Battle Effects Pack 1 (Olivia)
- 1 System
- 2 Download
- 3 Fallen Angel Olivia
- 4 RPG Maker Version
- 6 OctoPack Battler
- 7 Introduction
- 8 Notetags
- 9 Changelog
This is a plugin created for RPG Maker MV.
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This is a plugin created by Fallen Angel Olivia.
You can also follow Fallen Angel Olivia on itch.io.
RPG Maker Version
This plugin is made for RPG Maker MV versions 1.6.1 and below. If you update RPG Maker MV past that and this plugin breaks, I am NOT responsible for it.
You are only allowed to use the plugins made by Atelier Irina if you agree to all of the following:
- These plugins may be used in free or commercial games.
- 'Fallen Angel Olivia' must be given credit in your games.
- You are allowed to edit the code.
- Do NOT change the filename, parameters, and information of the plugin.
- You are NOT allowed to redistribute these Plugins.
- You may NOT take code for your own released Plugins.
This plugin is a part of the OctoPack Battler plugin series!
This is a RPG Maker MV plugin that adds many new features to battle. These new features include colored damage popups and two new popups: Weak and Break, buff and debuff turn stacking, buff and debuff maximum turn control, state maximum turn control, follow up skill actions, extra skill lists, and many unique notetag effects. Please read the following to learn more about this plugin's features.
Colored Popups: You can change the color of popups that appear if a battler takes HP damage while it is affected by a state with the notetag <Damage Color: r, g, b, a>. You can change the color used depending on the values you insert.
Weak Popup: A new popup is added so that when an elemental weakness is hit, this popup will appear to inform the player. You will have to modify your damage graphic to add the Weak popup. Instructions will be explained below.
Break Popup: A new popup is added so that when a certain state with the <Break Popup> notetag is added to a battler, the Break Popup appears. You will have to modify the damage graphic to add the Break popup. Instructions will be explained below.
How to set up your damage sheet:
Your damage sheet in your img/system/ folder is split up into 10 columns and 5 rows evenly. If you don't change the cell settings in the plugin parameters, it will look something like this:
Place the Weak and Break popup images in the locations show above or feel free to save this one and use it for your game, too. (Also, if you prefer the Octopath Traveler damage popups, visit this page to get them!)
Buff and Debuff Turn Stacking and Maximum Turn Control
With vanilla RPG Maker MV, buffs and debuffs will overwrite the turn count whenever a new buff or debuff is applied. The plugin parameters here let them stack the turns with each other instead. You can set a maximum number of turns for the buffs and debuffs so that they don't become too high.
State Turn Maximum Turn Control
If you use Yanfly's Buffs and States Core plugin, states can be changed to stack turns with each other. If you wish to give the states a maximum number of turns, you can use the <Max Turns: x> notetag inside that state.
Change Target Scope
You can transform some skill or item target scopes into something else, like a skill that normally targets all enemies to focus on one, or one to all. These can be done with the notetags that are to be placed inside of a state or other main property notebox.
You can also make some skill or item immune to scope target changing with the <Bypass Target Change> or <Divine> notetag, too.
Look in the notetag section for a list of all the target changing notetags you can put into your database objects.
There are new notetags you can use for skills and items to change the multiplier for the battle rewards the player can apply to battle like <JP x5>, <EXP x10>, or <Gold x200>. The effects will only last the current battle and will be reset once the battle is over. Only one reward can happen at a time as they will overwrite each other.
Follow Up Skill Actions
This feature requires Yanfly's Battle Engine Core. You can make states that if a battler is affected by them and performs a certain action type (physical, magical, certain hit, or physical/magical), a follow up skill will happen after.
Extra Skill Lists
Make some skills used to hold other skills, if the actor knows them. When they are selected in battle, a new window appears listing those skills. If the actor does not have access to them, those skills cannot be used. The skills picked from the new list will function as normal skills.
