
wait: 10
</target action>

<follow action>
</follow action>

<finish action>
motion walk: user
move user: return, 50
</finish action>


Error Message:
None
 
Additional Information:
I hope you want to implement some predefined action sequences for the most common action in RPG game (or at least examples in manual that can be copied and pasted by everyone), such as moving when attack, automatic camera zoom to user when casting skill, etc. This way it will make YEP_BattleEngine more beginner friendly.
 
Thanks
 
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Yanfly

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Core Engine

Features, How to Use




The Core Engine plugin is a plugin that’s made to address the core aspects of your game project, from raising the limits of stats to changing the colors of your window objects. Also to be included with this plugin will be any bug fixes made for RPG Maker MV. This plugin will be periodically updated whenever there is a new bug that is fixed.

 

Yanfly Engine Plugins’ Core Engine is not a requirement for the plugin library to work.

Plugin: http://yanfly.moe/plugins/en/YEP_CoreEngine.js

Instructions:

Introduction and Instructions 

Yanfly Engine Plugins – Core Engine is made for RPG Maker MV. This plugin functions primarily to fix bugs and to allow the user more control over RPG Maker MV’s various features, such as the screen resolution, font, window colors, and more.

 

Just place this on top of all the other Yanfly Engine Plugins.

Adjust any parameters as you see fit.

 

Gold

 

You can use the plugin commands to add or remove gold more than the editor’s 9,999,999 limit. You can also place notetags into items, weapons, and armors to over the 999,999 cost limit.

 

Plugin Command:

 

GainGold 1234567890

Party gains 1234567890 gold.

 

LoseGold 9876543210

Party loses 9876543210 gold.

 

Item, Weapon, Armor Notetags

<Price: x>

Changes the price of the item to x. This notetag allows you to bypass the editor’s 999,999 gold cost limit.

 

Enemy Notetag

<Gold: x>

Changes the gold drop value of enemies to x. This notetag allows you to bypass the editor’s 9,999,999 gold drop limit.

 

Items

 

Change the parameters to reflect the maximum number of items a player can hold per item. If you wish to make individual items have different max values, use the following notetag:

 

Item, Weapon, Armor Notetag:

<Max Item: x>

This changes the maximum amount of the item to x.

 

Stats

 

Even with the parameter limits raised, the editor is still confined to RPG Maker MV’s default limits. To break past them, use the following notetags to allow further control over the individual aspects for the parameters.

 

Actor Notetag

<Initial Level: x>

Changes the actor’s initial level to x. This allows you to bypass the editor’s level 99 limit.

 

<Max Level: x>

Changes the actor’s max level to x. This allows you to bypass the editor’s level 99 limit.

 

Class Skill Learn Notetag

<Learn at Level: x>

When placed inside a class’s “Skills to Learn” notetag, this will cause the class to learn the skill at level x.

 

Weapon and Armor Notetags

<stat: +x>

<stat: -x>

Allows the piece of weapon or armor to gain or lose x amount of stat. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation so long as the maximum value allows for it.

 

Enemy Notetags

<stat: x>

This changes the enemy’s stat to x amount. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation.

 

<exp: x>

This changes the enemy’s exp given out to x amount. This allows the enemy give out more exp than the editor’s default 9,999,999 limit.
 
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Yanfly

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Hi, Yanfly.

Nice to see you are creating special thread for supporting your scripts. I want to report a bug that I found (or maybe just my mistake) using bug report format found in Victor's Script website.  :D

Script Name:

Action Sequence Pack 2 (v1.02)

List of Scripts Used (with version):

Battle Engine Core (v1.10), Action Sequence Pack 1 (v1.07), Action Sequence Pack 3 (v1.01)

Bug Description:

Actor doesn't follow motion walk notetag.

The following is my notetags for Skill ID#1, Attack

<finish action>

motion walk: user

move user: return, 50

</finish action>

Error Message:

None

Additional Information:

I hope you want to implement some predefined action sequences for the most common action in RPG game (or at least examples in manual that can be copied and pasted by everyone), such as moving when attack, automatic camera zoom to user when casting skill, etc. This way it will make YEP_BattleEngine more beginner friendly.

Thanks
Put the Motion Walk after the Move User: Return.
 

Yanfly

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Message Core

Features and How to Use




The Message Core plugin adds more functionality to the default RPG Maker MV message system, enabling more text codes, a name box, and adjustable message window sizes!

Plugin: http://yanfly.moe/plugins/en/YEP_MessageCore.js

Instructions

Introduction

 

While RPG Maker MV Ace certainly improved the message system a whole lot, it wouldn’t hurt to add in a few more features, such as name windows, converting textcodes to write out the icons and/or names of items, weapons, armours, and* more in quicker fashion. This script also gives the developer the ability to adjust the size of the message window during the game, give it a separate font, and to give the player a text fast-forward feature.

 

Word Wrapping

 

Word wrapping is now possible through the message system. You can enable and disable Word wrap using Plugin Commands. While using word wrap, if the word is to extend past the message window’s area, it will automatically go to the following line. That said, word wrap will disable the editor’s line breaks and will require you to use the ones provided by the plugin:

 

<br> or <line break> is text code to apply a line break. Use this before or after a part in which you wish to start a new line.

 

Text Codes

 

By using certain text codes in your messages, you can have the game replace them with the following:

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Text Code Function

\V[n] Replaced by the value of the nth variable.

\N[n] Replaced by the name of the nth actor.

\P[n] Replaced by the name of the nth party member.

\G Replaced by the currency unit.

\C[n] Draw the subsequent text in the nth color.

\I[n] Draw the nth icon.

\{ Increases the text size by one step.

\} Decreases the text size by one step.

\\ Replaced with the backslash character.

\$ Opens the gold window.

\. Waits 1/4th seconds.

\| Waits 1 second.

\! Waits for button input.

\> Display remaining text on same line all at once.

\< Cancel the effect that displays text all at once.

\^ Do not wait for input after displaying text.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Wait: Effect:

\w[x] – Waits x frames (60 frames = 1 second). Message window only.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

NameWindow: Effect:

\n<x> – Creates a name box with x string. Left side. *Note

\nc<x> – Creates a name box with x string. Centered. *Note

\nr<x> – Creates a name box with x string. Right side. *Note

*Note: Works for message window only.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Line Break Effect:

<br> – If using word wrap mode, this will cause a line break.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Position: Effect:

\px[x] – Sets x position of text to x.

\py[x] – Sets y position of text to y.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Outline: Effect:

\oc[x] – Sets outline colour to x.

\ow[x] – Sets outline width to x.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Font: Effect:

\fr – Resets all font changes.

\fs[x] – Changes font size to x.

\fn<x> – Changes font name to x.

\fb – Toggles font boldness.

\fi – Toggles font italic.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Actor: Effect:

\af[x] – Shows face of actor x. *Note

\ac[x] – Writes out actor’s class name.

\an[x] – Writes out actor’s nickname.

*Note: Works for message window only.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Party: Effect:

\pf[x] – Shows face of party member x. *Note

\pc[x] – Writes out party member x’s class name.

\pn[x] – Writes out party member x’s nickname.

 

*Note: Works for message window only.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Names: Effect:

\nc[x] – Writes out class x’s name.

\ni[x] – Writes out item x’s name.

\nw[x] – Writes out weapon x’s name.

\na[x] – Writes out armour x’s name.

\ns[x] – Writes out skill x’s name.

\nt[x] – Writes out state x’s name.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Icon Names: Effect:

\ii[x] – Writes out item x’s name including icon.

\iw[x] – Writes out weapon x’s name including icon.

\ia[x] – Writes out armour x’s name including icon.

\is[x] – Writes out skill x’s name including icon.

\it[x] – Writes out state x’s name including icon.

 

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

And those are the text codes added with this script. Keep in mind that some of these text codes only work for the Message Window. Otherwise, they’ll work for help descriptions, actor biographies, and others.

 

Plugin Commands

 

The following are some plugin commands you can use through the Event Editor to change various aspects about the Message system.

 

Plugin Comand

 

MessageRows 6

Changes the Message Rows displayed to 6. If you are using continuous Show Text events, this will continue displaying the following lines’s texts until it hits the row limit. Anything after that is cut off until the next message starts to avoid accidental overlap.

 

MessageWidth 400

Changes the Message Window Width to 400 pixels. This will cut off any words that are shown too far to the right so adjust accordingly!
 
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Yanfly

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Battle Engine Core

Features and How to Use




The default battle system for RPG Maker MV now allows for the ever so popular side-view! However, we can beef it up a little bit more using the Battle Engine Core to add more features and capabilities to the battle system!

Plugin: http://yanfly.moe/plugins/en/YEP_BattleEngineCore.js

Instructions

Introduction

 

This plugin alters the various aspects of the default battle system, allowing it to be more streamlined like most modern RPG’s and less clunky like older RPG’s. This ranges from choosing what text will appear in the battle log window at the top and how it will be displayed.

 

Battle Messages

 

When changing “Terms” and the “Messages” that appear in battle, inserting the following tag anywhere in the message will cause the message to center itself in the battle log.

 

<CENTER>

This tag must be all caps in order for the battle log window to recognize it as an instruction to center the displayed battle text message.

 

Battle Windows

 

There’s various options to adjust the window settings found in the battle system to make navigating the battle system more intuitive. Such options include starting the turns with the Actor Command Window instead of the Party Command Window (the Fight/Escape Window). The Party Command Window is still accessible but only by pressing cancel on the first actor’s window.

