- Apr 29, 2020
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Sounds rough, hope you get well soon.Actually not just port, but make a brand new and improved version that could be used on both. Save for a few differences, that last I checked were not that big so I'd just need to add a check so they onlt change what is different on their own side, I don't think it would be that big a deal to do so.
That said, for personal reasons, a mix of depression, hurting wrist and a recent part-time job, I have not even touched coding in some time. While my plans should not take long as soon as I begin, I can't say for sure when the drive to that would be.
Which makes me grateful that TanaStella already got a workable solution without me needing to force myself to rush it. While I will fix it first thing when I do start coding again, starting back on it before I am ready could kill any drive...
Or refuel it, maybe. Not sure.
But I won't take that long anyway.
Hey there. Been... some time since I made it. I'd probably make it different nowadays.I' a little confused on how exactly to use the Weakness Display or set it up
I think that was a common issue since I made it, and you need to tell the new battler to start an animation by hand. But after that it should work as usual.Can someone confirm that YR_DB_BattlerChange_X.js still works? I have been trying it and it switches my dragonbone battler, but the new battlers has no animation when I use transform enemy.
(been some time since I actually visited the forums instead of just leaving an open tab from something shown on RPG Maker News to "check later" too...)
It had been inspired by Olivia's version, but while hers is based on Octopath Battler and shows the weaknesses, mine is inspired by SMT and Persona.
It shows not just the enemy's weaknesses but also any discovered resistances, immunities, when an enemy absorbs the element...
It is in two lines, the first is icons for the elements and the second are discovered results.
It kinda needs the use of Yanfly's Elemental Core, since absorption and reflection were not allowed by default when I made it. At the time at least it was still free, in fact ALL Yanfly plugins were still free, so it was rare for people to make their own versions of things his plugins had and just used them as requirements for their own plugins.
To set it up, you have:
The Show Elements list, where you set the elements to appear, in the order they appear. The numbers are as listed on your database. Put a "0" in one of them to leave an empty space there, I use it to put a division between physical and magical elements (as mentioned it was based on SMT/Persona, and in some games there were three physical elements, blunt cut and pierce, in others hit and shot like in P5...).
The Element Icons list, where... you set the icons for the plugin to use for the elements. If you set an icon for a "0" element, it will have a divisor icon on the top line, but not on the bottom one.
Weak Threshold, where you can set after which level of elemental rate it counts as the enemy being "weak" to it. Just remember that the value is a multiplier in percent, so 100 is neutral, 150 is 50% more damage and the like. Thus the default value being 101.
Strong Threshold is the same thing, but with damage resistance - that is, the element gives less damage than if neutral.
Substitute or Split.
When I made this, it uses the enemy name window to show the weakness. But while it is usually just the enemy's name, Yanfly's State Buff Core for example allowed you to show them there.
Thus someone requested to give the option of either keeping substituting like I was doing, or splitting the window in two and the left half is the normal window and the right is the weakness display.
Nowadays, if I remade it I'd also add the option of making it blink between the normal window and the weakness display, or keep it a separate window and allow the user of the plugin to set its position (like above the enemy, for example).
Icon or Text is for what to show in the second line. If you want the results to show as an icon, or as a text. To show an icon of weakness or have it written as "Weak" or "Wk".
And from here it is just... icons or texts for each of the possible results.
If I remade this, I'd make it a struct and all but the Unrevealed and Neutral would be on a list the user would be able to set, also allowing them to set the conditions (like the Strong and Weak Thresholds earlier).
Icon is the icon to be used for when Icon is set on Icon or Text.
Text and Color are what text to show, and what color it is supposed to be, when that would be the result.
Unrevealed is for when the result of using that element on the enemy is unknown. Thus why the text for it is an ?
Neutral is for when... there is no other result. It just changes nothing. Thus the text is just empty, it shows nothing.
Weak is for when elemental rate is above the Weak Threshold, meaning more damage from that element. And Strong is when it is bellow the Strong Threshold, meaning less.
Drain is for when elemental rate is negative, meaning damage heals instead of actual damage.
Repel is for when damage is sent back to the attacker.
And Null is for when elemental rate is 0, thus damage just... doesn't happen.
Just like in the SMT games, you need to try to attack the enemies with the element at least once for it to show... so I aded a few things that allow you to change it in-game.