Unique Notetag Effects
There are more effects that don't belong elsewhere, but some of them include notetags like <Item Seal>, <Destroy Weapon>, and more. Please look at the notetag list for them.
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.
Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Skill Target Change: Self to All> <Item Target Change: Self to All> Changes skills/items with the self scope to become an all scope in battle. Does not affect skills/items with the <Bypass Target Change> notetag. <Skill Target Change Allies: All to One> <Skill Target Change Enemies: All to One> <Item Target Change Allies: All to One> <Item Target Change Enemies: All to One> Changes skills/items with the all allies/enemies scope to become 1 ally/enemy scope in battle. Does not affect skills/items with the <Bypass Target Change> notetag. <Skill Target Change Allies: One to All> <Skill Target Change Enemies: One to All> <Item Target Change Allies: One to All> <Item Target Change Enemies: One to All> Changes skills/items with the 1 ally/enemy scope to become all allies/enemies scope in battle. Does not affect skills/items with the <Bypass Target Change> notetag. Skill, and Item Notetags: <Bypass Target Change> <Divine> Makes this skill/item immune to the target scope change notetag effects. <JP x5> <EXP x10> <Gold x200> Replace the numbers. Changes the multipliers for the rewards found in the current battle. JP will require Yanfly's Job Points plugin to have an effect. After the battle is over, the multipliers will reset. The multipliers do not stack and will overwrite each other, even if they are different types. Skill Notetags: <Destroy Weapon> Destroys the actor's currently equipped weapon after it is finished using a skill with this notetag. <Extra Skill List: x> <Extra Skill List: x, x, x> Puts the skills x in a new window as a list to select from, turning this skill into a folder during battle. This does not work outside of battle. The actor must have access to all of the listed skills in order to use them. State Notetags: <All Element Damage Rate: x%> Makes the battler receive x% multiplier from all elements. <Break Popup> If a battler receives a state with this notetag, the Break Popup will appear. It will take priority over the Weak Popup. <Buff Immunity: x> <Buff Immunity: x, x, x> <Debuff Immunity: x> <Debuff Immunity: x, x, x> Replace x with the parameter ID to make the battler immune to receiving buffs or debuffs of that parameter. This does not remove already applied buffs or debuffs. It only stops the battler from receiving them. 0: Max HP 1: Max MP 2: Attack 3: Defense 4: Magic Attack 5: Magic Defense 6: Agility 7: Luck <Damage Color: r, g, b, a> If the battler receives HP damage while affected by a state with this notetag the popup color will change. r = red (0-255) g = green (0-255) b = blue (0-255) a = alpha (0-255) <Item Seal> If an actor is affected by a state with this notetag, they cannot use items from the actor command menu. <Max Turns: x> Sets the maximum number of turns this state can be to x. This is used for Yanfly's Buffs and States Core if you allow state turn stacking. <No Weak Popup> If the battler is hit with an elemental weakness while affected by a state with this notetag, the Weak popup will not appear. <Physical Follow Up Skill: x> <Magical Follow Up Skill: x> <Certain Follow Up Skill: x> <Follow Up Skill: x> This requires Yanfly's Battle Engine Core to work. This makes the battler affected by this state to perform skill ID x after the current skill is finished being used. Physical - Requires battler to perform physical type skill Magical - Requires battler to perform magical type skill Certain - Requires battler to perform certain hit type skill n/a - Requires battler to perform physical or magical type skill <State Immunity: x> <State Immunity: x, x, x> Insert the IDs of the states that the battler cannot receive if they are affected by a state with this notetag. They do not become resistant to it, meaning if the states have already been applied, they will not suddenly disappear, but they will not be able to be applied until this state is gone.
- Feb 12 2020: Bug fix for dead battler free after Follow Up notetag.
- Sep 21 2018: Bug fix for popups not clearing and Move Y Base and Rate plugin parameters not working. They should be working now!