Weather In Battle (YEP)
This is a plugin created for RPG Maker MV.
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This plugin is a part of the Yanfly Engine Plugins library.
Weather does not appear in battles in RPG Maker MV by default. This causes a disconnect from entering a battle on a map with weather effects rolling in the background to a battle scene where the skies are suddenly devoid of such weather behavior. This plugin adds in the simple effect of making whatever weather that's being played on the map also affect the weather played in battle. There's also new functions to save weather settings and recall them for later in addition to a new action sequence for those using the Battle Engine Core plugin. If you are using YEP_BattleEngineCore.js, place this plugin underneath it in the Plugin Manager's plugin list.
Here is a list of Plugin Command(s) that you may use:
Plugin Commands: SaveWeather - Saves the current weather settings, meaning the type, power, and duration to change will be saved. RecallWeather - Recalls the last saved weather settings. If nothing was last saved, then nothing will happen. Using this plugin command will not remove the last saved weather settings from memory.
Action Sequences - ala Melody
Battle Engine Core includes Yanfly Engine Melody's Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.
Each skill and item consists of five different action sequences. They are as follows:
- 1. Setup Actions
- They prepare the active battler before carrying out the bulk of the action
and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.
- 2. Whole Actions
- These actions will affect all of the targets simultaneously. Although this
section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.
- 3. Target Actions
- This section will affect all of the targets individually. Used primarily
for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.
- 4. Follow Actions
- This section will dedicate towards cleanup work after the individual
targeting actions. Here, it'll do things such as removing immortal flags, start up common events, and more.
- 5. Finish Actions
- This section will have the active battler close up the action sequence.
Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.
Now that you know each of the five steps each action sequence goes through, here's the tags you can insert inside of skills and items. Pay attention to each tag name.
1. <setup action> action list action list </setup action> 2. <whole action> action list action list </whole action> 3. <target action> action list action list </target action> 4. <follow action> action list action list </follow action> 5. <finish action> action list action list </finish action>
They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.
Furthermore, to prevent overflooding every single one of your database item's noteboxes with action sequence lists, there's a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.
<action copy: x:y>
Replace x with "item" or "skill" to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill's action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you've placed in the notebox.
You may notice that in some of the actions below will say "refer to target typing" which is this section right here. Here's a quick run down on the various targets you may select.
|user||This will select the active battler.|
|target, targets||These will select the active targets in question.|
|actors, existing actors||These will select all living actors.|
|all actors||This will select all actors including dead ones.|
|dead actors||This will select only dead actors.|
|actors not user||This will select all living actors except for the user.|
|actor x||This will select the actor in slot x.|
|character x||This will select the specific character with actor ID x.|
|enemies, existing enemies||This will select all living enemies.|
|all enemies||This will select all enemies, even dead.|
|dead enemies||This will select only dead enemies.|
|enemies not user||This will select all enemies except for the user.|
|enemy x||This will select the enemy in slot x.|
|friends||This will select the battler's alive allies.|
|all friends||This will select the all of battler's allies, even dead.|
|dead friends||This will select the battler's dead allies.|
|friends not user||This will select the battler's allies except itself.|
|friend x||This will select the battler's ally in slot x.|
|opponents||This will select the battler's alive opponents.|
|all opponents||This will select the all of the battler's opponents.|
|dead opponents||This will select the battler's dead opponents.|
|opponent x||This will select the battler's opponent in slot x.|
|all alive||Selects all living actors and enemies.|
|all members||Selects all living and dead actors and enemies.|
|all dead||Selects all dead actors and enemies.|
|all not user||This will select all living battlers except user.|
|focus||Selects the active battler and its targets.|
|not focus||Selects everything but the active battler and its targets.|
|prev target||Requires Action Sequence Impact.
During <Target Actions>, this will get the previous target in the targets list.
|next target||Requires Action Sequence Impact.
During <Target Actions>, this will get the next target in the targets list.
|$UnisonMemberX||Requires Unison Attack.
Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag.
|$UnisonMembers||Requires Unison Attack.
Returns all of the participating Unison Skill members.
Action Sequence List
The following is a list of Action Sequences provided by this plugin.
If you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra damage related action sequences. ============================================================================= WEATHER: type, (power), (duration) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'type' with either 'none', 'rain', 'storm', or 'snow'. Replace 'power' with a value between 1 and 9. Replace 'duration' with the number of frames you want the change to be. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: weather: rain, 5, 20 weather: storm, 7, 60 weather: snow, 9, 90 weather: none, 1, 60 =============================================================================
Version 1.00: - Finished Plugin!