Difference between revisions of "Element Core (YEP)"

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* [[Judgment (MV Plugin Tips & Tricks)|Judgment]]
 
* [[Judgment (MV Plugin Tips & Tricks)|Judgment]]
 
* [[Negative Ions (MV Plugin Tips & Tricks)|Negative Ions]]
 
* [[Negative Ions (MV Plugin Tips & Tricks)|Negative Ions]]
 +
* [[Overheat (MV Plugin Tips & Tricks)|Overheat]]
  
 
== Changelog ==
 
== Changelog ==

Revision as of 15:10, 9 July 2019

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.



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.


Masterarbeit Writer

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Introduction

Elemental control in RPG Maker MV is pretty lacking. The calculation of how
multiple elements are handled aren't very clear nor are they too intuitive
when it comes to certain aspects. This plugin also gives way to skills and
items having more than one element, battlers being able to absorb, reflect,
amplify elemental damage, and more!

* Note: If you are using the Battle Engine Core, place this plugin under the
Battle Engine Core in the plugin list for additional features.

* Note: If you are using the Damage Core, place this plugin underneath the
Damage Core plugin in the list for maximum compatibility.

Notetags

NotetagsMV.png

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.

---

Use these notetags if you wish to modify various aspects of elements for
your database objects.

Skill and Item Notetags

  <Bypass Element Reflect>
  - Allows this skill/item to ignore elemental reflect properties. This will
  not bypass reflect properties as a whole, however.

  <Multiple Elements: x>
  <Multiple Elements: x to y>
  <Multiple Elements: x, x, x>
  <Multiple Elements: name, name, name>
  - This adds elements x (or name) to the skill/item in addition to the
  skill/item's current element. Skills and items with multiple elements will
  follow the Multi-Element Rule when calculating damage rate. Insert more of
  this notetag to insert more elements.

  <Multi-Element Rule: Lowest>
  <Multi-Element Rule: Add>
  <Multi-Element Rule: Multiply>
  <Multi-Element Rule: Highest>
  <Multi-Element Rule: Average>
  - This allows you to set the rule for this skill/item if it has multiple
  elements. Either the lowest rate, the additive sum of all rates, the
  multiplicative product of all rates, or the highest rate will be used. If
  average is used, it will be the average of all element rates.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <Element Absorb: x>
  <Element Absorb: x, x, x>
  <Element Absorb: name>
  <Element Absorb: name, name, name>
  - Causes element x to be absorbed and heals the battler. When an element
  is absorbed, the rate goes down by 200% instead of being just an inverse.
  This is so that battlers that are originally resistant to the element will
  absorb more of the element while battlers that are originally vulnerable
  to the element will absorb less of the element. The minimum amount
  absorbed is 0.01%.

  <Element Reflect x: +y%>
  <Element Reflect x: -y%>
  <Element Reflect name: +y%>
  <Element Reflect name: -y%>
  - Increases or decreases the rate to reflect element x by y%. If a skill
  or item has multiple elements, the reflect rate is added for each element
  used by the skill/item.

  <Element Magnify x: +y%>
  <Element Magnify x: -y%>
  <Element Magnify name: +y%>
  <Element Magnify name: -y%>
  - If the user performs a skill or item that utilizes element x (or name),
  increase or decrease its damage by y%. If a skill or item has multiple
  elements, the rate is increased additively for each element and adjusted
  multiplicatively with base rate. This bottoms out at 0%.

  <Element Amplify x: +y%>
  <Element Amplify x: -y%>
  <Element Amplify name: +y%>
  <Element Amplify name: -y%>
  - If the user performs a skill or item that utilizes element x (or name),
  increase or decrease its damage by y%. If a skill or item has multiple
  elements, the rate is increased additively for each element and adjusted
  additively for base rate.

  <Element Null>
  - This will cause the battler to not have elemental attacks when using
  skills and items. However, this will not bypass the 'Force Element' action
  sequence effect.

  <Force Element x Rate: y%>
  <Force Element name Rate: y%>
  - This forces the battler's elemental rate for x (or named) to be y%. This
  will work in a priority setting of states (highest priority to lowest),
  equips (first to last), then class, then actor/enemy if more than one
  notetag is used for the same element. If y is negative, the element is
  absorbed.

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.

If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
damage related action sequences.

=============================================================================
ADD ELEMENT: X
ADD ELEMENT: X, X, X
ADD ELEMENT: NAME
ADD ELEMENT: NAME, NAME, NAME
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will add more elements to the currently existing elements. This will
not include forced elements.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add element: 4
               add element: 5, 6, 7
               add element: fire
               add element: ice, wind, water
=============================================================================

=============================================================================
CLEAR ELEMENT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will clear any ___ Element action sequence settings and revert element
calculation back to normal.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: clear element
=============================================================================

=============================================================================
FORCE ELEMENT: X
FORCE ELEMENT: X, X, X
FORCE ELEMENT: NAME
FORCE ELEMENT: NAME, NAME, NAME
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will override elemental settings for elemental damage rate calculations
except for customized calculations that aim at specific elements.  This will
ignore all other elements.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: force element: 4
               force element: 5, 6, 7
               force element: fire
               force element: ice, wind, water
=============================================================================

=============================================================================
NULL ELEMENT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will force the elements to null. Calculated elemental damage will
always return neutral rate. Using this will clear the Force Element action
sequence effect.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: null element
=============================================================================

Tips & Tricks

The following Tips & Tricks effects use this plugin:

Changelog

Version 1.03:
- Updated for RPG Maker MV version 1.5.0.

Version 1.02:
- Added <Element x Magnify: +y%>, <Element x Magnify: -y%> notetags. These
notetags different from the Amplify counterparts in a way where the Amplify
notetags will shift the element rate additively. These will alter the rate
multiplicatively.

Version 1.01:
- Optimized element rate calculation where if no elements are present, then
damage rate will default to 100%.

Version 1.00:
- Finished Plugin!