Row Formation (YEP)
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Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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This is a plugin created for RPG Maker MV.
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Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Help File
============================================================================ Introduction ============================================================================ This plugin places party members into row formations to give them distinct advantages based on row location in the form of states for maximum control. Skills and items are capable of moving targets to different row locations. If you are using YEP_BattleEngineCore.js, place this plugin under the YEP_BattleEngineCore.js plugin in the Plugin Manager list to receive extra features such as being able to change Rows mid-battle. ============================================================================ What are Rows? ============================================================================ Rows are positions your party members are placed in. Depending on how you set up the rows for your project (and how many), rows can provide different advantages to the party members for just simply being in that row. These advantages are granted through the states that are given to the party members from the plugin parameter settings. How you set up these advantages is entirely up to you. --- An example of some setups: Front Row: Members in the front row will receive full damage from the Melee element. Middle Row: Members in the middle row will receive slightly less damage from the Melee element, but the Attack command is sealed unless they have a ranged weapon. Back Row: Members in the back row will receive a lot less damage fom the Melee element and also cannot use the Attack command unless equipped with a ranged weapon. --- How you choose to set up your rows is dependent on how you can set up your states that affect those rows. These states cannot be removed by skills and are considered a passive effective. ============================================================================ Notetags ============================================================================ You can use these notetags to modify the various aspects of row formations. Actor and Enemy Notetags: <Default Row: x> <Default Row: x, x, x> This is the default row assigned to the battler by default. This will override the default parameter settings. If multiple x values are assigned then the battler can start in any of those rows. If multiple rows are included, then at the start of the game (for actors) or start of battle (for enemies), the battler will start in a random row included. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Row Lock> This causes the affected battler to be row locked and unable to switch rows. For enemies, this will override the default parameters. <Not Row Lock> This causes the affected battler to be not be row locked and able to switch rows. This is primarily for enemies since all non-enemies are not row locked by default. This will override the default parameters. Skill and Item Notetags: <Row Only: x> <Row Only: x, x, x> <Row Only: x to y> This makes it so that this skill/item can only be used by the battler if the battler is in row x. If multiple rows are used, the battler can be in any of those rows. If you use the x to y notetag, this will account for all the rows from x to y. <Change Target Row: x> Changes target's current row to x. This cannot go under 1 nor can it go past the designated maximum row set in the parameters. <Push Back Target Row: x> This will push the target back x rows. This cannot exceed the maximum row set in the parameters. <Pull Forward Target Row: x> This will pull the target forward x rows. This cannot exceed the maximum rows set in the parameters. <Change User Row: x> Changes user's current row to x. This cannot go under 1 nor can it go past the designated maximum row set in the parameters. <Push Back User Row: x> This will push the user back x rows. This cannot exceed the maximum row set in the parameters. <Pull Forward User Row: x> This will pull the user forward x rows. This cannot exceed the maximum rows set in the parameters. ============================================================================ Lunatic Mode - Conditional Row Modification ============================================================================ To the users who have a bit of JavaScript proficiency, you can use these notetags to give your skills and items custom row modification properties. Skill and Item Notetags <Custom Target Row> if (user.hpRate() > 0.50) { row += 1; } else { row = 1; } </Custom Target Row> The 'row' variable refers to the target's row. This will allow you to set or alter the target's row based on values. Remember that the lower the row number, the closer the target is to the opposing party. <Custom User Row> if (user.hpRate() > 0.50) { row += 1; } else { row = 1; } </Custom User Row> The 'row' variable refers to the user's row. This will allow you to set or alter the user's row based on values. Remember that the lower the row number, the closer the user is the the opposing party. ============================================================================ Lunatic Mode - Conditional Row State ============================================================================ To the users who have a bit of JavaScript proficiency, you can use these notetags to give your row states conditional activation properities, you can use these notetags. These states have to be applied via the Row States in the plugin parameters. However, they will not be applied to the battler unless the conditions are met. State Notetags: <Custom Row Condition> if (user.hp / user.mhp <= 0.25) { condition = true; } else { condition = false; } </Custom Row Condition> The 'condition' variable determines if the condition is met or not. If the condition is true, the condition is met and this state will be applied to the battler as a row state. If the 'condition' variable is false, then the row state will not be applied to the battler. ============================================================================ Lunatic Mode - New JavaScript Functions~ ============================================================================ For those with JavaScript proficiency, you can make use of some of these newly added functions when you do an eval check for the battler info: battler.row() This will return the row the battler is currently resided in. battler.rowIndex() This will return the battler's index in relation to the other battlers of the same team in the same row. battler.isRowLocked() This will return a true/false if the battler is row locked. battler.setRow(x) This will set the