Area of Effect (YEP)
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
This is a plugin created for RPG Maker MV.
For help on how to install plugins, click here.
For help on how to update plugins, click here.
Got errors with your RPG Maker MV plugin? Click here.
The following plugins are required in order to use this plugin.
Place the following plugins above this plugin located in the Plugin Manager.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
This plugin requires YEP_BattleEngineCore and YEP_TargetCore. Make sure this plugin is located under YEP_BattleEngineCore and YEP_TargetCore in the plugin list. Sometimes, targeting one foe isn't enough and targeting all foes is too many. The right mix in between would be area of effects to target only a certain area of foes. This plugins enables area of effect targeting to come in the forms of circular areas, column areas, row areas, and even the whole screen.
- Understanding Area of Effect
Area of effect scopes don't necessarily select just one target but instead, a group of targets that are close together. Any targets outside of range from the area of effect zone will be added to the scope of targets for the skill or item being used. Whether or not the targets will be struck is relative to the target's hitbox settings. Normally, this is dependent on the target's graphic, but you can set individual hitbox settings for the target using notetags as well.
RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
Here is a list of Notetag(s) that you may use.
You can use the following notetags to apply area of effect scopes for your skills and items! Skill and Item Notetags: --- AOE Circle Scope --- <AOE Radius: x> Turns the skill into having a target scope with a circular AOE. x is the amount of pixels of the radius for the AOE Circle. <AOE Height Rate: x%> Changes the height to be x% of the diameter of the AOE Circle. <AOE Graphic: filename> If you wish to use a different image for the AOE circle for this skill or item, replace 'filename' with the filename of the graphic found within the img/pictures/ folder. Do not include the file extension. For example, the graphic 'aoeblue.png' will result in notetag <AOE Graphic: aoeblue>. <AOE Hue: x> This will change the hue of the AOE circle to x. By default, the hue value is 0. This will alter the color of it. <AOE Blend: x> This is the blend mode used for the AOE graphic. 0 is normal with no blend modes applied. 1 is additive. 2 is multiply. 3 is screen. *NOTE: This does not work with the unique selection types found with the YEP_X_SelectionControl plugin. --- AOE Rectangle Scope --- <Rect Column: x> This will make a rectangular area of effect scope that is x pixels wide. The area of effect zone is vertical and all targets within this zone will become targets for the action. <Rect Row: x> This will make a rectangular area of effect scope that is x pixels tall. The area of effect zone is horizontal and all targets within this zone will become targets for the action. <Rect Screen> This will target all units within the entirity of the screen. While it is the same as an all enemies/all allies scope, this can be used to give a visual representation of which units are selected as a target. <Rect Graphic: filename> If you wish to use a different image for the AOE rectangle for this skill or item, replace 'filename' with the filename of the graphic found within the img/pictures/ folder. Do not include the file extension. For example, the graphic 'rectblue.png' will result in notetag <AOE Graphic: rectblue>. <Rect Hue: x> This will change the hue of the AOE rectangle to x. By default, the hue value is 0. This will alter the color of it. <Rect Blend: x> This is the blend mode used for the AOE graphic. 0 is normal with no blend modes applied. 1 is additive. 2 is multiply. 3 is screen. *NOTE: This does not work with the unique selection types found with the YEP_X_SelectionControl plugin. --- Animation Settings --- <AOE Center Animation> This will cause the animation for an AOE skill to be played to center on the first target of the AOE group, which is usually the center of the AOE targets. <AOE Group Animation> This will cause the animation for an AOE skill to be played on all of the targets within the AOE group as if normally done. Actor and Enemy Notetags: --- AOE Hitbox Settings --- <AOE Buffer X: +x> <AOE Buffer X: -x> <AOE Buffer Y: +x> <AOE Buffer Y: -x> Changes the buffer x/y of the battler when an AOE image is placed on the battler. This is also the offset from the center location at which the AOE targets will be calculated, too. If this notetag isn't used, the buffer value used will be from the plugin parameters. <AOE Hitbox Width: x> <AOE Hitbox Height: x> This will adjust the hitbox of the battler to have an AOE hitbox width of x or an AOE hitbox height of x.
Version 1.02: - Updated for RPG Maker MV version 1.5.0. Version 1.01: - Plugin update to provide checks against certain selection condition types used with YEP_X_SelectionControl. Unique conditions will disable AoE types to prevent clashing which include enemy/actor switching, certain rows, and toggling between single/multiple. Version 1.00: - Finished Plugin!