Difference between revisions of "Battle Engine Core (YEP)"
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* [[Gamble Strike (MV Plugin Tips & Tricks)|Gamble Strike]]
* [[Gamble Strike (MV Plugin Tips & Tricks)|Gamble Strike]]
* [[Healing Fate (MV Plugin Tips & Tricks)|Healing Fate]]
* [[Healing Fate (MV Plugin Tips & Tricks)|Healing Fate]]
* [[Joint Penalty (MV Plugin Tips & Tricks)|Joint Penalty]]
* [[Joint Penalty (MV Plugin Tips & Tricks)|Joint Penalty]]
* [[Judgment (MV Plugin Tips & Tricks)|Judgment]]
* [[Judgment (MV Plugin Tips & Tricks)|Judgment]]
Revision as of 18:22, 8 July 2019
- 1 Download
- 2 System
- 3 Extension Plugins
- 4 Yanfly Engine Plugins
- 5 Introduction
- 6 Battle Messages
- 7 Battle Windows
- 8 Battle Order
- 9 Multiple Hits
- 10 Popup Revamp
- 11 Common Events
- 12 Casting Animations
- 13 Changing Battle Systems
- 14 Sideview Actions
- 15 Custom Sideview Battler Anchor
- 16 Enemy Attack Animation
- 17 Automatic State Removal Conditions
- 18 Action Sequences
- 19 Tips & Tricks
- 20 Changelog
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.
Place the following plugins below this plugin located in the Plugin Manager if you plan on using them.
- Action Sequence Pack 1
- Action Sequence Pack 2
- Action Sequence Pack 3
- Action Cutin
- Action Sequence Impact
- Animated Sideview Enemies
- Battle Animation Speed Options
- Battle System - ATB
- Battle System - CTB
- Battle System - STB
- Counter Control
- Lunatic Pack - Action Beginning and End Effects
- In-Battle Status
- Selection Control
- Side Battle Status UI
- Turn Order Display
- Visual HP Gauges
- Weak Enemy Poses
- Tick-Based Regen
This plugin is a part of the Yanfly Engine Plugins library.
This plugin alters the various aspects of the default battle system, allowing it to be more streamlined like most modern RPG's and less clunky like older RPG's. This ranges from choosing what text will appear in the battle log window at the top and how it will be displayed.
When changing "Terms" and the "Messages" that appear in battle, inserting the following tag anywhere in the message will cause the message to center itself in the battle log. <CENTER> This tag must be all caps in order for the battle log window to recognize it as an instruction to center the displayed battle text message. There are a couple of notetags you can use to change the way certain skills and items will show up incase you don't want a name like 'Harold's Attack' to appear in the name. Skill and Item Notetags: <Display Text: x> This will change the text displayed to x. <Display Icon: x> This will change the icon displayed to x.
There's various options to adjust the window settings found in the battle system to make navigating the battle system more intuitive. Such options include starting the turns with the Actor Command Window instead of the Party Command Window (the Fight/Escape Window). The Party Command Window is still accessible but only by pressing cancel on the first actor's window.
The battle turn order is also fixed, too. This way, any battlers that Have their AGI value changed over the course of battle will reflect those changes during the current turn rather than the following turn. The action speed calculation can also be adjusted and finetuned to have the random factor of its speed calculation formula removed, too, making AGI actually worthwhile as a tactical parameter. Skill and Item Notetag: <speed: +x> <speed: -x> This lets you break past the editor's limit of -2000 and 2000 allowing you to set the speed of your actions with more control.
Multi-hit action will no longer end prematurely if the target dies midway through the action. This is done through toggling immortal states. To make use of feature, make sure your database has an Immortal State somewhere. If you do not wish to use this feature, set the Parameter for Immortal State ID to 0 instead.
Although the damage popups may still look the same as the default ones from MV, the process in which they're created is now different to streamline the damage popup process. Before, popups would only appear one a time with a frame's different at minimum in order for them to show. Now, any actions that occur at the same frame will now all show popups at the same frame, making for smoother and less clunky damage popups.
Common Events will now occur at the end of each action regardless of whether or not the enemy party is still alive. With proper placing of the action sequence tags, you can make the skill's common event occur in the middle of an action, too. However, keep in mind if you force an action in the middle of another action, the remainder of the former action's sequence list will become null and void in favor of the new forced action.
Casting Animations help provide visual hints for players either by letting them know which battler is going to perform an action or what type of skill that action will be. This plugin enables skills to have casting animations that can be modified universally or customized for each individual skill. Skill Notetag: <Cast Animation: x> Sets the skill's cast animation to animation ID x. Setting x to zero will cause the skill to not have any animaton at all.