battler's row to x. In battle, this will visually move the battler there, unless the battler is the active battler. battler.alterRow(x) This will alter the battler's row by x. In battle, this will visually move the battler there, unless the battler is the active battler. $gameParty.rowSize(x) $gameTroop.rowSize(x) This will return the number of members found in that group in row x. $gameParty.rowAliveSize(x) $gameTroop.rowAliveSize(x) This will return the number of alive members found in that group in row x. $gameParty.rowDeadSize(x) $gameTroop.rowDeadSize(x) This will return the number of dead members found in that group in row x. $gameParty.rowMembers(x) $gameTroop.rowMembers(x) This will return each member of the group in row x. $gameParty.rowAliveMembers(x) $gameTroop.rowAliveMembers(x) This will return each alive member of the group in row x. $gameParty.rowDeadMembers(x) $gameTroop.rowDeadMembers(x) This will return each dead member of the group in row x. $gameParty.updateRows(); $gameTroop.updateRows(); This is a special command. This will check each row in the party. If a row is empty and/or doesn't have any alive members, all the remaining members behind that row will move forward one row until all the empty rows are gone. ============================================================================ Main Menu Manager - Positioning the Row Command ============================================================================ For those using the Main Menu Manager and would like to position the Row command in a place you'd like, use the following format: Name: Yanfly.Param.RowCmdName Symbol: row Show: $gameSystem.isShowRowMenu() Enabled: $gameSystem.isEnabledRowMenu() Ext: Main Bind: this.commandRow.bind(this) Actor Bind: Insert the above setup within a Main Menu Manager slot. Provided you copy the exact settings to where you need it, it will appear there while using all of the naming, enabling, disabling, hiding, and showing effects done by the plugin parameters. Remember to turn off 'Auto Add Menu' from the plugin parameters. ============================================================================ Plugin Commands ============================================================================ The following are some plugin commands you can use to adjust rows mid-game. Plugin Command: ShowMenuRow HideMenuRow This will either show or hide the Row command from the main menu. EnableMenuRow DisableMenuRow This will either enable or disable the Row command from the main menu. ShowBattleRow HideBattleRow This will either show or hide the Row command from the battle party menu. This requires the YEP_BattleEngineCore plugin to take effect. EnableBattleRow DisableBattleRow This will either enable or disable the Row command from the battle party menu. This requires the YEP_BattleEngineCore plugin to take effect. SetActorRow actorId x This will set the actor represented by actorId to move to row x. If you want to move actor 3 to the 2nd row, the plugin command would look like: SetActorRow 3 2 SetPartyRow slotId x This will set the party member in slotId to move to row x. If you want to move the 3rd party member to the 2nd row, the plugin command would look like: SetPartyRow 3 2 SetEnemyRow slotId x This will set the enemy member in slotId to move to row x. If you want to move the 3rd enemy member to the 2nd row, the plugin command would look like: SetEnemyRow 3 2 * Note: If you use this plugin command during turn 0 and the parameter 'Adjust Relative' is set to false, the enemies will not move and automatically assume the position they are in will be the row they'll be in. On the other hand, using this plugin on anything after turn 0 will move the enemy visually to a different position on the screen. If the parameter 'Adjust Relative' is true, the enemies will move. ============================================================================ Changelog ============================================================================ Version 1.16: - 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 1.15: - Updated for RPG Maker MV version 1.5.0. - Added new 'Row x States 1.5.0' plugin parameters. - Added new 'Alive Row Index' plugin parameter. Version 1.14: - Game now refreshes all battlers upon reentry into the battle after entering and leaving the Row formation menu mid-battle. Version 1.13: - Bug fixed where setting an actor's home position didn't mark their original index value. Version 1.12: - Lunatic Mode fail safes added. Version 1.11: - Updated the conditional passives for rows to occur more frequently. Version 1.10: - Updated <Default Row: x> notetag to also include <Default Row: x, x, x> so that actors or enemies can start in any of those default rows. If multiple rows are included, then at the start of the game (for actors) or start of battle (for enemies), the battler will start in a random row included. Version 1.09b: - Updated Lunatic Mode to have an innate 'user' variable. - Added 'Auto Add Menu' to plugin parameters. This way, users don't have to make conflict with it if manually positioning the command with the Main Menu Manager plugin. - Documentation update for 'SetEnemyRow slotId x' plugin command. Version 1.08: - Updated for RPG Maker MV version 1.1.0. Version 1.07b: - Fixed a bug that prevented the Row command in-battle from updating. - Optimization update. - Disabled Row States from being applied outside of battle. Version 1.06a: - Fixed a bug where Lunatic Mode effects weren't working properly. - Added a 'Use Map Sprite' plugin parameter for those using battlers that are too big for the Row changing menu. - Added new section to Help File on how to place Row Formation into the Main Menu Manager. Version 1.05: - Fixed a bug with user row changing notetags not working properly. Version 1.04: - Fixed a bug with the SetPartyRow slotId x plugin command. - Added 'Adjust Relative' plugin parameter for enemy rows. If this value is set to false, their positions in the Troops tab is where their designated row is. Meaning if you have a Wisp in Row 3, its current location in the Troops tab is where it would be if it be if it was in Row 3. If this value is set to true, their positions in the Troops tab is where their row 1 is. Meaning if you have a Wisp in Row 3, upon starting battle, it will be pushed back in positioning relative to its Troops tab position, which is row 1. Version 1.03a: - More positioning fixes. Enemies no longer shift when entering and exiting the in-battle menu. Version 1.02: - Made a change where enemies of different default rows don't automatically move positions at the start of battle. - Fixed an incompatibility issue for those using larger screen resolutions and battle repositioning. Version 1.01: - Fixed a bug that caused music to not replay properly when accessing the Row change menu from battle. Version 1.00: - Finished Plugin!