Difference between revisions of "Auto Passive States (YEP)"
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Latest revision as of 10:54, 13 June 2020
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.
Extension Plugins
The following plugins are Extension Plugins that require this plugin as its Parent Plugin.
Place the following plugins below this plugin located in the Plugin Manager if you plan on using them.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Introduction
Passive states are states that are automatically active. You can think of them as an extension of traits but with more flexibility. They will always be there as long as the actor or enemy has auto passive state notetags.
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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For those who would like to allocate passive states to your battlers, use the notetags below: Actor, Class, Skills, Weapon, Armor, Enemy Notetags: <Passive State: x> <Passive State: x, x, x> This will allow the actor or enemy to have state x as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state. <Passive State: x to y> This will add the states x through y (in a sequence) for the actor or enemy to have as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state. For those who don't want their passive states to always be on, you can use the following notetags to introduce conditions for your passive states. All conditions must be fulfilled in order for the passive state to appear. State Notetags: <Passive Condition: HP Above x%> <Passive Condition: HP Below x%> <Passive Condition: MP Above x%> <Passive Condition: MP Below x%> If the user's HP or MP is above/below x% of the MaxHP or MaxMP, this condition will be met for the passive state to appear. <Passive Condition: Stat Above x> <Passive Condition: Stat Below x> Replace 'stat' with 'HP', 'MP', 'TP', 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'. If the above stat is above/below x, then the condition is met for the passive state to appear. <Passive Condition: Switch x ON> <Passive Condition: Switch x OFF> If switch x is either ON/OFF, then the condition is met for the passive state to appear. <Passive Condition: Variable x Above y> <Passive Condition: Variable x Below y> Replace x with the variable you wish to check to see if it's above/below y, then the condition is met for the passive state to appear.
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.
- Conditional Passives
For those who understand a bit of JavaScript and would like for their passive states to appear under specific conditions, you can use this notetag to accomplish conditional factors. State Notetags: <Custom Passive Condition> if (user.hp / user.mhp <= 0.25) { condition = true; } else { condition = false; } </Custom Passive Condition> This enables you to input conditions to be met in order for the passive state to appear. If the 'condition' variable returns true, the passive state will appear. If the 'condition' returns false, it won't appear. If condition is not defined, it will return true and the passive state will appear on the battler. * Note: All non-custom passive conditions must be met before this one can be fulfilled and allow the custom condition to appear. * Note: If you decide to use a condition that requires the actor to have a particular state, it cannot be a passive state to prevent infinite loops.
Tips & Tricks
The following Tips & Tricks effects use this plugin:
- Adapting Armor
- Atonement
- Attunement
- Aura of Ebon Destruction
- Auto-Potion
- Beast Boost
- Berserker Power
- Blood Magic
- Bubble Wrap
- Cauterize
- Chaotic Energies
- Courage of the Colossus
- Critical Hit Effects
- Critical Protect
- Damage Dispersion
- Daring Padawan
- Exertion Rune
- Gravity
- Greater Undead
- Hexdrinker
- Holy Knight's Pride
- Iteration Skill Damage
- Lightning Rod
- Linken's Ring
- Living Dead
- Map Linked Battle Effects
- Minion Barrier
- Mirror Move
- Moody
- Organic Deconstruction
- Overheat
- Perfection of the Maestro
- Power Up Mode
- Regen Scroll
- Second Chance
- Seraphic Planar Breastplate
- Statikk Shiv
- Subdue then Strike
- Terrain Advantage
- The Bloodthirster
- Thornmail
- Trance
- Truthseeker
- Undead
- Undo
- Victory Cry
- Warmog's Armor
- Weapon Mastery Passive
- Wit's End
Changelog
Version 1.17: - Optimization update. There should be less lag spikes if there are more passive conditions present on a battler. 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: - Bug fixed that made global passives not apply to actors. Version 1.14: - Updated for RPG Maker MV version 1.5.0. - Added parameters: Actor Passives List, Enemy Passives List, and Global Passives List Version 1.13: - Lunatic Mode fail safes added. Version 1.12: - Implemented <Custom Passive Condition> to now affect passive state ID's added by Equip Battle Skills. Version 1.11: - Added 'Global Passives' that encompass both actors and enemies. Version 1.10: - Added compatibility functionality for Equip Battle Skills to add the equipped passive states during battle test. Version 1.09: - Added 'Actor Passives' and 'Enemy Passives' plugin parameters. This will cause all actors and enemies respectively to be affected by the listed states as passives. Version 1.08: - Fixed conditional checks to make sure all states are being checked properly without conflict with other conditional states. Version 1.07: - Updated for RPG Maker MV version 1.1.0. Version 1.06: - Added a mass member refresh whenever $gamePlayer is refreshed. Version 1.05a: - Added Lunatic Mode - <Custom Passive Condition> notetag for states. - Fixed a bug that would cause infinite loops. Version 1.04: - Added a lot of passive condition notetags for states. --- <Passive Condition: HP/MP Above/Below x%> --- <Passive Condition: Stat Above/Below x> --- <Passive Condition: Switch x ON/OFF> --- <Passive Condition: Variable x Above/Below y> Version 1.03: - Added refreshing whenever a new skill is learned to update passives. Version 1.02: - Optimized passive state calculations to reduce lag. Version 1.01: - Fixed a bug with having multiple passive states of the same ID. Version 1.00: - Finished plugin!