Difference between revisions of "Weak Enemy Poses (YEP)"
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Revision as of 18:34, 30 October 2019
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Download
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_BattleEngineCore. Make sure this plugin is located under YEP_BattleEngineCore in the plugin list. Non-animated enemies often appear lifeless. They maintain one appearance throughout the whole battle and do not change it under any circumstances. This plugin allows you to set different images for enemies when they are under certain health percentages as well as other conditions.
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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Insert the following notetags into the database entries' noteboxes to alter the weak pose data. Enemy Notetags: <x% Health Pose: filename> - At x% HP or lower, the enemy will use 'filename' for its battler image instead of its default one. The filename is case sensitive and must not include the file extension. Insert multiple of these notetags to give the enemy various poses across different health values. * NOTE: This applies only to static enemies and NOT animated enemies. <x% Health Pose: filename, hue> - At x% HP or lower, the enemy will use 'filename' for its battler image instead of its default one and a different hue instead of its default. The filename is case sensitive and must not include the file extension. The hue must be a value between 0 and 360. Insert multiple of these notetags to give the enemy various poses across different health values. * NOTE: This applies only to static enemies and NOT animated enemies. State Notetags: <Force Enemy Pose: filename> - When an enemy is afflicted with this state, the enemy would take on this battler image as long as that state is the highest priority state with a forced enemy pose. Replace 'filename' with the battler image to be used. The filename is case sensitive and must not include the file extension. * NOTE: This applies only to static enemies and NOT animated enemies. <Force Enemy Pose: filename, hue> - When an enemy is afflicted with this state, the enemy would take on this battler image as long as that state is the highest priority state with a forced enemy pose. Replace 'filename' with the battler image to be used. The filename is case sensitive and must not include the file extension. The hue must be a value between 0 and 360. * NOTE: This applies only to static enemies and NOT animated enemies.
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.
For those with JavaScript experience, you can alter the pose used for an enemy (static only, not animated) using these Lunatic Mode notetags: Enemy Notetags: <Custom Enemy Pose> if (user.mpRate() >= 0.50) { name = 'Scorpion'; hue = 180; } else { name = 'Spider'; } </Custom Enemy Pose> - The 'name' variable will refer to the filename used for the battler image. The filename is case sensitive and must not include the file extension. If the 'hue' variable is used, then that hue will be forced. Otherwise, it will use the default hue of the enemy. The hue must be a value between 0 and 360. * NOTE: This applies only to static enemies and NOT animated enemies. State Notetags: <Custom Enemy Pose> if (user.mpRate() >= 0.50) { name = 'Scorpion'; hue = 180; } else { name = 'Spider'; } </Custom Enemy Pose> - When an enemy is afflicted with this state, the enemy would take on the 'name' image as long as that state is the highest priority state with a forced enemy pose. The filename is case sensitive and must not include the file extension. If the 'hue' variable is used, then that hue will be forced. Otherwise, it will use the default hue of the enemy. The hue must be a value between 0 and 360. * NOTE: This applies only to static enemies and NOT animated enemies. For the other variable to use: defaultBattlerName - This will be the default battler's name. defaultBattlerHue - This will be the default battler's hue.
Changelog
Version 1.03: - 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 1.02: - Updated for RPG Maker MV version 1.5.0. Version 1.01: - Lunatic Mode fail safes added. Version 1.00: - Finished Plugin!