 

Battle Order

 

The battle turn order is also fixed, too. This way, any battlers that have their AGI value changed over the course of battle will reflect those changes during the current turn rather than the following turn. The action speed calculation can also be adjusted and finetuned to have the random factor of its speed calculation formula removed, too, making AGI actually worthwhile as a tactical parameter.

 

Multiple Hits

 

Multi-hit action will no longer end prematurely if the target dies midway through the action. This is done through toggling immortal states. To make use of feature, make sure your database has an Immortal State somewhere. If you do not wish to use this feature, set the Parameter for Immortal State ID to 0 instead.

 

Popup Revamp

 

Although the damage popups may still look the same as the default ones from MV, the process in which they’re created is now different to streamline the damage popup process. Before, popups would only appear one a time with a frame’s different at minimum in order for them to show. Now, any actions that occur at the same frame will now all show popups at the same frame, making for smoother and less clunky damage popups.

 

Common Events

 

Common Events will now occur at the end of each action regardless of whether or not the enemy party is still alive. With proper placing of the action sequence tags, you can make the skill’s common event occur in the middle of an action, too. However, keep in mind if you force an action in the middle of another action, the remainder of the former action’s sequence list will become null and void in favor of the new forced action.

 

Casting Animations

 

Casting Animations help provide visual hints for players either by letting them know which battler is going to perform an action or what type of skill that action will be. This plugin enables skills to have casting animations that can be modified universally or customized for each individual skill.

 

Skill Notetag:

<Cast Animation: x>

Sets the skill’s cast animation to animation ID x. Setting x to zero will cause the skill to not have any animaton at all.

 

Changing Battle Systems

 

While the player is not in battle, you can change the battle system using a Plugin Command. With only this plugin, there is only one battle system included: the default battle system.

 

Plugin Command:

setBattleSys DTB

Sets battle system to Default Turn Battle.

 

Other future plugins may include other battle systems that may utilize the Battle Engine Core.

 

Sideview Actions

 

In RPG Maker MV’s default battle system, both the sideview and the frontview settings do not display counterattacks, reflected magic attacks, nor any case of substituting for battle members. The Battle Engine Core provides games that are using the sideview settings small amounts of animations to relay information to the player in a more visual sense.

 

Magic Reflection will also display a reflection animation to indicate the battler has reflection properties. This animation can be changed in the parameters, but certain actors, classes, enemies, weapons, armors, and states can display a unique kind of animation for reflection if desired.

 

Actor, Class, Enemy, Weapon, Armor, and State Notetag:

<Reflect Animation ID: x>

Changes the user’s reflect animation to x. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, State, Default.

 

Sometimes, you don’t want your enemies to be able to move. Or you don’t want certain actors to be able to move. They’re just stationary for whatever reason. To accomplish that, you can use this notetag to forbid the battler from moving.

 

Actor, Class, Enemy, Weapon, Armor, and State Notetag:

<Sprite Cannot Move>

Prevents the battler’s sprite from moving. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, and State. If an enemy is unable to move when it performs an action, it will flash white as if it normally does in front view.

 

Custom Sideview Battler Anchor

 

Sideview battlers are generally centered horizontally, and grounded at their feet. However, not all sideview battler spritesheets work this way. In the event you have a sideview battler that doesn’t conform to those standards, you can ‘anchor’ them a different way.

 

Actor Notetags:

<Anchor X: y.z>

<Anchor Y: y.z>

This sets the anchor location for the actor’s sideview battler at y.z. By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want the X anchor to be a bit more to the left, make it less than 0.5. Make it more than 0.5 to make the X anchor more towards the right. To raise the Y anchor, set the number value to less than 1.0. Keep adjusting until you find that perfect anchor setting.

 

Action Sequences

 

The Yanfly Engine Plugins – Battle Engine Core includes the capability of using custom action sequences. Action sequences are basic instructions for the game to creating a customized skill both visually and mechanically. The Battle Engine Core, however, will only include the most basic of action sequences so the instructions on how to create a custom action sequence will be included in the Help file on future extension plugins for this plugin.

 

 

 

Adapted and improved from Battle Engine Melody, Action Sequences can now be used for the hardcore users of YEP’s Battle Engine Core. Using Action Sequences, you can create, animate, and alter the individual aspects of any battle action in the game.

 

Action Sequences – ala Melody

 

Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

 

Each skill and item consists of five different action sequences. They are as follows:

 

1. Setup Actions

They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

 

2. Whole Actions

These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

 

3. Target Actions

This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

 

4. Follow Actions

This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.

 

5. Finish Actions

This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

 

Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.

 

<setup action>

action list

action list

</setup action>

 

<whole action>

action list

action list

</whole action>

 

<target action>

action list

action list

</target action>

 

<follow action>

action list

action list

</follow action>

 

<finish action>

action list

action list

</finish action>

 

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

 

Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

 

<action copy: x:y>

Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.

 

Target Typing

 

You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.

 

user; This will select the active battler.

target, targets; These will select the active targets in question.

actors, existing actors; These will select all living actors.

all actors; This will select all actors including dead ones.

dead actors: This will select only dead actors.

actors not user; This will select all living actors except for the user.

actor x; This will select the actor in slot x.

character x; This will select the specific character with actor ID x.

enemies, existing enemies; This will select all living enemies.

all enemies; This will select all enemies, even dead.

dead enemies: This will select only dead enemies.

enemies not user; This will select all enemies except for the user.

enemy x; This will select the enemy in slot x.

friends; This will select the battler’s alive allies.

all friends; This will select the all of battler’s allies, even dead.

dead friends; This will select the battler’s dead allies.

friends not user; This will select the battler’s allies except itself.

friend x: This will select the battler’s ally in slot x.

opponents; This will select the battler’s alive opponents.

all opponents; This will select the all of the battler’s opponents.

dead opponents; This will select the battler’s dead opponents.

opponent x: This will select the battler’s opponent in slot x.

all alive; Selects all living actors and enemies.

all members; Selects all living and dead actors and enemies.

all dead; Selects all dead actors and enemies.

all not user; This will select all living battlers except user.

focus; Selects the active battler and its targets.

not focus; Selects everything but the active battler and its targets.

 

Action Sequences – Action List

 

The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.

 

ACTION ANIMATION

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Plays the animation assigned to the skill/item. The animation will automatically select the skill’s/item’s assigned targets.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: action animation

 

ACTION COMMON EVENT

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Plays the common event found within the skill’s/item’s traits list. This will only play the last common event on the list, following the game engine’s original process. Nothing else will continue on the action list until the common event is finished.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: action common event

 

ACTION EFFECT: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes the target(s) to take damage/healing from the skill/item and incurs any changes made to the target(s) such as buffs and states.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: action effect

 

ANIMATION WAIT: X

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits x animaiton frames. Each frame for an animation does not last one game frame, but instead, several. To make life easier, you can use this to have the game wait x frames played for the animation.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: animation 5: user

animation 6: target, mirror

 

CAST ANIMATION

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Plays an animation on the skill’s user. Will not occur if the action is an item or the user’s default normal attack.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: cast animation

 

CLEAR BATTLE LOG

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Clears all the messages at the top of the screen.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: clear battle log

 

DEATH BREAK

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

If a user were to die for any reason during the middle of the skill (either via counter attack or reflection), this will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: death break

 

DISPLAY ACTION

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Displays the action’s name at the top of the battle log. It will remain there until the battle log is cleared.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: display action

 

IF … ELSE STATEMENTS

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

For those familiar with programming, you can use if…else statements to perform different actions based on different conditions. Use ‘if’ to specify a block of code to be executed, if a specified condition is true. Use ‘else’ to specify a block of code to be executed, if the same condition is false. Use ‘else if’ to specify a new condition to test, if the first condition is false. Use ‘end’ to specify where the conditions are to end.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 

Usage Example:

if $gameSwitches.value(1)

 

action effect

 

else if $gameSwitches.value(2)

 

action effect

 

action effect

 

else

 

action effect

 

action effect

 

action effect

 

end

*Note: You do not have to indent the code in between to work. It just looks better that way in your action sequences.

 

IMMORTAL: targets, true/false

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Sets the targets to a state of immortality so that they don’t die in the middle of an attack. This is to ensure every action effect goes through.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: immortal: targets true

 

MOTION WAIT: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Makes the game wait 12 frames if the target(s) performing the action is an actor. If the target(s) is not an actor, no waiting will be done.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: motion wait: user

 

PERFORM ACTION

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes actors to step forward and swing their weapon, thrust it, however the motion that is determined will be automatically done by the game.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: perform action

 

PERFORM FINISH

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes actor to move back to its home spot.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: perform finish

 

PERFORM START

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes actor to move forward from its home spot.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: perform start

 

WAIT: frames

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Makes the game wait a certain amount of frames before going on to the next action in the action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait: 60

 

WAIT FOR ANIMATION

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits for all animations to finish before going on to the next action in the action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait for animation

 

WAIT FOR EFFECT

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits for all effects to finish playing before continuing on.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait for effect

 

WAIT FOR MOVEMENT

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits for all battler movements to finish before going on to the next action in the action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait for movement

 

WAIT FOR NEW LINE

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits for a new line to appear in the log window before going on to the

next action in the action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait for new line
 
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Action Sequence Pack 1

Extension Plugin for Battle Engine Core

Features and How to Use




The first of three action sequence packs to be made for YEP’s Battle Engine Core! This pack includes action sequences that are mechanics-related for your actions.