Two notetags for skills and items, and a script call. Now I think Iprobably should have put one on the enemies too so they could start with it shown, but...
<Analyze Element: x>, with x an element number, will make the targeted enemy type show the element as if it had already been seen on it.
<Analyze Random Elements: x>, x a number of elements, will make x elements on the weakness display be seen as if already analyzed for that enemy, but you won't be able to control which.
and the script call $gameSystem.addEnemyWeaknessElement(enemyId, elementId); lets you set the element "elementId" as if analyzed for the enemy type "enemyId".
I think that was a common issue since I made it, and you need to tell the new battler to start an animation by hand. But after that it should work as usual.
I'll be honest, I didn't touch DB for... a while.
I remember that even at the time I only touched it to make these small plugins, most of them by request to fix an issue or add something the original is missing.
I remember I started doing these when it was still new because at the time DB could not flash or change color (and I was not that good yet so I used webgl filters), and DB kept being this way for years, until after Yanfly went paid, not long before Irina made her paid plugins to use them as images or map chars. Would not be surprised if she was the one to make the fix, so there would not be this issue when her plugins were released.
Good for her if so. I myself thought, when I still messed with it, that the DB plugin needed a kind of refactoring rewrite.
No offense to TheGreenKel, he made a big thing even creating it, but improvement could be made. A major annoyance of when I made my fix plugins were due to the code for actor and enemy armature battlers being repeated save for some places an "if" would suffice, but since my patches were only extensions I had to copy this instead of making a more encompassing object. Else any updates to the YEP plugin could break them.
You said in your reply that I need to start the new battler 'by hand'?
well, you know how the db plugin has a way to make it play a motion? don't remember if a script call or an action sequence right now, but...
just do that.
if I remember right, any motion it is made to play will make it start moving properly again.
Hi @YoraeRasante , not sure what is wrong but I am trying to get the Elemental Rate plugin to work. I loaded it just under Yanfly's Elemental Core plugin, and I tried to use the below on an equipment, but I do not see the change to my elemental rate (I am checking it in the status menu as I have YEP Status Menu Core).
<Element 1 Code>
value -= 0.05;
Thanks Boonty, but this does not appear to work either, or maybe I just have some weird plugin conflicts somewhere.Try this instead
<Element 1 Code>
value += -0.05;
I heard from a wise old owl that you had started on a plugin for compatibility between mv3d and mogs chrono engine. I need a plugin of that sort for my game, could you point me in the right direction?Well...I like to dabble with programming. As in, I am making a computer science course in university, and programming is my favorite part.
So, while I thank everyone I used their plugins\scripts, I sometimes try to make my own plugins when I can't find one that fits my tastes.
And sometimes, when people ask for something in the support section, I like to make one too if it isn't too complicated. And since one person was able to make use of them, maybe others could too.
The YR in the name is because I usually use Yorae Rasante as a name. Rare times I go with Waterguy like here.
Anyway, hope any of you find these useful!
Personal Plugins (free to use, but credit required):
Osmosis System v1.03
Allows the actors to learn skills by watching them be performed enough times as long as the actor is in the right state (default is the default guard, but it can be changed).
Inspired by a mix of the Examine system of Breath of Fire 3 and 4 and Disgaea's ability to learn skills from pupils.
- Learn State: what state the actor will learn skills while under.
- Learn from Allies: if the actor is able to learn skills from seeing allies use them.
- Learn from Enemies: if the actor is able to learn skills from seeing enemies use them.
- Learn Text: the text that is shown when a skill is learned completely.
- Aftermath Top Text: if using Yanfly's YEP_VictoryAftermath, the name of the window used to show skills learned this way. The name to use in Yanfly's plugin's victory order is OS.
- <OS Learn Skills: x>, <OS Learn Skills: x, x, x>, <OS Learn Skills: x to x>: the notetags to set what an actor/class can learn.
- <OP: x>: how many times the skill need to be seen used to be learned.
- <AS: x>, <AS: x, x, x>, <AS: x to x>: the notetags so that, when the skill is used, another also gets a point if the character can learn it
The battler that is twice as fast as the faster opponent is able to make an extra action per turn. Can be set to be usable to only actors or both actors and enemies.
Inspired by the battle system of same name of Breath of Fire 3.
Warning, this plugin was my very first one, may not work perfectly.