Changing Battle Systems
While the player is not in battle, you can change the battle system using a Plugin Command. With only this plugin, there is only one battle system included: the default battle system. Plugin Command: setBattleSys DTB Sets battle system to Default Turn Battle. Other future plugins may include other battle systems that may utilize the Battle Engine Core.
In RPG Maker MV's default battle system, both the sideview and the frontview settings do not display counterattacks, reflected magic attacks, nor any case of substituting for battle members. The Battle Engine Core provides games that are using the sideview settings small amounts of animations to relay information to the player in a more visual sense. Magic Reflection will also display a reflection animation to indicate the battler has reflection properties. This animation can be changed in the parameters, but certain actors, classes, enemies, weapons, armors, and states can display a unique kind of animation for reflection if desired. Actor, Class, Enemy, Weapon, Armor, and State Notetag: <Reflect Animation ID: x> Changes the user's reflect animation to x. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, State, Default. Sometimes, you don't want your enemies to be able to move. Or you don't want certain actors to be able to move. They're just stationary for whatever reason. To accomplish that, you can use this notetag to forbid the battler from moving. Actor, Class, Enemy, Weapon, Armor, and State Notetag: <Sprite Cannot Move> Prevents the battler's sprite from moving. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, and State. If an enemy is unable to move when it performs an action, it will flash white as if it normally does in front view.
Custom Sideview Battler Anchor
Sideview battlers are generally centered horizontally, and grounded at their feet. However, not all sideview battler spritesheets work this way. In the event you have a sideview battler that doesn't conform to those standards, you can 'anchor' them a different way. Actor, Class, Weapon, Armor, State Notetags: <Anchor X: y.z> <Anchor Y: y.z> This sets the anchor location for the actor's sideview battler at y.z. By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want the X anchor to be a bit more to the left, make it less than 0.5. Make it more than 0.5 to make the X anchor more towards the right. To raise the Y anchor, set the number value to less than 1.0. Keep adjusting until you find that perfect anchor setting. If an anchor has multiple traits that yield different anchors, it will be used in a priority list akin to this order: States Weapons Armors Class Actor Default The higher it is on the priority list, the higher its priority.
Enemy Attack Animation
To give your enemies unique attack animations, you can use this notetag: Enemy Notetag: <Attack Animation: x> Replace x with the ID of the battle animation you wish to set as the enemy's default attack animation.
Automatic State Removal Conditions
By default, RPG Maker MV's battle system has automatic state removal under three different conditions: none, action end, turn end. None and Turn End are working as intended. However, Action End, however, had the states removed at the start of the battler's action rather than the end. This is changed and updated to occur only at the end of a battler's action. Two more automatic conditions are now added: Action Start and Turn Start. These can be added and implemented using the following notetags: State Notetags: <Action Start: x> <Action Start: x to y> This will cause this state to update its turns remaining at the start of an action. x is the number of turns it will last. If you use x to y, upon applying the state, the state will be removed a random number of turns from x to y. <Turn Start: x> <Turn Start: x to y> This will cause the state to update its turns remaining at the start of a battle turn. x is the number of turns it will last. If you use x to y, upon applying the state, the state will be removed a random number of turns from x to y. States with Action End have a unique trait to them where if the caster of the state is the current active battler (subject) and if the state is then applied on the user itself, they will gain a 'free turn'. The 'free turn' is to mitigate the user from losing 1 duration of the turn since with an Action End timing, they would lose the benefit of being under the state for that turn's timing.
The Yanfly Engine Plugins - Battle Engine Core includes the capability of using custom action sequences. Action sequences are basic instructions for the game to creating a customized skill both visually and mechanically. The Battle Engine Core, however, will only include the most basic of action sequences so the instructions on how to create a custom action sequence will be included in the Help file on future extension plugins for this plugin.