Plugin: http://yanfly.moe/plugins/en/YEP_X_ActSeqPack1.js

Instructions:

Action Sequences – ala Melody

 

Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

 

Each skill and item consists of five different action sequences. They are as follows:

 

1. Setup Actions

They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

 

2. Whole Actions

These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

 

3. Target Actions

This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

 

4. Follow Actions

This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.

 

5. Finish Actions

This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

 

Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.

 

<setup action>

action list

action list

</setup action>

 

<whole action>

action list

action list

</whole action>

 

<target action>

action list

action list

</target action>

 

<follow action>

action list

action list

</follow action>

 

<finish action>

action list

action list

</finish action>

 

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

 

Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

 

<action copy: x:y>

Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.

 

Target Typing

 

You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.

 

user; This will select the active battler.

target, targets; These will select the active targets in question.

actors, existing actors; These will select all living actors.

all actors; This will select all actors including dead ones.

dead actors: This will select only dead actors.

actors not user; This will select all living actors except for the user.

actor x; This will select the actor in slot x.

character x; This will select the specific character with actor ID x.

enemies, existing enemies; This will select all living enemies.

all enemies; This will select all enemies, even dead.

dead enemies: This will select only dead enemies.

enemies not user; This will select all enemies except for the user.

enemy x; This will select the enemy in slot x.

friends; This will select the battler’s alive allies.

all friends; This will select the all of battler’s allies, even dead.

dead friends; This will select the battler’s dead allies.

friends not user; This will select the battler’s allies except itself.

friend x: This will select the battler’s ally in slot x.

opponents; This will select the battler’s alive opponents.

all opponents; This will select the all of the battler’s opponents.

dead opponents; This will select the battler’s dead opponents.

opponent x: This will select the battler’s opponent in slot x.

all alive; Selects all living actors and enemies.

all members; Selects all living and dead actors and enemies.

all dead; Selects all dead actors and enemies.

all not user; This will select all living battlers except user.

focus; Selects the active battler and its targets.

not focus; Selects everything but the active battler and its targets.

 

Action Sequences – Action List

 

The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.

 

ADD stat BUFF: target, (turns), (show)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Affects the target with ‘stat’ buff. Replace ‘stat’ with ‘hp’, ‘mp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. If you include a number after the target, it will buff the target by that many turns. Include ‘show’ and it will show the target getting the buff applied in the battle log.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: add atk buff: user, 3, show

add def buff: target, 8

 

ADD stat DEBUFF: target, (turns), (show)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Affects the target with ‘stat’ debuff. Replace ‘stat’ with ‘hp’, ‘mp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. If you include a number after the target, it will debuff the target by that many turns. Include ‘show’ and it will show the target getting the debuff applied in the battle log.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: add atk debuff: user, 3, show

add def debuff: target, 8

 

ADD STATE X: target, (show)

ADD STATE X, Y, Z: target (show)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Affects the target with X state (including Y and Z if used in that format). If ‘show’ is included, it will display any state related messages.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: add state 5: target

add state 6, 7, 8: user, show

 

ANIMATION X: target, (mirror)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Plays animation X on target. ‘Mirror’ will cause the animation to appear mirrored. Keep in mind that animations played on actors will automatically be mirrored and setting the mirror option will reverse it and have it appear unmirrored.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: animation 5: user

animation 6: target, mirror

 

BGM: STOP

BGM: MEMORIZE

BGM: MEMORY

BGM: filename, (volume), (pitch), (pan)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Changes the current background music at hand. ‘Stop’ will stop any BGM from playing. ‘Memorize’ will memorize the current BGM. ‘Memory’ will replay the memorized BGM if there is one playing. If you choose a filename (without the filename extensions), the game will play that BGM instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin’s parameters.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: bgm: stop

bgm: memorize

bgm: memory

bgm: Battle7

bgm: Theme2, 80, 100, 0

 

BGS: STOP

BGS: MEMORIZE

BGS: MEMORY

BGS: filename, (volume), (pitch), (pan)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Changes the current background sound at hand. ‘Stop’ will stop any BGS from playing. ‘Memorize’ will memorize the current BGS. ‘Memory’ will replay the memorized BGS if there is one playing. If you choose a filename (without the filename extensions), the game will play that BGS instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin’s parameters.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: bgs: stop

bgs: memorize

bgs: memory

bgs: City

bgs: Darkness, 80, 100, 0

 

CHANGE SWITCH X: on/off/toggle/switch z

CHANGE SWITCH X..Y: on/off/toggle/switch z

CHANGE SWITCH X TO Y: on/off/toggle/switch z

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Changes Game Switch X to on, off, toggle (switching between on/off), or to whatever value the switch y is.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: change switch 1: on

change switch 2..4: off

change switch 5 to 8: toggle

change switch 9: switch 5

 

CHANGE VARIABLE X = Y

CHANGE VARIABLE X += Y

CHANGE VARIABLE X -= Y

CHANGE VARIABLE X *= Y

CHANGE VARIABLE X /= Y

CHANGE VARIABLE X %= Y

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Changes variable X in the middle of the action sequence to be modified by value Y. Y can be either an integer or a piece of code.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: change variable 1 = 2

change variable 3 += 4

change variable 5 -= 6

change variable 7 *= 8

change variable 9 /= 10

change variable 11 %= 12

 

COLLAPSE: target, (force)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

If the target is to be dead at this point, this will be the point in the action sequence where you can promt the game to kill the target as long as the target has 0 HP. If you want to force the death of the target, include the ‘force’ command after the targets.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: collapse: user

collapse: target, force

 

COMMON EVENT: X

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Plays common event X at that point in the action sequence. Nothing else will continue until the common event is finished.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: common event: 1

 

EVAL: code

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

For those who’d like to do something that the current Battle Engine doesn’t support, you can use an eval function to have a piece of code occur. Users beware, for those unfamiliar with JavaScript should avoid handling this action sequence command.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: eval: $gameParty.loseItem($dataItems[3], 10)

 

GAIN ITEM X: Y LOSE ITEM X: Y

GAIN WEAPON X: Y LOSE WEAPON X: Y

GAIN ARMOR X: Y LOSE ARMOR X: Y

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Your party will gain/lose item x, weapon x, or armor x in the amount of y. If you choose to omit y, it will default to 1.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: gain item 1: 20

lose weapon 2

gain armor 3: 50

 

GOLD +x

GOLD -x

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Your party will gain/lose gold in the middle of battle by x amount.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: gold +2000

gold -500

 

HP +X: target, (show)

HP -X: target, (show)

HP +X%: target, (show)

HP -X%: target, (show)

HP +VARIABLE X: target, (show)

HP -VARIABLE X: target, (show)

HP +VARIABLE X%: target, (show)

HP -VARIABLE X%: target, (show)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Target(s) gains HP equal to X values. To show the popup, insert ‘show’ after the target in the action sequence line. Including ‘show’ is entirely optional. If ‘show’ is omitted, no popup will be displayed.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: hp +500: user

hp -variable 5: target

hp +25%: target

hp -variable 7: user

 

ME: STOP

ME: filename, (volume), (pitch), (pan)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes the battle to play a music fanfare. ‘Stop’ will stop any ME from playing. If you choose a filename (without the filename extensions), the game will play that ME instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin’s parameters.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: me: stop

me: Victory1

me: Darkness, 80, 100, 0

 

MP +X: target, (show)

MP -X: target, (show)

MP +X%: target, (show)

MP -X%: target, (show)

MP +VARIABLE X: target, (show)

MP -VARIABLE X: target, (show)

MP +VARIABLE X%: target, (show)

MP -VARIABLE X%: target, (show)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Target(s) gains MP equal to X values. To show the popup, insert ‘show’ after the target in the action sequence line. Including ‘show’ is entirely optional. If ‘show’ is omitted, no popup will be displayed.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: mp +500: user

mp -variable 5: target

mp +25%: target

mp -variable 7: user

 

REFRESH STATUS

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Refreshes the status window in the middle of an action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: refresh status

 

REMOVE stat BUFF: target, (show)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Removes the ‘stat’ buff from target. Replace ‘stat’ with ‘hp’, ‘mp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. Include ‘show’ and it will show the target getting the buff removed in the battle log.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: remove atk buff: user, show

remove def buff: target

 

REMOVE stat DEBUFF: target, (show)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Removes the ‘stat’ debuff from target. Replace ‘stat’ with ‘hp’, ‘mp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. Include ‘show’ and it will show the target getting the debuff removed in the battle log.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: remove atk debuff: user, show

remove def debuff: target

 

REMOVE STATE X: target (show)

REMOVE STATE X, Y, Z: target (show)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Removes X state (including Y and Z if used in that format) from target. If ‘show’ is included, it will display any state related messages.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: remove state 5: target

remove state 6, 7, 8: user, show

 

SE: filename, (volume), (pitch), (pan)