- Extra Turn Enemies: if enemies also get Extra Turns. Default is true.
An Item Craft plugin, made as a combination of Yanfly's and MrTrivel's. Its main differences are the disciplines from MrTrivel, more than one recipe for the same item, and being able to use Yanfly's independent items into the ingredients, something even Yanfly himself didn't add to his yet.
Personal Extensions - extensions to plugins of others, made initially for personal use (free to use on my part, check the other plugin's creator's ToS):
Expansion to Yanfly's Element Core: Elemental Rate Code
Yanfly's Elemental Core plugin is great, but it lacks one thing most of his others have: Lunatic Mode.
In particular for this expansion, the ability to customize the value of the Element Rate. Yanfly allows you to use a notetag to force a value, but that value is fixed.
Basically just adding a copy of the Lunatic Mode to the original plugin, if you used other Yanfly plugins you'll be familiar with what they can do.
So, to be more faithful to Yanfly's usual codes, I made both a number (<Element x Code>) and a name (<Element name Code>) version of the opening for the code block, and close it with </Element Code>.
<Element x Code>
<Element name Code>
This changes the Force Element x Rate/Force Element name Rate notetags.
Thus, use only one of them for the same element per code.
value = the battler's element rate for that element.
100% rate is value = 1.
If you are going to use percentage, don't forget to divide by 100 after.
Personal Edits - edits of someone else's work for personal use (give credit to at least the original creator)
Rune Skills - original by mjshi
I made an edit to this plugin for my personal use, with mjshi's permission. There were some things I wanted to change for my own game.
I decided to share because, why not, so I tried to make it a highly customizeable. I am not completelly satisfied, but I think the only thing mjshi did that I did not in my version was the different modes of skill costs, but in exchange I made my version compatible with YEP_SkillCore, or at least it seems so in my tests (also with YEP_TargetCore, or so I hope, and can't think of any other YEP plugin that would need another change).
Most of the Parameters are, I believe, self-explanatory.
Not exactly in this order:
- Rune Skill Type - Skill Types of the skills to appear as Runes
- Show Rune Names - Show only icon of runes or icon + name
- Show Rune Combination - Show resulting combination before casting
- Hide Unknown Combinations - If Show Rune Combination, hide them if not cast yet
- Allow Rune Failure - Allow combinations of runes that do not result in skills
- Rune Failure Result - Skill cast in failures. ID for a pool chosen from set IDs, FirstRune for the first allowed rune used, LastRune for the last allowed rune used, RandomRuneUsed/RandomUsed for a random allowed rune used, RandomRuneSkill/RandomSkill for a random skill castable from runes, Any/AnySkill for a random skill allowed. There is a notetag that makes all but ID ignore a skill.
- Unknown MP Value - The text used when the result is unknown
- Order of Runes - Makes it so the order the runes are applied gives a different skill as result. For example, Fire+Wind would be different than Wind+Fire
- Learn Used Skills - Makes it so when the skill is used on purpose the character learns it
- Minimum Runes - Minimum number of runes allowed to be used (no matter what, the characters won't be able to use less)
- Maximum Runes - Maximum number of runes allowed to be used (no matter what, the characters won't be able to use more)
- Show Help Box - Let the Help Box be visible to show Rune Combination Skills
- Help Box Unknown - Text for unknown rune combination
- Chosen Runes Icon Spacing - Spacing of the runes in the chosen runes box
- Chosen Runes Box X, Chosen Runes Box Y, Chosen Runes Box Width, Chosen Runes Box Height - the position and size of the chosen runes box. You can use this._chosenRunes to reference height and width on x and y
- Selection Columns - Number of columns the Rune Selection Box has
- Selection Confirm Text - Text to confirm the Runes selection
- Selection Box X, Selection Box Y, Selection Box Width, Selection Box Height - the position and size of the selection box. WARNING! While you can use this._chosenRunes to get the Choice Box sizes, using this._runesSelected to get the Selection Box for anything but these will probably not work. That is because I wanted it to be dynamic, able to change size depending on the actor using it.
- Skill Notetags:
<RuneCost: x> or <Rune Cost: x> - In case you want a rune to be used as if it costs more runes. Like a bigger or more energy-heavy rune.
<Runes: x, x> - The rune combination to cast this skill. In case of same combination for multiple skills, the one with lower ID will be the one cast.