The following Tips & Tricks effects use this plugin:
- Actor Transformations
- Cagnazzo's Tsunami
- Critical Protect
- Damage Over Time Stacking
- Destiny Bond
- Dramatic Entry
- Elemental Exposure
- Enemy Thieves
- Enemy Transformations
- False Promise
- Flare Gun
- Gamble Strike
- Healing Fate
- Holy Prism
- Joint Penalty
- Leech Seed
- No Kill Like Overkill
- Plague Touch
- Roaming Mend
- Share Life
- Spell Siphon
- Spirit Shell
- Statikk Shiv
- Thief's Revenge
- Thorn Bind Hostage
- Timeless Strike
- Unstable Affliction
- Rod of Ages
Version 1.50: - Action sequences allow for unlimited arguments now. Version 1.49: - Added failsafe for 'furthestRight()' errors. Version 1.48: - Optimization update. Version 1.47: - 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 1.46: - Updated for RPG Maker MV version 1.6.1. Version 1.45: - Updated for RPG Maker MV version 1.5.0. Version 1.44: - Fixed a bug where the enemy name windows disappear if you change scenes mid-way through battle and return to it. Version 1.43b: - Bug fixed to prevent crash if non-existent actions are used. - Optimization update. Version 1.42: - Optimization update. Version 1.41: - Fixed a bug that allowed certain sprites to remain in the active pool while party members were removed midway through battle. Version 1.40: - Updated for RPG Maker MV version 1.3.2. Version 1.39c: - Fixed a bug that caused dead actors to not be a part of action sequence targeting for "Not Focus". - Optimization update. - Updated "queueForceAction" to utilize both numbers and actual targets. Version 1.38a: - Optimization update. - Compatibility update for Selection Control v1.08. - Bug fixed for mirrored animations on enemies. Version 1.37: - Fixed a bug where if the enemy's size is too small, the enemy's name during selection will be cut off. Version 1.36d: - Made an update for the battle background image snaps when there is no battleback being used. This will prevent the player party and enemy troop from appearing in the background snapshot when entering menus mid-battle. - 'Death Break' action sequence now only triggers upon dead status and not an 'or 0 HP' condition. - Updated Forced Action sequencing for more efficiency. - 'Action Times+' traits now work properly for DTB again. - Optimized message displaying for battle log. - Optimized z sorting algorithm for sprites. Verison 1.35d: - Scopes that target a dead ally will automatically target the first dead ally now. Scopes that target all dead allies will lock onto the first dead ally. This will hopefully provide less confusion amongst playing. - Added anti-crash measure for sprite bitmaps. - Added anti-crash measure for faux actions. - Added anti-crash measure to prevent non-existant animations from playing. - Added a check that prevents hidden battlers from appearing when using certain action sequences. Version 1.34a: - Fixed a bug where 'NOT FOCUS' targets were not including dead members. - Fixed a bug where using NOT FOCUS would cause dead targets to be visible. Version 1.33: - Updated for RPG Maker MV version 1.1.0. Version 1.32d: - Fixed a bug that caused a crash when an actor died. - Added a motion engine to be used for future plugins. - Preparation for a future plugin. - <Anchor X: y.z> and <Anchor Y: y.z> notetags for actors are now extended to actors, classes, weapons, armors, and states. - Added <Display Text: x> and <Display Icon: x> notetags for skills and items. These notetags will alter the display name shown and icon shown respectively while performing a skill. - Switched Magic Reflect checking order with Counterattack checking order. This is to give priority to reflected actions over countered actions. Version 1.31b: - States with Action End now have a unique trait to them where if the caster of the state is the current active battler (subject) and if the state is then applied on the user itself, they will gain a 'free turn'. The 'free turn' is to mitigate the user from losing 1 duration of the turn since with an Action End timing, they would lose the benefit of being under the state for that turn's timing. - Added failsafes for Free Turns in case other plugins have overwritten the on battle start functions. - Added a compatibility update to Animated SV Enemies for dead motion. Version 1.30: - Optimization update. - Fixed a bug that prevented added state effects be unable to apply if they are an added Death state. - Battlelog lines are now able to display text codes. Version 1.29: - Fixed a bug with the 'else if' action sequences not working in the right order of sequence conditions. Version 1.28d: - Fixed a bug if instant casting a skill that would make an opponent battler to force an action to end incorrectly. Thanks to DoubleX for the fix. - Fixed a bug with mouse over not working properly. - Fixed a bug regarding forced actions that will cause the battle to freeze if the forced action causes the main active subject to leave the battle. - Fixed a bug with timed states not updating their turns properly. - Changed priority of IF action sequences to higher to no longer interfere other action sequences. Version 1.27: - Mechanic change. This will only affect those using turn-based state timing mechanics. Turn End state updates are now shifted from Turn End to occur at Regeneration timing to have a more synchronized aspect. The timings are very close so there's next to no notice in difference. Buff turn updates are also moved to the regeneration timing, too. Version 1.26: - Added 'Mouse Over' parameter to Selection Help. This parameter enables mouse users to simply hover over the enemy to select them rather than having to click an enemy twice to select them. Version 1.25f: - Added failsafes for Forced Action queues. - Added 'Show Select Box' parameter when selecting enemies. - Fixed a bug that caused End Turn events to not function properly. - Battle animations, by default, are positioned relative to the base bitmap for its target sprite. However, actor sprites do not have a base bitmap and therefore, battle animations, regardless of position, will