SE: PLAY OK

SE: PLAY CURSOR

SE: PLAY CANCEL

SE: PLAY BUZZER

SE: PLAY EQUIP

SE: PLAY SAVE

SE: PLAY LOAD

SE: PLAY BATTLE START

SE: PLAY ESCAPE

SE: PLAY ENEMY ATTACK

SE: PLAY ENEMY DAMAGE

SE: PLAY ENEMY COLLAPSE

SE: PLAY BOSS COLLAPSE 1

SE: PLAY BOSS COLLAPSE 2

SE: PLAY ACTOR DAMAGE

SE: PLAY ACTOR COLLAPSE

SE: PLAY RECOVERY

SE: PLAY MISS

SE: PLAY EVASION

SE: PLAY MAGIC EVASION

SE: PLAY REFLECTION

SE: PLAY SHOP

SE: PLAY USE ITEM

SE: PLAY USE SKILL

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes the battle to play a Sound Effect. If you choose a filename (without the filename extensions), the game will play that ME instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin’s parameters. Using the action sequences with ‘play x’ in them will cause the game to play a system sound set within RPG Maker’s database.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: se: play enemy attack

se: Ice1

se: Laser2, 80, 100, 0

 

TP +X: target, (show)

TP -X: target, (show)

TP +X%: target, (show)

TP -X%: target, (show)

TP +VARIABLE X: target, (show)

TP -VARIABLE X: target, (show)

TP +VARIABLE X%: target, (show)

TP -VARIABLE X%: target, (show)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Target(s) gains TP equal to X values. To show the popup, insert ‘show’ after the target in the action sequence line. Including ‘show’ is entirely optional. If ‘show’ is omitted, no popup will be displayed. For TP to actually show popups, another plugin is needed to display TP popups.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: tp +500: user

tp -variable 5: target

tp +25%: target

tp -variable 7: user
 
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Yanfly

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Action Sequence Pack 2

Extension Plugin for Battle Engine Core

Features and How to Use




The second of three action sequence packs for the Battle Engine Core focus on visual aspects of an action such as moving, jumping, changing the screen tint, and more!

Plugin: http://yanfly.moe/plugins/en/YEP_X_ActSeqPack2.js

Instructions

Action Sequences – ala Melody

 

Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

 

Each skill and item consists of five different action sequences. They are as follows:

 

1. Setup Actions

They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

 

2. Whole Actions

These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

 

3. Target Actions

This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

 

4. Follow Actions

This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.

 

5. Finish Actions

This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

 

Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.

 

<setup action>

action list

action list

</setup action>

 

<whole action>

action list

action list

</whole action>

 

<target action>

action list

action list

</target action>

 

<follow action>

action list

action list

</follow action>

 

<finish action>

action list

action list

</finish action>

 

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

 

Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

 

<action copy: x:y>

Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.

 

Target Typing

 

You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.

 

user; This will select the active battler.

target, targets; These will select the active targets in question.

actors, existing actors; These will select all living actors.

all actors; This will select all actors including dead ones.

dead actors: This will select only dead actors.

actors not user; This will select all living actors except for the user.

actor x; This will select the actor in slot x.

character x; This will select the specific character with actor ID x.

enemies, existing enemies; This will select all living enemies.

all enemies; This will select all enemies, even dead.

dead enemies: This will select only dead enemies.

enemies not user; This will select all enemies except for the user.

enemy x; This will select the enemy in slot x.

friends; This will select the battler’s alive allies.

all friends; This will select the all of battler’s allies, even dead.

dead friends; This will select the battler’s dead allies.

friends not user; This will select the battler’s allies except itself.

friend x: This will select the battler’s ally in slot x.

opponents; This will select the battler’s alive opponents.

all opponents; This will select the all of the battler’s opponents.

dead opponents; This will select the battler’s dead opponents.

opponent x: This will select the battler’s opponent in slot x.

all alive; Selects all living actors and enemies.

all members; Selects all living and dead actors and enemies.

all dead; Selects all dead actors and enemies.

all not user; This will select all living battlers except user.

focus; Selects the active battler and its targets.

not focus; Selects everything but the active battler and its targets.

 

Action Sequences – Action List

 

The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.

 

ATTACK ANIMATION: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Displays the active battler’s attack animation on the target(s). This will be the animation determined by the actor’s weapon(s). If it’s an enemy, it will be determined by the enemy’s attack animation.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: attack animation: target

 

ENEMY EFFECT: target, effect-type

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

This affects enemies only. Makes the target display either a ‘whiten’ effect or a ‘blink’ effect.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: enemy effect: targets, whiten

enemy effect: targets, blink

 

FACE target: args

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

FACE target1: FORWARD

FACE target1: BACKWARD

FACE target1: HOME

FACE target1: AWAY FROM HOME

FACE target1: POINT, x coordinate, y coordinate

FACE target1: AWAY FROM POINT, x coordinate, y coordinate

FACE target1: target2

FACE target1: AWAY FROM target2

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

This will cause the battler to face a certain direction. Arguments can be used in the above formats. This action sequence command will cause target1 to face any of those directions. If target2 is used, then target1 will face directions relative to target2.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: face user: forward

face target: backward

face enemies: home

face allies: away from home

face target: point, 20, 40

face target: away from point, 500, 600

face user: target

face target: away from user

 

FADE OUT: (frames)

FADE IN: (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Fades the screen out and fades the screen in respectively. You can set the amount of frames for the fading process. If you omit frames, 60 frames will be used by default.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: fade out

fade in: 10

 

FLASH SCREEN: args

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

FLASH SCREEN: WHITE, (frames)

FLASH SCREEN: RED, (frames)

FLASH SCREEN: ORANGE, (frames)

FLASH SCREEN: YELLOW, (frames)

FLASH SCREEN: GREEN, (frames)

FLASH SCREEN: BLUE, (frames)

FLASH SCREEN: PURPLE, (frames)

FLASH SCREEN: MAGENTA, (frames)

FLASH SCREEN: BLACK, (frames)

FLASH SCREEN: (red), (green), (blue), (intensity), (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes the game screen to flash a set color. If for the arguments, you use a color name, it will use a premade flash setting. If you choose to use your own settings, use the red, green, blue, intensity format to determine what color flash you would like. Red, green, blue, and intensity settings range from 0 to 255. If frames are used, that will be the duration of the screen flash. If omitted, the default frame count will be 60 frames.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: flash screen: white

flash screen: red, 45

flash screen: 128, 170, 214, 170

flash screen: 68, 68, 68, 170, 45

 

FLOAT target: (height), (frames)

FLOAT target: (height%), (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes the target to float into the air above the ground by height%. The height is relative to the floating target. Using 100% means the target will float above the ground 100% higher than its height. If no ‘%’ sign is used, the target will float that many pixels rather than a percentage of the target’s height. The frames determine how many frames it will take for the target to reach that height. Using 0% for the height will bring the target back to the ground.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: float user: 200%

float enemies: 500, 30

float target: 0%, 30

 

HIDE BATTLE HUD

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Hides the battle hud to not obstruct any animations being played. You can reveal the battle hud again using ‘show battle hud’.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: hide battle hud

 

JUMP target: (height), (frames)

JUMP target: (height%), (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes the target to jump a height relative to the target itself. If the target jumps a height of 200%, the height will be 200% of the target’s height. If no ‘%’ sign is used, the target will jump that many pixels rather than a percentage of the target’s height. The frame count is how long the target will be in the air. You can use this with the ‘Move’ action sequence to make the target appear like it is jumping a distance.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: jump user: 150%

jump target: 300, 60

 

MOTION type: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

MOTION WALK: target

MOTION WAIT: target

MOTION CHANT: target

MOTION GUARD: target

MOTION DAMAGE: target

MOTION EVADE: target

MOTION ATTACK: target

MOTION THRUST: target

MOTION SWING: target

MOTION MISSILE: target

MOTION SKILL: target

MOTION SPELL: target

MOTION ITEM: target

MOTION ESCAPE: target

MOTION VICTORY: target

MOTION DYING: target

MOTION ABNORMAL: target

MOTION SLEEP: target

MOTION DEAD: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Forces the target to perform the specific type of action in sideview. If you issue an action sequence command for the target to perform ‘attack’, the target will automatically determine based on the weapon it has equipped to use either a thrust, swing, or missile motion. Attack, thrust, swing, and missile will also display the target’s weapon if the target has one.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: enemy effect: targets, whiten

enemy effect: targets, blink

 

MOVE target: args

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

MOVE target1: HOME, (frames)

MOVE target1: RETURN, (frames)

MOVE target1: FORWARD, (distance), (frames)

MOVE target1: BACKWARD, (distance), (frames)

MOVE target1: POINT, x coordinate, y coordinate, (frames)

MOVE target1: target2, BASE, (frames)

MOVE target1: target2, CENTER, (frames)

MOVE target1: target2, HEAD, (frames)

MOVE target1: target2, FRONT BASE, (frames)

MOVE target1: target2, FRONT CENTER, (frames)

MOVE target1: target2, FRONT HEAD, (frames)

MOVE target1: target2, BACK BASE, (frames)

MOVE target1: target2, BACK CENTER, (frames)

MOVE target1: target2, BACK HEAD, (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

This is a move command. Arguments can be used in the above formats. This action sequence command will move target1 to any of those locations listed in the arguments. If it’s towards target2, you must include what location relative to target2 for target1 to travel to.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: move user: home, 20

move target: forward, 48, 12

move enemy 1: point, 400, 300

move actor 2: front base, 20

 

OPACITY target: x, (frames)

OPACITY target: x%, (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you use ‘frames’, that will be the frame duration for the change in opacity for the target.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: opacity user: 50%, 30

opacity not focus: 0

 