<Not Rune Fail> If you set the FailureSkill to be anything but IDs, this removes this skill from the pool.
- Actor Notetag:
<Start Runes Max: x> - Starting maximum of runes this actor can use.
<Runes Max Level x: y> - After this level, maximum of runes this actor can use is this one.
- Class Notetags:
<Runes Max Level x: y> - After this level, maximum of runes this actor can use is this one. If used, will overwrite Actor.
<Runes Max: +x>, <Runes Max: -x> - Change the maximum amount of runes an actor can use in this class.
- Weapon, Armor, State Notetags:
<Runes Max: +x>, <Runes Max: -x> - Change the maximum amount of runes an actor can use.
- IncreaseRuneMax x y - Actor x can use y more runes
- DecreaseRuneMax x y - Actor x can use y less runes, down to minimum.
Based on FallenAngelOlivia's Weakness Display, but it shows not just weaknesses but also resistances, nullifications, absorptions and reflections (if you are using Yanfly's element Core).
It is also more Persona-like, using the enemy's Help Window.
Needs YEP_BattleEngineCore, and as mentioned the reflect check was made for if you are using YEP_ElementCore.
Kreis, someone I know from the Lunatic Server, also made icons to be used, both for elements and for the plugin itself, free of charge.
Battle Formation (Breath of Fire style)
So, anyone here ever played Breath of Fire 2 or 3? It has a system called Battle Formations, where you can choose a formation and it gives your character benefits depending on said formation and their position on the party. Maybe other games have a similar system. Well, @Ninakoru adapted this system for MV, but it was... functional but incomplete, not allowing for more than 4 party members and incompatible with Yanfly's Party System. Also, abandoned for years. I believe I added everything Ninakoru planned to add eventually. Hope anyone interested enjoys it.
Plugins made by request (free to use):
Call Common Event On Loading Save File - made for BryanBatcher
Name says it all.
Just set Common Event's number in the plugin parameter. The Common Event will be called when a file is loaded.
If you want a second one to be called... well, nothing stops the first one calling it.
Use Armor As Weapon - made for Tio Sadan
Not exactly as the name says, it makes a piece of armor be traded for a set weapon (or a random weapon in a pool) in the equip window for weapons and traded back anywhere else.
The original idea was so a character could use a shield as a weapon but other characters could still use it as a shield. Since they are different item types, this is a workaround.
Add <Equip As Weapon: x>, <Equip As Weapon: x, x> or <Equip As Weapon: x to x>, whichever better suits your needs, to the piece of armor's notebox, with x as the number of the weapon(s) the armor will change into. Setting more than one weapon will make them a random pool, and whenever you enter the weapon part of the equip window a different one may be chosen.
To each weapon, add <Dequip As Armor: x>, with x as the piece of armor's number so it changes back into it when not equiped. No random pool for them, may add if requested.
Expansion to Yanfly's Party Limit Gauge: Vertical Mode - made for DiegoMM
As the name says, a small expansion to Yanfly's Party Limit Gauge that lets you use it as a vertical gauge.
Gauge width is the usual gauge height, that can be changed with Yanfly's CoreEngine.
Besides setting it so in the plugin parameters, you can change it to vertical and horizontal by using the Plugin Commands PartyLimitGaugeOrientation Vertical and PartyLimitGaugeOrientation Horizontal respectively, and set it back to the plugin parameter with PartyLimitGaugeOrientation Clear.
Party Height and Troop Height parameters are actually two thirds of what you set. That is because, as it is, they are linked to the value of the gauge - meaning the standard value would go over the top's message box, but just lowering the max value would make the gauge not split in 4 properly.
Expansion to Yanfly's Party Limit Gauge: Vertical Gauge v2 - Adding windows to both orientations - made for Neo Soul Gamer
Yeah, it is a separate version of the other plugin... It does the same thing, but now also can put the gauge inside a windowbox if you wish so.
I'm not really happy with this one, because while on the other version I was able to go with just aliases in this one I had to edit two drawing functions of Yanfly's original plugin...
DragonBones Expansions: Fixes for TheGreenKel's (later joined with Yanfly) DragonBones Integration plugin.
Because as good as it is, some things still aren't working perfectly. I'm doing my best to help.