always target the actor sprite's feet. This update now gives actor sprites a base bitmap. - Readjusted sprite width and sprite height calculations. - Added a failsafe for when no sideview actor graphics are used. Version 1.24: - Implemented a Forced Action queue list. This means if a Forced Action takes place in the middle of an action, the action will resume after the forced action finishes rather than cancels it out like MV does. Version 1.23: - Fixed a bug that didn't regenerate HP/MP/TP properly for tick-based. Version 1.22: - Fixed a bug within MV that caused Forced Actions at Turn End to prompt and trigger all turn-end related activities (such as regeneration and state turn updating). - Made a mechanic change so that Action Start and Action End state turns do not update their turns through forced actions. Version 1.21: - Fixed a bug where states Action End weren't going down properly with DTB. Version 1.20: - Fixed a bug where revived actors using instant cast aren't properly set to use actions immediately. Version 1.19: - Added <Attack Animation: x> notetag for enemies. - Added 'AI Self Turns' for Tick-Based Battles. Enemies can now have their A.I. revolve around their own individual turns rather than the battle's. - Mechanic change for states. Following suit with the change to Action End removal, there are now two more conditions added: Action Start, Turn Start. - Added <Action Start: x>, <Action Start: x to y>, <Turn Start: x>, and <Turn Start: x to y> notetags for automatic state removal. Version 1.18: - Fixed a bug with irregular targeting scopes. - Fixed an MV-related bug with Recover All event not refreshing battlers. Version 1.17b: - Fixed a bug with action end states to remove multiple at once. - Fixed a visual error with flinching sprites. - Added 'Current Max' parameter to change HP current/max display in battle. - Mechanic change for states that update on Action End to end at the end of a battler's turn instead of at the start. - Began preparations for another battle system. Version 1.16: - Fixed an issue with mirrored enemies having mirrored state icons. Version 1.15a: - Fixed a bug revolving the status window not updating. - Updated default home position formula to better fit other party sizes. New Home Position X: screenWidth - 16 - (maxSize + 2) * 32 + index * 32 New Home Position Y: screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 16 Version 1.14: - Fixed a bug with Forced Actions locking out the battle. - New mechanic: For tick-based battle systems, states with action-end will go down in turns based on how many actions took place for the actor instead. Previously, they were indistinguishable from states with Turn End removal. - New mechanic: Using Instant Skills/Items from YEP_InstantCast.js will also cause states with action-end to go down in turns upon using actions. Version 1.13a: - Fixed a bug that made battlebacks disappear. - Reworked visual enemy selection. - Victory phase doesn't immediately display level up changes in battle status window. - Fixed a bug with the visual enemy select showing dead enemy names. Version 1.12b: - If the Battle HUD has been hidden for whatever reason during the victory sequence, it will be returned. - Added <speed: +x> and <speed: -x> notetags to break past editor limits. - Added new conditions where the battle won't end until all action sequences have been fulfilled. Version 1.11: - Fixed a bug that didn't show HP/MP Regeneration. Version 1.10: - Removed immortal state dependancy. Immortality is now its own setting. - Added more abbreviated variables for action speed calculation. - Fixed a bug where all-scope attacks would reveal Appear-Halfway enemies. - Fixed a bug where the battle wouldn't end if the final enemy was killed by state damage. Version 1.09: - Fixed a undefined actor bug for refreshing the status window. - Added 'Show Shadows' parameter to the plugin settings. - Reworked the default action sequences so that forced actions do not appear on top of each other and party-heal animations occur simultaneously. Version 1.08: - Fixed a bug where battlers gaining HP/MP in the damage formula for themselves wouldn't trigger popups. - Fixed a bug where if the party failed to escape from battle, states that would be removed by battle still get removed. *Fixed by Emjenoeg* - Fixed a bug where instant death skills didn't work. - Changed Sprite Priority settings to decide whether actors, enemies, or neither would always be on top. Version 1.07: - Optimized status window to refresh at a minimum. - Set up frame work for future plugins: - Added 'Escape Ratio' and 'Fail Escape Boost' to parameters to allow users to set the escape ratio they want. - Added 'Front Sprite Priority' and 'Side Sprite Priority' to parameters to dictate if actor sprites are always on top. - Added 'Tick-Settings' category for tick-based battle systems. Version 1.06: - Fixed a bug that causes dead actors at the start of battle to not spawn. - Fixed a bug where the help window on an empty slot would show the previous skill's message. Version 1.05: - Added new target typing: Character X, which allows you to select specifically the actor with an actor ID of X if he/she/it is in the party. - Fixed a bug that prevented Miss and Evade popups from showing. Version 1.04: - Fixed a bug where popups didn't show under certain animation types. - Fixed certain battler motions from not refreshing correctly. - Actions with no scope will not trigger the confirmation selection window. Version 1.03: - Added 'Wait for Effect' action sequence. - Actions now wait for effects (such as collapsing) to be done before continuing on with battle or to end battle. Version 1.02: - Fixed a bug where the help window would retain descriptions on no skills. - Synched up weapons with actor sprites so they would occur simultaneously. - Fixed an issue where requesting certain motions from enemies that don't exist would cause them to crash. Version 1.01: - Skills and items that affect both HP and MP will now show popups for both. Version 1.00: - Finished plugin!