Overkill Bonus (YEP)

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This is a plugin created for RPG Maker MV.

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Masterarbeit Writer

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Introduction

Overkill occurs when an actor defeats an enemy with excessive damage. All
enemies have an Overkill damage requirement and if a battler lands a killing
blow dealing damage equal to or greater than this number, an animation is
played on the enemy before the enemy collapses. When an enemy is overkilled,
that enemy will reward the player with more EXP, more gold, a higher drop
rate, and if YEP_ExtraEnemyDrops is installed, more possibilities for extra
items under the condition of being Overkilled.

This is a collaboration plugin by Tigress and Yanfly to ensure compatibility
with the Yanfly Engine Plugins library.

If you are using YEP_ExtraEnemyDrops, place this plugin underneath that
plugin in the plugin manager list to get access to the Overkill condition
that is provided within this plugin.

Notetags

NotetagsMV.png

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.

---

Insert the following notetags into the enemy noteboxes you wish to alter the
overkill requirements for.

Enemy Notetags

  <Overkill Requirement: x>
  - Changes the enemy's overkill requirement to X. This is how much damage
  needs to be dealt minimum on the killing blow. You can use JS code here if
  you can fit it all on one line. Otherwise, use the notetag setup below in
  the Lunatic Mode section.

  <Overkill Animation: x>
  - This is the animation played when the enemy is overkilled. Replace x
  with an animation ID from the database.

  <Overkill EXP Rate: x%>
  <Overkill EXP Flat: x>
  - This is the bonus EXP gained when the enemy is overkilled. Replace x
  with a number value. This EXP gained from overkilling will be added on top
  of the already gained EXP.

  <Overkill Gold Rate: x%>
  <Overkill Gold Flat: x>
  - This is the bonus gold gained when the enemy is overkilled. Replace x
  with a number value. This gold gained from overkilling will be added on
  top of the already gained gold.

  <Overkill Drop Rate: x%>
  - This is the bonus drop rate gained when the enemy is overkilled. Replace
  x with the percent rate increase.

Extra Enemy Drops Compatibility

Conditional Drop - Overkill
To be used together with the YEP_ExtraEnemyDrops plugin. Place this plugin
underneath YEP_ExtraEnemyDrops in the plugin manager list for compatibility.
Then, you can use the following condition:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IS OVERKILLED
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This condition will pass only if the enemy is overkilled. If the overkill
requirement isn't met, there will be no additional changes to the drop rate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Is Overkilled: +100%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

One thing you can do to make Overkill only items is using something like the
following setup:

<Conditional Potion Drop>
 is overkilled: +100%
</Conditional Potion Drop>

This notetag setup will make the 'Potion' item only drop if the enemy has
been overkilled. Otherwise, nothing will come out of it.

Lunatic Mode

JavaScript.png

For advanced users who have an understanding of JavaScript, you can use the following features added by the plugin to further enhance what you can do with your game project.

This section is for those who wish to dabble with JavaScript a bit more to
make certain overkill aspects more customized.

Enemy Notetags

  --------------------------------------------------------------------------

  <Overkill Requirement Formula>
   requirement = x;
  <Overkill Requirement Formula>

  - Changes the enemy's overkill requirement to X. This is how much damage
  needs to be dealt minimum on the killing blow. You can use JS code here if
  you know how to code. The 'requirement' variable is the value that will be
  used to check if overkill is achieved.

  --------------------------------------------------------------------------

  <Custom Overkill Effect>
   // Insert any code you want here
  </Custom Overkill Effect>

  - This code will run when the enemy is overkilled and collapses. The
  'enemy' variable used here will refer to the enemy itself. The JS code you
  can use here can be anything you want, including turning on switches,
  setting variables, anything that comes to mind.

  --------------------------------------------------------------------------

Changelog

Version 1.02:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.

Version 1.01:
- Updated for RPG Maker MV version 1.5.0.

Version 1.00:
- Finished Plugin!