SHOW BATTLE HUD

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

If the battle hud was hidden using ‘hide battle hud’, use this to show the battle hud back within the player’s screen.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: show battle hud

 

SHAKE SCREEN: (power), (speed), (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9, and the frames to alter the duration of the screen shaking. If those values are omitted, they will default to 5 power, 5 speed, and 60 frames.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: shake screen

shake screen: 9

shake screen: 3, 9, 30

 

TINT SCREEN: args

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

TINT SCREEN: NORMAL, (frames)

TINT SCREEN: DARK, (frames)

TINT SCREEN: SEPIA, (frames)

TINT SCREEN: SUNSET, (frames)

TINT SCREEN: NIGHT, (frames)

TINT SCREEN: (red), (green), (blue), (gray), (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Tints the battle screen. If using the arguments ‘normal’, ‘dark’, ‘sepia’, ‘sunset’, or ‘night’ the screen will be be given a premade tint. If not, then the arguments for red, green, blue, and gray values must be inputted for the tint. Red, green, and blue can range from -255 to 255 while gray will range from 0 to 255. If frames are used, that will be the duration for which the screen will change to the tint. If omitted, the default amount of frames used will be 60 frames.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: tint screen: normal

tint screen: sepia, 30

tint screen: 68, -34, -34, 0

tint screen: 68, -68, 0, 68, 45

 

WAIT FOR FLOAT

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits for all battler float changes to finish before going on to the next action in the action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait for float

 

WAIT FOR JUMP

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits for all battler jumps to finish before going on to the next action in the action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait for jump

 

WAIT FOR OPACITY

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits for all battlers to finish changing opacity before going on to the next action in the action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait for opacity

 
 
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Yanfly

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Action Sequence Pack 3

Extension Plugin for Battle Engine Core

Features and How to Use




The third action sequence pack for this set includes the ability to control the camera and zooming! Use these action sequences provided by this plugin to make your actions look nice and flashy!

Plugin: http://yanfly.moe/plugins/en/YEP_X_ActSeqPack3.js

Instructions

Action Sequences – ala Melody

 

Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

 

Each skill and item consists of five different action sequences. They are as follows:

 

1. Setup Actions

They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

 

2. Whole Actions

These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

 

3. Target Actions

This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

 

4. Follow Actions

This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.

 

5. Finish Actions

This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

 

Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.

 

<setup action>

action list

action list

</setup action>

 

<whole action>

action list

action list

</whole action>

 

<target action>

action list

action list

</target action>

 

<follow action>

action list

action list

</follow action>

 

<finish action>

action list

action list

</finish action>

 

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

 

Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

 

<action copy: x:y>

Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.

 

Target Typing

 

You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.

 

user; This will select the active battler.

target, targets; These will select the active targets in question.

actors, existing actors; These will select all living actors.

all actors; This will select all actors including dead ones.

dead actors: This will select only dead actors.

actors not user; This will select all living actors except for the user.

actor x; This will select the actor in slot x.

character x; This will select the specific character with actor ID x.

enemies, existing enemies; This will select all living enemies.

all enemies; This will select all enemies, even dead.

dead enemies: This will select only dead enemies.

enemies not user; This will select all enemies except for the user.

enemy x; This will select the enemy in slot x.

friends; This will select the battler’s alive allies.

all friends; This will select the all of battler’s allies, even dead.

dead friends; This will select the battler’s dead allies.

friends not user; This will select the battler’s allies except itself.

friend x: This will select the battler’s ally in slot x.

opponents; This will select the battler’s alive opponents.

all opponents; This will select the all of the battler’s opponents.

dead opponents; This will select the battler’s dead opponents.

opponent x: This will select the battler’s opponent in slot x.

all alive; Selects all living actors and enemies.

all members; Selects all living and dead actors and enemies.

all dead; Selects all dead actors and enemies.

all not user; This will select all living battlers except user.

focus; Selects the active battler and its targets.

not focus; Selects everything but the active battler and its targets.

 

Action Sequences – Action List

 

The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.

 

CAMERA CLAMP ON

CAMERA CLAMP OFF

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

By default, the camera clamp is on, which forces the camera to never pan outside of the battlefield’s boundaries. However, in the event you wish to turn this off, use ‘camera clamp off’ to shut off the clamp. The clamp, however, will be turned back on at the end of each ‘perform finish’ action.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: camera clamp on

camera clamp off

 

CAMERA FOCUS: target, (location), (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

CAMERA FOCUS: target, FRONT BASE, (frames)

CAMERA FOCUS: target, BASE, (frames)

CAMERA FOCUS: target, BACK BASE, (frames)

CAMERA FOCUS: target, FRONT CENTER, (frames)

CAMERA FOCUS: target, CENTER, (frames)

CAMERA FOCUS: target, BACK CENTER, (frames)

CAMERA FOCUS: target, FRONT HEAD, (frames)

CAMERA FOCUS: target, HEAD, (frames)

CAMERA FOCUS: target, BACK HEAD, (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

This will focus on a target(s) (refer to target typing) and a location. If the location is omitted, the camera will focus on the target(s)’s center. Note: The camera will not shift past screen boundaries.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: camera focus: user

camera focus: target, front, 40

camera focus: enemies, center, 30

 

CAMERA OFFSET: DIRECTION, DISTANCE

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

CAMERA OFFSET: LEFT, distance

CAMERA OFFSET: RIGHT, distance

CAMERA OFFSET: UP, distance

CAMERA OFFSET: DOWN, distance

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Offsets the camera a direction by (distance) amount.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: camera offset: left, 200

camera offset: right, Graphics.boxWidth / 4

camera offset: up, 300

camera offset: down, $gameVariables.value(3);

 

CAMERA PAN

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

CAMERA PAN: LEFT, distance, (frames)

CAMERA PAN: RIGHT, distance, (frames)

CAMERA PAN: UP, distance, (frames)

CAMERA PAN: DOWN, distance, (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Pans the camera a direction a certain distance in pixels. You can use a combination of left/right and up/down to perform a diagonal camera pan. Using ‘frames’ will allow you to adjust the duration of the camera pan. Omitting ‘frames’ will set the camera pan duration to 30 frames. Note: The camera will not shift past screen boundaries.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: camera pan: left, 200

camera pan: up, 250

camera pan: right, 500, 60

camera pan: down: 300, 60

 

CAMERA SCREEN

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

CAMERA SCREEN: TOP LEFT, (frames)

CAMERA SCREEN: FAR LEFT, (frames)

CAMERA SCREEN: BOTTOM LEFT, (frames)

CAMERA SCREEN: TOP CENTER, (frames)

CAMERA SCREEN: CENTER, (frames)

CAMERA SCREEN: BOTTOM CENTER, (frames)

CAMERA SCREEN: TOP RIGHT, (frames)

CAMERA SCREEN: FAR RIGHT, (frames)

CAMERA SCREEN: BOTTOM RIGHT, (frames)

CAMERA SCREEN: POINT, x, y, (frames)

CAMERA SCREEN: target, FRONT, (frames)

CAMERA SCREEN: target, BASE, (frames)

CAMERA SCREEN: target, BACK, (frames)

CAMERA SCREEN: target, FRONT CENTER, (frames)

CAMERA SCREEN: target, CENTER, (frames)

CAMERA SCREEN: target, BACK CENTER, (frames)

CAMERA SCREEN: target, FRONT TOP, (frames)

CAMERA SCREEN: target, TOP, (frames)

CAMERA SCREEN: target, BACK TOP, (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Moves the camera to a certain part of the screen. If you choose a target, the camera will lock to that part of the target. Using (frames) will determine the duration of the time the camera will move over to the target location. Omitting (frames) will set the camera pan duration to 30 frames. Note: The camera will not shift past screen boundaries.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: camera screen: top left

camera screen: far right, 30

camera screen: point, 400, 300, 60

camera screen: user, base

camera screen: targets, base, 60

 

RESET CAMERA: (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Resets the camera location back to default location, which is the center of the battlefield. Using (frames) will allow you to adjust the duration in which the camera resets. Omitting ‘frames’ will set the camera to reset in 30 frames.

Note: The camera will not shift past screen boundaries.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: reset camera

reset camera: 30

 

RESET ZOOM: (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Resets the camera zoom back to default zoom, which is 100%. Using (frames) will allow you to adjust the duration in which the zoom resets. Omitting ‘frames’ will set the zoom to reset in 30 frames. Note: The camera will not shift past screen boundaries.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: reset zoom

reset zoom: 30

 

WAIT FOR CAMERA

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits for the camera to finish panning before going on to the next action in the action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait for camera

 

WAIT FOR ZOOM

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Waits for the zoom to finish changing before going on to the next action in the action sequence.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: wait for zoom

 

ZOOM: x%, (frames)

ZOOM: x.y, (frames)

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Zooms to x% or x.y rate. Using (frames) will allow you to adjust the duration in which the zooming occurs. Omitting ‘frames’ will set the zoom duration to 30 frames.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: zoom: 200%

zoom: 1.5, 45

 
 
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Yanfly

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Victory Aftermath

Features and How to Use




Replace the default RPG Maker victory messages with this plugin’s Victory Aftermath windows to provide more accurate and visual data to your players!

Plugin: http://yanfly.moe/plugins/en/YEP_VictoryAftermath.js

Instructions

Introduction

 

This plugin swaps out the victory messages from the default battle system in favor of more informative windows to display. Adjust the parameters to change the settings to fit your game.

