Battle Engine Core (YEP)

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Revision as of 18:17, 25 June 2019 by Yanfly (talk | contribs) (Changelog)
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System

This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

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Masterarbeit Writer

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

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.

Battle Messages

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.

Battle Windows

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.

Battle Order

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.

Multiple Hits

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.

Popup Revamp

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

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

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.

Sideview Actions

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.

Template:Action Sequences

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.

Action Sequences

These are action sequences that you can use with this plugin. Action Sequences will require Yanfly's Battle Engine Core to work.

Action Sequences - ala Melody

Battle Engine Core includes Yanfly Engine Melody's Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

Each skill and item consists of five different action sequences. They are as follows:

1. Setup Actions
They prepare the active battler before carrying out the bulk of the action

and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

2. Whole Actions
These actions will affect all of the targets simultaneously. Although this

section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

3. Target Actions
This section will affect all of the targets individually. Used primarily

for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

4. Follow Actions
This section will dedicate towards cleanup work after the individual

targeting actions. Here, it'll do things such as removing immortal flags, start up common events, and more.

5. Finish Actions
This section will have the active battler close up the action sequence.

Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

Now that you know each of the five steps each action sequence goes through, here's the tags you can insert inside of skills and items. Pay attention to each tag name.

1. <setup action>
    action list
    action list
   </setup action>

2. <whole action>
    action list  
    action list  
   </whole action>

3. <target action>
    action list
    action list
   </target action>

4. <follow action>
    action list
    action list
   </follow action>

5. <finish action>
    action list
    action list
   </finish action>

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

Furthermore, to prevent overflooding every single one of your database item's noteboxes with action sequence lists, there's a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

<action copy: x:y>

Replace x with "item" or "skill" to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill's action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you've placed in the notebox.

Target Typing

You may notice that in some of the actions below will say "refer to target typing" which is this section right here. Here's a quick run down on the various targets you may select.

user This will select the active battler.
target, targets These will select the active targets in question.
actors, existing actors These will select all living actors.
all actors This will select all actors including dead ones.
dead actors This will select only dead actors.
actors not user This will select all living actors except for the user.
actor x This will select the actor in slot x.
character x This will select the specific character with actor ID x.
enemies, existing enemies This will select all living enemies.
all enemies This will select all enemies, even dead.
dead enemies This will select only dead enemies.
enemies not user This will select all enemies except for the user.
enemy x This will select the enemy in slot x.
friends This will select the battler's alive allies.
all friends This will select the all of battler's allies, even dead.
dead friends This will select the battler's dead allies.
friends not user This will select the battler's allies except itself.
friend x This will select the battler's ally in slot x.
opponents This will select the battler's alive opponents.
all opponents This will select the all of the battler's opponents.
dead opponents This will select the battler's dead opponents.
opponent x This will select the battler's opponent in slot x.
all alive Selects all living actors and enemies.
all members Selects all living and dead actors and enemies.
all dead Selects all dead actors and enemies.
all not user This will select all living battlers except user.
focus Selects the active battler and its targets.
not focus Selects everything but the active battler and its targets.
prev target Requires Action Sequence Impact.

During <Target Actions>, this will get the previous target in the targets list.

next target Requires Action Sequence Impact.

During <Target Actions>, this will get the next target in the targets list.

$UnisonMemberX Requires Unison Attack.

Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag.

$UnisonMembers Requires Unison Attack.

Returns all of the participating Unison Skill members.

Action Sequence List

The following is a list of Action Sequences provided by this plugin.

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.