Action Sequence Jump and Float
WARNING: If your plugin is updated, this is not needed anymore
At least when I wrote this, DragonBones battlers had a disadvantage in Action Sequences: they were unable to use Jump or Float. This plugin was made to fix this.
Basically just add and it is ready to use.
At least when I wrote this, DragonBones battlers had a huge problem: they were unable flash during animations, or even when being selected. This plugin was made to fix this.
This version is a standalone, one, and in my opinion the programming is also more efficient.
V1 (old version)
This version required you to also add a PIXI filter plugin, a AdjustmentFilter to be more precise, preferably above it. This plugin was converted to MV Plugin with a big help from Kino from EndlessIllusionSoftware, who at the time said there were small plans of releasing a pack with it and more.
Regardless, the filter is needed.
DragonBones ActionSequencePack2 Opacity Fix
When using Action Sequences, sometimes you are able to select dead enemies, like when you set the target to "not focus". That can become a problem when you are telling the game to change the opacity to something visible and the DragonBones armature obeys.
One of the problems of the default DB plugin is that it doesn't allow for changing battlers mid-battle, be it transforming an enemy or adding/removing someone from the party.
This should fix this problem.
One of the most requested DragonBones plugins as far as I know.
This plugin allows you to change the Dragonbones armature set for a battler through states set for the new version of the armature. While the state is there, it will be considered the current armature of the battler.
SumRndmDde's Summon Core DragonBones Extension
One of my problems with using Summon Core was that I could not use DragonBones on the summons. This plugin, I made so I could.
Compatibility Fixes: Sometimes plugins by two different creators don't mix very well. This is my personal attempt to fix them. Follow the ToS of the original creators.
Warning: updates may break the fixes.
Yanfly's Turn Order Display (ver 1.02) and SumRndmDde's Character Creator Ex (ver 1.01)
Yanfly's Gab Window (ver 1.05) and SumRndmDde's Character Creator Ex (ver 1.01) (warning: required function overwriting. Also faces are squished vertically instead of cut to fit, you'll need to use the stretch fix too if you want it cut)
Yanfly's Turn Order Display (ver 1.02) and SumRndmDde's Summon Core (ver 1.05) (warning: required function overwriting)
Version Fixes: Sometimes the creator makes a mistake in their plugins. When I can, I make a plugin myself to fix the ones I can until they are able to update the plugin themselves. Follow the ToS of the original creators.
Warning: remove the fixes when the creator make the updates, else it may create problems instead of fixing them.
SRD's Summon Core Fixes (ver 1.05)
SRD's Character Creator Ex - Enhance Expansion:
This one is a kinda big one.
By default it makes the color change box be able to change color by clicking on the < and > and allows you to change the "Yes" and "No" of the character confirmation window (originally "Yep!" and "Nope"), but if you turn the parameters on (they are on by default):
- Originally when you add a section you had to add it to the Json file by hand for it to work. Now it is added automatically.
- The preview window in the creation scene was substituted by a new one that, at least on my pc, is much lighter, with the exchange of a slight pause between changes made.
- The first time you enter a new section with an actor, in case there was already a set piece for that one, the color will be reset... but only that first time, any future visits will have the color position saved, and now will not go back to the first color in the color window while keeping the old color in the piece itself.
- Color selection can be set to loop when pressed left on first or right on last color.
- Faces will not be stretched anymore when shown somewhere out of proportions. Now they'll have a bit of the relevant sides cut, like normal faces do.
- And very important, extra options to make events be able to use the custom character graphics:
- You can use the same notetags as the original ones in the notebox to change the event's graphic in just that page
- You can use the following script calls to change the event's graphic mid-game:
- To make it be an actor's custom graphic: $gameMap.event(id).setCustomCharacter(actorId);
- To make it be an actor's custom dead graphic:
- To make the event stop using a custom graphic:
- You can make an enemy use an actor's custom graphic in battle too, using the notetag (# is the actor's id):
- <CUSTOM CHARACTER : #>
SRD's Character Creator Ex - Face Stretch Fix (outdated with release of CCEx Enhance)
Commissioned Plugins: Sometimes people commission plugins from me but allow me to share with others. Please at least credit the person who commissioned it.
New Parameters (Commissioned by inVictor)
Now with an itch.io page!
A basic plugin for creating new parameters. Made as much compatible with Yanfly plugins as possible, as requested.
A small manual.
Just those for now, hope you guys find them useful.