 

Victory Aftermath

 

In the parameters, there’s a ‘Victory Order’ parameter. This parameter lets you choose the order of the steps in the Victory Aftermath.

 

The default order is as follows:

exp

Displays the EXP window.

 

custom

Displays any custom plugin extensions.

 

drops

Displays the drops window.

 

If you switch the order of these steps, add steps, or remove steps from the ‘Victory Order’ plugin, the Victory Aftermath will correspond to any changes you have made.

 

Plugin Commands

 

If you wish to alter the Victory Aftermath sequence a bit, you can use the following Plugin Commands.

 

Plugin Commands:

DisableVictoryAftermath

Disables the Victory Aftermath sequence and bypasses the Victory Aftermath music, too.

 

EnableVictoryAftermath

Enables the Victory Aftermath sequence if it has been previously disabled.

 

DisableVictoryMusic

Disables the Victory Aftermath music to just continue playing whatever was playing.

 

EnableVictoryMusic

Enables the Victory Aftermath music if it has been previously disabled.
 
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Jeneeus Guruman

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What's the difference between the 2 "motion wait: target" on the battle core and 2nd action sequence plugins? Is the latter supposed to have the actor be in idle motion? When I use them together, it will only get the effect on the battle core, which is to wait for the motion to be completed.

Battle Core:

MOTION WAIT: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Makes the game wait 12 frames if the target(s) performing the action is an actor. If the target(s) is not an actor, no waiting will be done.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Action Sequence 2:

MOTION type: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

MOTION WALK: target

MOTION WAIT: target

MOTION CHANT: target

MOTION GUARD: target

MOTION DAMAGE: target

MOTION EVADE: target

MOTION ATTACK: target

MOTION THRUST: target

MOTION SWING: target

MOTION MISSILE: target

MOTION SKILL: target

MOTION SPELL: target

MOTION ITEM: target

MOTION ESCAPE: target

MOTION VICTORY: target

MOTION DYING: target

MOTION ABNORMAL: target

MOTION SLEEP: target

MOTION DEAD: target

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Forces the target to perform the specific type of action in sideview. If you issue an action sequence command for the target to perform ‘attack’, the target will automatically determine based on the weapon it has equipped to use either a thrust, swing, or missile motion. Attack, thrust, swing, and missile will also display the target’s weapon if the target has one.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
 

Yanfly

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Skill Core

Features and How to Use




The Skill Core plugin enables you to modify the core aspects of skills such as the cost and effects. With this plugin, HP costs are also implemented, too.

Plugin: http://yanfly.moe/plugins/en/YEP_SkillCore.js

Instructions

Introduction

 

Skills in RPG’s consist of three main components: Costs, Damage, and Effects. Although not all components are required for a skill, they certainly make up a good chunk of it. Damage will be handled by another plugin, but this plugin will provide a core handling for skill costs and skill effects.

 

This plugin also includes the ability for battlers to swap their HP, MP, and/or TP gauges for something different if it would fit the character better (for example, some classes don’t use MP and/or TP).

 

Notetags

 

These notetags can adjust either skill costs or special skill effects.

 

Skill Notetags:

<HP Cost: x>

Changes the skill to have x as its HP cost. RPG Maker MV’s editor lacks HP cost functions so this would allow skills to use HP as their cost.

 

<HP Cost: x%>

Changes the skill to cost a percentage of the character’s MaxHP value.

 

<MP Cost: x>

Changes the skill to have x as its MP cost. This helps bypass the database’s hard limit of 9999.

 

<MP Cost: x%>

Changes the skill to cost a percentage of the character’s MaxMP value.

 

<TP Cost: x>

Changes the skill to have x as its TP cost. This helps bypass the database’s hard limit of 99.

 

<TP Cost: x%>

Changes the skill to cost a percentage of the character’s MaxTP value. Although the default MaxTP is 100, this tag will be useful for any plugins that will alter a character’s MaxTP values.

 

Gauge Swapping

 

This plugin also lets you swap around the HP, MP, and TP Gauges to any order you want assuming that all the plugins you use will keep the same order of HP, MP, and TP and does not override the default gauge drawing process. If you use any plugin extensions, they can be swaped in as well.

 

Note: If you do not have ‘Display TP in Battle’ checked under the System tab in the database, nothing will be shown for the third slot.

 

Class Notetag:

<Swap Gauge x: y>

This will change gauge x (1, 2, or 3) to y. Replace y with ‘HP’, ‘MP’, or ‘TP’ to have it display that gauge type in that gauge slot. If you wish for that slot to display nothing, insert ‘Nothing’ or ‘Null’ in place of y in the notetag.

 

Weapon, Armor, and State Notetags:

<Swap Gauge x: y>

Actors with equipment or states that contain these notetags or enemies with states that contain these notetags will display those swapped gauges in place of the default settings or settings defined by the Class or Enemy notetags.

 

Priority will go in the following order: Weapons, Armors, States, Class, Enemy

 

Lunatic Mode – Skill Costs

 

For users who want more control over skill costs and skill effects, there exists notetags that allow you to apply code to the costs and/or effects of a skill. For effects, this will also extend towards item control, as well.

 

<Custom HP Cost>

code

code

</Custom HP Cost>

This allows the skill to have a custom HP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the HP Cost and the HP percentage cost.

 

<Custom MP Cost>

code

code

</Custom MP Cost>

This allows the skill to have a custom MP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the MP Cost and the MP percentage cost.

 

<Custom TP Cost>

code

code

</Custom TP Cost>

This allows the skill to have a custom TP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the TP Cost and the TP percentage cost.

 

Lunatic Mode – The Skill Phases

 

For this skill, multiple effects are applied and at different phases. The various phases are as follows:

 

Before Effect Phase (influenced by this plugin)

if skill successfully lands:

– Pre-Damage Effect Phase (influenced by this plugin)

– Damage Phase

– Post-Damage Effect Phase (influenced by this plugin)

– Item Trait Effects Phase

After Effect Phase (influenced by this plugin)

 

There’s four phases which can be influenced by this plugin. Two of which do not matter if the effect successfully lands or not, two of which do matter if the skill does land.

 

Skill and Item Notetags:

<Before Eval>

code

code

</Before Eval>

 

<Pre-Damage Eval>

code

code

</Pre-Damage Eval>

 

<Post-Damage Eval>

code

code

</Post-Damage Eval>

 

<After Eval>

code

code

</After Eval>

 

If you wish to use custom effects for your skill, you can insert the respective notetags into the skill (or item) noteboxes and it will run the code that appears in between the tags. However, using any form of comments in this tag will block out code that follows.
 
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Radis3D

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I dunno..

it's just me or the scripts Sqc 2 (after update)

my actor didn't move when use move x: y..

please help..

if i do a mistake, what kind of mistake i do...

i will post the screenshot later.. thank you
 

Yanfly

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Skill Cooldowns

Extension Plugin for Skill Core

Features and How to Use




Skill Cooldowns is an extension plugin for the Skill Core. This plugin enables you to give your skills cooldowns, a game mechanic which prevents skills from being repeatedly used requiring the player to wait a few turns in order for the skill to become available for use again.

Plugin: http://yanfly.moe/plugins/en/YEP_X_SkillCooldowns.js

Instructions

Introduction

 

This plugin requires YEP_SkillCore.

Make sure this plugin is located under YEP_SkillCore in the plugin list.

 

This plugin allows you to give your skills cooldowns. Cooldowns are a limit enforced on a skill to prevent them from being used constantly.

 

Cooldown Types

 

Cooldown (Standard)

The standard cooldown only occurs if the skill has a cooldown to pay. When used, the skill cannot be used for x turns as indicated by the cooldown. There are a number of things that contribute to cooldowns going down. The first would be simply waiting. Each turn in battle causes a cooldown to drop by 1 turn. Skills and the such can be used to speed up this process. The second would be to finish battles. Finishing a battle will cause all cooldowns to drop by a certain amount (can be defined in the parameters). And the third would be walking on the field map. Every certain amount of steps allow a skill’s cooldown to decrease.

 

Warmups

As far as most things go, Warmups do the same thing as Cooldowns: prevent skills from being used until their timer is up. The difference, however, is that warmups only occur once during battle: at the very start of it. If a skill has a warmup timer, it will trigger the moment it goes into battle and instantly disappear after battle. Warmups do not stack on top of any existing cooldowns. If a cooldown is already occurring when a skill is in the warmup phase, both the warmup and cooldown simultaneously update.

 

Linked Cooldowns

A linked cooldown occurs when a skill that’s used causes another skill in the owner’s skill library to have a cooldown. All other attributes of this cooldown are the same as a standard cooldown’s. This cooldown type will take priority over Skill Type Cooldowns and Global Cooldowns if this value is defined.

 

Skill Type Cooldowns

When a Skill Type Cooldown occurs, all skills currently in the battler’s skill library with the matching Skill Type will be on cooldown. All other attributes of this cooldown are the same as a standard cooldown’s. This cooldown type will take priority over Global Cooldowns if this value is defined.

 

When a cooldown is applied for a skill that already has a cooldown, the cooldown will change to whatever is the largest value. This means if a skill has 3 turns for a cooldown and a Skill Type Cooldown would set for 1 turn, the 3 turns would remain. On the flip side, if the skill has 3 turns and the Skill Type Cooldown would set for 5 turns, then the cooldown would be changed to 5 turns instead.

 

Notetags

 

Use the following notetags to alter the cooldown properties of a skill.

