Passive Aura Effects (YEP)

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System

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.

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Required Plugins

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.

Click here if you want to help support Team Yanfly on Patreon.

Introduction

This plugin requires YEP_AutoPassiveStates. Make sure this plugin is located
under YEP_AutoPassiveStates in the plugin list.

Passive Aura Effects are commonly found in many online multiplayer games
with RPG elements. When a battler can give out an aura, it will affect other
nearby battlers, too, either ally and/or foe. This plugin will allow states
to generate aura effects for other party members, opponents, or specifically
for actor and/or enemy parties.

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.

Use the following notetags to make a state generate auras.

*NOTE* The notetags that affect alive members will affect members that have
at least 1 HP and not affected by the dead state. Even if they are immortal,
if they have 0 HP, they will not be affected by the alive aura effects as to
not conflict with the dead aura effects.

*NOTE* The notetags that affect dead members will affect members that are
either affected by the death state or if their HP is at 0. The moment the
dead member has 1 HP or is no longer affected by the dead state, they will
no longer be affected by dead-only aura effects.

State Notetags:

  <Ally Aura: x>
  <Ally Aura: x, x, x>
  <Ally Aura: x through y>
  - This will cause the battler's allies to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Ally Aura: x>
  <Alive Ally Aura: x, x, x>
  <Alive Ally Aura: x through y>
  - This will cause the battler's alive allies to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Ally Aura: x>
  <Dead Ally Aura: x, x, x>
  <Dead Ally Aura: x through y>
  - This will cause the battler's dead allies to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Foe Aura: x>
  <Foe Aura: x, x, x>
  <Foe Aura: x through y>
  - This will cause the battler's foes to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Foe Aura: x>
  <Alive Foe Aura: x, x, x>
  <Alive Foe Aura: x through y>
  - This will cause the battler's alive foes to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Foe Aura: x>
  <Dead Foe Aura: x, x, x>
  <Dead Foe Aura: x through y>
  - This will cause the battler's dead foes to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Party Aura: x>
  <Party Aura: x, x, x>
  <Party Aura: x through y>
  - This will cause the Actor Party to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Party Aura: x>
  <Alive Party Aura: x, x, x>
  <Alive Party Aura: x through y>
  - This will cause the battler's alive Actor Party to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Party Aura: x>
  <Dead Party Aura: x, x, x>
  <Dead Party Aura: x through y>
  - This will cause the battler's dead Actor Party to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Troop Aura: x>
  <Troop Aura: x, x, x>
  <Troop Aura: x through y>
  - This will cause the Enemy Troop to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Troop Aura: x>
  <Alive Troop Aura: x, x, x>
  <Alive Troop Aura: x through y>
  - This will cause the battler's alive Enemy Troop to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Troop Aura: x>
  <Dead Troop Aura: x, x, x>
  <Dead Troop Aura: x through y>
  - This will cause the battler's dead Enemy Troop to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Everybody Aura: x>
  <Everybody Aura: x, x, x>
  <Everybody Aura: x through y>
  - This will cause the all active battlers to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Aura: x>
  <Alive Aura: x, x, x>
  <Alive Aura: x through y>
  - This will cause the all alive battlers to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Aura: x>
  <Dead Aura: x, x, x>
  <Dead Aura: x through y>
  - This will cause the all alive battlers to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

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.

Custom Aura Conditions
For those with JavaScript experience and would like to make conditional aura
effects, you can use these notetags. Keep in mind, this conditional effect
is for the target delivered state and not the origin aura itself.

State Notetags:

  <Custom Aura Condition>
   if (user.hpRate() > 0.50) {
     condition = true;
   } else {
     condition = false;
   }
  </Custom Aura Condition>
  - The 'condition' variable will determine whether or not the target aura
  state will appear. If the 'condition' variable is 'true', then it will
  appear. If the 'condition' variable is 'false', then it will not appear.
  Remember, this notetag has to be placed in the target delivered state and
  not the origin aura itself.

Tips & Tricks

The following Tips & Tricks effects use this plugin:

Changelog

Version 1.08:
- Optimization update. There should be less lag spikes if there are more
passive conditions present on a battler.

Version 1.07:
- 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 1.06:
- Updated for RPG Maker MV version 1.6.1.

Version 1.05:
- Updated for RPG Maker MV version 1.5.0.

Version 1.04:
- Bug fixed where if an aura is applied as the last action of a turn, it
wouldn't take effect until the following turn.

Version 1.03:
- Lunatic Mode fail safes added.

Version 1.02:
- Added new notetags that affect specifically alive or dead allies. Alive
aura effects will affect only members with at least 1 HP and not affected by
the dead state. Dead aura effects will affect members with either 0 HP or
have the dead state.

Version 1.01:
- Fixed a bug that would conflict with Taunt and Selection Core making some
aura effects randomly disappear.

Version 1.00:
- Finished Plugin!