Difference between revisions of "Passive Aura Effects (YEP)"
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* [[Aura of Ebon Destruction (MV Plugin Tips & Tricks)|Aura of Ebon Destruction]] | * [[Aura of Ebon Destruction (MV Plugin Tips & Tricks)|Aura of Ebon Destruction]] | ||
* [[Lightning Rod (MV Plugin Tips & Tricks)|Lightning Rod]] | * [[Lightning Rod (MV Plugin Tips & Tricks)|Lightning Rod]] | ||
+ | * [[Trueshot Aura (MV Plugin Tips & Tricks)|Trueshot Aura]] | ||
== Changelog == | == Changelog == |
Revision as of 14:40, 9 July 2019
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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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.
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.
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
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.
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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
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!