 

Skill Notetags:

<Cooldown: x>

Sets the cooldown for the skill to X turns. This cooldown only affects this skill alone. This value will take priority over Skill Type Cooldowns and Global Cooldowns.

 

<After Battle Cooldown: +x>

<After Battle Cooldown: -x>

After a battle ends (victory, loss, or escape), change the cooldown for this skill by +x turns or -x turns.

 

<Cooldown Steps: x>

Outside of battle, every x steps that the Player takes, this skill’s cooldown will drop by 1.

 

<Skill x Cooldown: y>

When using this skill, after paying the skill cost, skill x will have a linked cooldown of y turns. This value will take priority over Skill Type Cooldowns and Global Cooldowns.

 

<SType x Cooldown: y>

When using this skill, after paying the skill cost, all skills with the matching Skill Type x to have a cooldown of y. This value will take priority over Global Cooldowns.

 

<Global Cooldown: x>

When using this skill, all skills within the battler’s skill library area set to be on cooldown for x turns. This value has less priority than Individual Cooldowns and Skill Type Cooldowns.

 

<Bypass Cooldown>

This causes the skill to bypass cooldowns, no matter what. This should be used for skills like Attack, Guard, Escape, etc. that should not have a cooldown assigned to them.

 

Skill and Item Notetags:

<Skill x Cooldown: +y>

<Skill x Cooldown: -y>

Targets hit by this skill will have skill x’s cooldown adjusted by y. This does not apply to the user and applies only to the targets.

 

<SType x Cooldown: +y>

<SType x Cooldown: -y>

Targets hit by this skill will have all skills in their skill library with Skill Type x to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.

 

<Global Cooldown: +x>

<Global Cooldown: -x>

Targets hit by this skill will have all skills in their skill library to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.

 

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

<Skill x Cooldown Duration: y%>

Alters the cooldown duration of skill x to y% when the cooldown cost is applied. This effect only applies to skill x.

 

<SType x Cooldown Duration: y%>

Alters the cooldown duration of skills with Skill Type x to y% when the cooldown cost is applied. This effect only applies to Skill Type x.

 

<Global Cooldown Duration: x%>

Alters the cooldown duration of all skills to x% when the cooldown cost is applied.

 

<Skill x Cooldown Rate: y%>

Sets the cooldown rate for skill x to y% when the cooldown counter goes down. This effect only applies to skill x.

 

<SType x Cooldown Rate: y%>

Sets the cooldown rate for Skill Type x skills to y% when the cooldown counter goes down. This effect only applies to Skill Type x skills.

 

<Global Cooldown Rate: x%>

Sets the cooldown rate for all skills to x% when the cooldown counter goes down.

 

<Skill x Cooldown: +y>

<Skill x Cooldown: -y>

If the user performs skill x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.

 

<SType x Cooldown: +y>

<SType x Cooldown: -y>

If the user performs skill with skill type x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.

 

<Global Cooldown: +x>

<Global Cooldown: -x>

If the user performs any skill, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.

 

<Skill x Warmup: +y>

<Skill x Warmup: -y>

At the start of battle, skill x will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.

 

<SType x Warmup: +y>

<SType x Warmup: -y>

At the start of battle, all skills with skill type x it will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.

 

<Global Warmup: +x>

<Global Warmup: -x>

At the start of battle, all skills will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.

 

Lunatic Mode – Specialized Cooldowns

 

For skills, you can set cooldowns to have a special code determine its value when the skill is used.

 

Skill Notetag

<Cooldown Eval>

cooldown = x;

cooldown += x;

</Cooldown Eval>

Insert these two tags into the skill’s notebox to give it a unique way to determine the cooldown’s value. The ‘cooldown’ variable determines the amount of turns for the cooldown.

 

<Warmup Eval>

warmup = x;

warmup += x;

</Warmup Eval>

Insert these two tags into the skill’s notebox to give it a unique way to determine the warmup’s value. The ‘warmup’ variable determines the amount of turns for the warmup.

 

Yanfly Engine Plugins – Battle Engine Extension – Action Sequence Commands

 

If you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra cooldown related action sequences.

 

GLOBAL COOLDOWN: targets, +X

GLOBAL COOLDOWN: targets, -X

GLOBAL COOLDOWN: targets, X

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Sets the cooldown for all of the targets to be adjusted by X value. This applies to every skill that doesn’t bypass cooldowns.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: global cooldown: target, +5

global cooldown: user, -3

global cooldown: enemies, 10

 

SKILL X COOLDOWN: targets, +Y

SKILL X COOLDOWN: targets, -Y

SKILL X COOLDOWN: targets, Y

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes skill X to be adjusted by Y value for the targets. This only applies the specific skill x’s cooldown.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: skill 10 cooldown: target, +5

skill 12 cooldown: user, -3

skill 15 cooldown: enemies, 10

 

SKILL TYPE X COOLDOWN: targets, +Y

SKILL TYPE X COOLDOWN: targets, -Y

SKILL TYPE X COOLDOWN: targets, Y

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Causes skill type X skills to be adjusted by Y value for the targets. This only applies the specific skill type x skill’s cooldown.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Usage Example: skill type 1 cooldown: target, +5

skill type 2 cooldown: user, -3

skill type 5 cooldown: enemies, 10
 
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Equip Core

Features and How to Use




The Equip Core plugins makes quite a few changes for your projects. It affects the equip menu, equipment type handling, equipment rulings, and parameter control.

Plugin: http://yanfly.moe/plugins/en/YEP_EquipCore.js

Instructions

Introduction

 

This plugin alters various aspects regarding equipment handling. The changes are as listed:

 

1. Scene_Equip

Scene_Equip has been modified to look differently. This is primarily done to make the main menu scenes look uniform and keep everything familiar for players. Furthermore, the command window has been adjusted to be better fit for extension plugins in the future that may add commands to the command window and/or the scene.

 

2. Equipment Type Handling

Characters will no longer have one universal equipment slot setting. Now, different classes can use different setups by simply adding a few notetags to the class notebox. Furthermore, equipment types in the past with matching names would be treated as separate types. Now, equipment types with matching names will be treated as the same type.

 

3. Equipment Rulings

Now, certain equipment types can or cannot be removed. For example, this plugin can set it so that the Weapon slot must always have something equipped and that the player cannot manually leave it empty (the game, on the other hand, can achieve this through events). In addition to that, optimizing equipment can be restricted for certain equipment types, which are better off being decided manually (such as accessories).

 

4. Parameter Control

Equipment parameters can now to be adjusted through notetags to have a large value or customized value (through code). This allows for equipment to no longer be static items, but instead, equipment can now be dynamic and may change over the course of the game.

 

Notetags

 

You can use the following notetags to change a class’s equipment setup.

 

Class Notetags:

<Equip Slot: x>

<Equip Slot: x, x, x>

Example: <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>

Changes this class’s equipment slots to x. Using repeating numbers makes it so that equipment type is duplicated and that the class can equip multiple equipment of that type. To find the Equipment Type ID, go to your database’s Types tab and look for the ID type.

 

If you don’t like the above method for setting equipment slots, you can use the following notetags instead:

 

<Equip Slot>

string 

string

string

string

</Equip Slot>

 

Example:

<Equip Slot>

Weapon

Armor

Accessory

Accessory

</Equip Slot>

Replace ‘string’ with the Equipment type’s name entry. This is case sensitive so if the string does not match a name entry perfectly, the slot will not be granted to the class. Multiple copies of a name entry would mean the class can equip multiple equipment of that type. Everything works the same as the previous notetag.

 

Weapon and Armor Notetags:

<stat: +x>

<stat: -x>

Allows the piece of weapon or armor to gain or lose x amount of stat. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation so long as the maximum value allows for it. Changes made here alter the base parameters.

 

Lunatic Mode – Custom Parameters

 

<Custom Parameters>

code

code

code

code

</Code Parameters>

 

Example:

<Custom Parameters>

atk = $gameVariables.value(1);

mat = atk / 2;

all = $gameParty.members().length;

</Custom Parameters>

 

Allows for parameters to have custom rates adjusted by code. The following parameters are defined: ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, and ‘all’. The ‘all’ parameter will affect all parameters. Changes made here do not alter the base parameters, but instead, are added onto the base parameters.
 
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Item Core

Features and How to Use




The Item Core plugin changes a lot of things about your project, from the item menu to independent items. But more importantly, this plugin builds a bridge for those who wish to do more with their items…

Plugin: http://yanfly.moe/plugins/en/YEP_ItemCore.js

Instructions

Introduction

 

This plugin makes a couple of main changes to your game and the way items handled to allow a base core for future plugins.

 

1. Independent Items

If you choose to have maximum limit on your items, weapons, and/or armors, those items will become independent and have their own individual stats and whatnot. Independent items are capable of being upgraded, altered, modified, etc. and retain those changed properties independent of other items of the same type. Items without a maximum limit (aka 0), they will continue working as they normally did in RPG Maker MV.

 

2. New Scene_Item

The item scene has been revamped to look a little bit different. With the new layout, the item list is no longer two columns, but one. Added are a few more windows, such as the item status window (which displays basic item information), an item information window (which shows information applied to the item via upgrades, etc.), and an item action window, which appears when you select an item and it will ask you if you wish to Use the item or any action added via plugins (such as upgrading the item). If you wish to not use this revamp, you can disable it from the parameters.

 

3. Random Variance

Newly acquired items that aren’t from shop can be given randomized stats to a small degree for items that are independent. Items can be above the stock value or below the stock value by the variance value. If you wish for an item to not have a variance value, you can use a notetag to set the variance value to 0. If you wish for all of your items to not have a variance value, you can set the parameter to 0.

 

Note: During battle test, independent items are disabled.

 

Notetags

 

If you are using independent items, items that aren’t gained through the shop can have a random variance applied to its stats.

 

Item, Weapon, Armor Notetag

<Random Variance: x>

If this item is acquired through non-shop means, it will have random stats offset by x amount in either a positive or negative value.

 

<Not Independent item>

Sets an item that is independent by default to become a nonindependent item, allowing it to stack and making it unable to be affected by independent item modifiers.

 

<Priority Name>

This sets the item, weapon, or armor’s priority name to its database entry so that name schemes cannot affect the item.

 

Plugin Commands

 

If you wish to be able to add items to your player’s inventory without the random variance being applied to it, you can use the following plugin commands to adjust the settings for that.

 

Plugin Command:

EnableVarianceStock

Causes all items acquired from this point forward to have its variance give stock (nonrandom) values.

 

DisableVarianceStock

Causes all items acquired from this point forward to have its variance give random values.

 

A small note is that if you enabled the variance stock values, if the player restarts the game by either going through the title screen or just turning off the program and starting it back up, the random variance will in effect again. This plugin command is meant to exist short term disable.

 

Eventing Changes

 

A few changes have been made to eventing in order to adjust for independent items. They are as follows:

 

Event Page Conditions and Conditional Branches:

Checking to see if an item exists in the party’s inventory will differ if the item can be independent. Instead, the condition can be fulfilled if there is an item, even when upgraded, that has the selected item as the base item. This means your Long Sword (+1) will fulfill the condition of having the target Long Sword item in the event editor.

 

Actor Has X Equip:

Just like the previous condition, this condition will be fulfilled if the actor has a weapon whose base item matches the event editor’s target item. The Long Sword (+1) will fulfill the condition of needing the actor to have a Long Sword item equipped.

 

Change Equipment:

If the target equipment is independent, the game will first check to see if the actor has an item equipped with the matching base item. If not, the game will then check to see if the party has a matching base item in the inventory first and use that. If not, then the game will create a new stock version of the item and equip that to the actor.

 

Item Name System

 

For independent items, they have a unique name handling system. Independent items consist of four parts:

 

Prefix Base Name Suffix Boost Count

 

The prefix, base name, suffix, and boost count are adjusted by plugins. Depending on the effects applied, they can be altered or changed. Using the name system, an item with a prefix of ‘Fiery’, base name of ‘Sword’, suffix being ‘of Might’, and a boost count of 5 will end up looking like:

 

Fiery Sword of Might (+5)

 

These item would appear that way only if its various name parts have been altered some way or another. However, there is a fifth name convention, and that is the priority name. If an item has a priority name, it will completely overwrite the current name scheme with just the priority name itself. So even if the item’s name is ‘Fiery Sword of Might (+5)’, if the item’s priority name is ‘Legendary Blade’, then ‘Legendary Blade’ will take priority.
 
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Item Upgrade Slots

Extension Plugin for Item Core

Features and How to Use




This plugin requires the Item Core plugin as this plugin is an extension plugin for it. This plugin enables your players to be able to uprade their weapons and armors through a dedicated slot system.

Plugin: http://yanfly.moe/plugins/en/YEP_X_ItemUpgradeSlots.js

Instructions

Introduction

 

This plugin requires YEP_ItemCore.

Make sure this plugin is located under YEP_ItemCore in the plugin list.

 

This plugin adds Item Upgraders, where you can select the base item and then apply the appropriate Item Upgraders onto it to boost its parameters.

 

Notetags

 

The following notetags can be used to modify item upgrades.

 

Weapon, and Armor Notetags

<Upgrade Slots: x>

This sets the number of times an item can be upgraded instead of the default amount defined in the database.

 

<Slot Variance: x>

This makes it so that there is a random variance for the number of slots provided through the item. If this notetag isn’t used, it will go by the setting in the parameters.

 

<Upgrade Sound: filename>

Changes the upgrade sound played to ‘filename’. If this notetag isn’t used, the ‘Default Sound’ parameter sound will be used instead.

 

<Upgrade Effect>

effect

effect

</Upgrade Effect>

These are the effects applied (in the order they’re listed). Refer to the ‘Upgrade Effects List’ in the next section to have those effects applied to the upgraded item.

 

<Upgrade Item Type: All>

<Upgrade Item Type: Regular>

<Upgrade Item Type: Key>

<Upgrade Item Type: Hidden A>

<Upgrade Item Type: Hidden B>

<Upgrade Item Type: Always>

<Upgrade Item Type: Battle>

<Upgrade Item Type: Menu>

<Upgrade Item Type: Never>

<Upgrade Item Type: string>

This makes it so this item can be used to upgrade the item that matches either the item type or the item occassion. If none of those work for you, you can use the following notetag and place an instance for ‘string’ inside of the item upgrade types.

 

<Type: string>

Puts this type into the notebox for items (not weapons nor armors) and it will add ‘string’ as its type. You can insert multiple copies of this notetag to enable the item to have more types. Any types in here that match the types for the previous notetag will enable the item to be upgradeable by that upgrade item type.

 

<Upgrade Weapon Type: x>

<Upgrade Weapon Type: x, x, x>

<Upgrade Weapon Type: x through x>

This makes it so that only weapon types x can use this item for upgrade. If you use weapon type 0, all weapons can be upgraded using this item.

 

<Upgrade Armor Type: x>

<Upgrade Armor Type: x, x, x>

<Upgrade Armor Type: x through x>

This makes it so that only armor types x can use this item for upgrade. If you use armor type 0, all armor can be upgraded using this item.

 

Upgrade Effects List

 

The following is a list of effects you can use for the <Upgrade Effects> notetag to have it apply the desired effects to the upgraded item.

 

Effect Text Upgrade Effect:

 

Base Name: x

Changes item’s base name to x. *Note2

 

Boost Count: +x

Increases Boost Count by x. *Note2

 

Boost Count: -x

Decreases Boost Count by x. *Note2

 

Eval: x

Runs x as a piece of code. *Note2

 

Name: x

Changes item’s name to x. *Note2

 

Icon: x

Changes item’s icon to x. *Note2

 

Prefix: x

Changes item’s prefix to x. *Note2

 

Priority Name: x

Sets priority name to x. *Note2

 

Random Stat: x

Increases or decreases ‘Stat’ by 0 to x. *Note1

 

Random Stat: +x

Increases ‘Stat’ by 0 to x. *Note1

 

Random Stat: -x

Decreases ‘Stat’ by 0 to x. *Note1

 

Reset Base Name

Resets the base name to default.

 

Reset Boost Count

Resets the Boost Count to 0.

 

Reset Icon

Resets the icon back to the default icon.

 

Reset Prefix

Resets name prefix to default.

 

Reset Stat

Resets ‘Stat’ back to base stat values. *Note1

 

Reset Suffix

Resets name suffix to default.

 

Reset Full

Resets every single aspect about item. *Note3

 

Slots: x

Changes the slot consumption cost to x. *Note1

 

Stat: +x

Increases ‘Stat’ by x. *Note1

 

Stat: -x

Decreases ‘Stat’ by x. *Note1

 

Suffix: x

Changes item’s suffix to x. *Note2

 

Note1: ‘Stat’ is to be replaced by ‘MaxHP’, ‘MaxMP’, ‘ATK’, ‘DEF’, ‘MAT’, ‘MDF’, ‘AGI’, ‘LUK’, ‘SLOTS’, ‘ALL’ or ‘CURRENT’. ‘ALL’ affects all stats. ‘CURRENT’ affects only non-zero stats. This effect will also increase the boost count (+x) by 1 and update the item’s name.

 

Note2: This does not alter boost count nor update the item’s name unless it is altered by the effect.

 

Note3: Because this effect resets absolutely everything about an item, it will send the player away from the upgrade menu to reset the standings of the item.

 

Plugin Commands

 

The following are some Plugin Commands you can use for your game regarding the upgrade option in the item menu:

 

Plugin Command:

 

ShowItemUpgrade

Shows the upgrade option in the item menu.

 

HideItemUpgrade

Hides the upgrade option in the item menu.

 

DisableItemUpgrade

Disables the upgrade option in the item menu.

 

EnableItemUpgrade

Enables the upgrade option in the item menu.

 

You can use those Plugin Commands at any time to adjust the upgrade option.
 
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Auto Passive States

Features and How to Use




Add passive states to your game! They can be innate to actors, classes, appear when a piece of equipment is worn, or after an actor learns a skill! Having a passive state increase gameplay depth by a lot!

Plugin: http://yanfly.moe/plugins/en/YEP_AutoPassiveStates.js

Instructions

Introduction

 

Passive states are states that are automatically active. You can think of them as an extension of traits but with more flexibility. They will always be there as long as the actor or enemy has auto passive state notetags.

 

Notetags

 

Actor, Class, Skills, Weapon, Armor, Enemy Notetags:

<Passive State: x>

<Passive State: x, x, x>

This will allow the actor or enemy to have state x as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state.

 

<Passive State: x to y>

This will add the states x through y (in a sequence) for the actor or enemy to have as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state.
 
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