Difference between revisions of "Improved Battlebacks (YEP)"

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Latest revision as of 10:44, 13 June 2020

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

This plugin remakes how RPG Maker MV handles battlebacks. By default, all
battlebacks are handled in a hard-structured fashion making them hard to
modify and alter to behave dynamically. This plugin reworks the way RPG
Maker MV's battlebacks behave using a more automatic and flexible means of
handling them, allowing battlebacks to added, removed, change its image,
fade in/out, adjust opacity settings, and scroll in various directions!

If you are using YEP_CoreEngine and YEP_BattleEngineCore, place this plugin
under both of those plugins in the plugin list to ensure compatibility. The
action sequences provided by this plugin can only be used if the plugin
YEP_BattleEngineCore is installed in the plugin list above this plugin.

Plugin Commands

PluginCommandsMV.png

Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MV.

Here is a list of Plugin Command(s) that you may use:

You can use the following plugin commands to alter how battlebacks behave in
your game. Keep in mind that these plugin commands must be used while the
party is in battle.

---

BATTLEBACK id ADD: folder, filename
BATTLEBACK id ADD: folder, filename, hue
- Replace 'id' with the battleback you wish to alter as a number larger than
2 (i.e. 3 or above). Replace 'folder' with the exact folder name in your
project's 'img' folder (case sensitive). Replace 'filename' with the image
filename without the file extension (case sensitive). If 'hue' is used,
replace 'hue' with a number between 0 and 360 to change the hue of the image
used. This will add a new battleback stacked on top of battlebacks 1 and 2
with higher ID's being on top. When newly added, the new battleback will
start at opacity 0 and fade in with a duration of 20 frames.

BATTLEBACK id REMOVE
- Replace 'id' with the battleback you wish to alter as a number larger than
2 (i.e. 3 or above). This will remove the battleback from being shown. When
this command is used, the battleback will fade with a duration of 20 frames.
Once it reaches 0 opacity, the battleback will be removed from the battle.

BATTLEBACK id CHANGE TO: folder, filename
BATTLEBACK id CHANGE TO: folder, filename, hue
- Replace 'id' with the battleback you wish to alter. Replace 'folder' with
the exact folder name in your project's 'img' folder (case sensitive).
Replace 'filename' with the image filename without the file extension (case
sensitive). This will change the designated battleback's image to use the
desired image depicted by the folder and filename. If 'hue' is used, replace
'hue' with a number between 0 and 360 to change the hue of the image used.

BATTLEBACK id FADE OUT
BATTLEBACK id FADE OUT: duration
BATTLEBACK id FADE IN
BATTLEBACK id FADE IN: duration
- Replace 'id' with the battleback you wish to alter. This will cause the
designated battleback to fade out/in. If 'duration' is used, replace it with
a number to indicate how many frames will be used for the fade out/in. If
no duration is specified, it will default to 20 frames.

BATTLEBACK id OPACITY: n
BATTLEBACK id OPACITY: n%
- Replace 'id' with the battleback you wish to alter. Replace 'n' with the
opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the
opacity rate you wish to set the battleback to (from 0% to 100%). This will
set the designated battleback's opacity to that value. If there are any fade
in or out commands occurring as this command is issued, they'll be disabled.

BATTLEBACK id SCROLL SPEED X: +n
BATTLEBACK id SCROLL SPEED X: -n
BATTLEBACK id SCROLL SPEED Y: +n
BATTLEBACK id SCROLL SPEED Y: -n
- Replace 'id' with the battleback you wish to alter. Replace 'n' with the
value you wish to change the scroll speed X or scroll speed Y of. The higher
the 'n' value, the faster it scrolls.

BATTLEBACK id RESET SCROLL SPEED
- Replace 'id' with the battleback you wish to alter. Resets the scroll
speeds for X and Y back to 0.

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.

=============================================================================
BATTLEBACK id ADD: folder, filename
BATTLEBACK id ADD: folder, filename, hue
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter as a number larger than 2
(i.e. 3 or above). Replace 'folder' with the exact folder name in your
project's 'img' folder (case sensitive). Replace 'filename' with the image
filename without the file extension (case sensitive). If 'hue' is used,
replace 'hue' with a number between 0 and 360 to change the hue of the image
used. This will add a new battleback stacked on top of battlebacks 1 and 2
with higher ID's being on top. When newly added, the new battleback will
start at opacity 0 and fade in with a duration of 20 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 3 add: battlebacks1, GrassMazePool
               battleback 4 add: battlebacks2, GrassMaze, 180
=============================================================================

=============================================================================
BATTLEBACK id REMOVE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter as a number larger than
2 (i.e. 3 or above). This will remove the battleback from being shown. When
this command is used, the battleback will fade with a duration of 20 frames.
Once it reaches 0 opacity, the battleback will be removed from the battle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 3 remove
               battleback 4 remove
=============================================================================

=============================================================================
BATTLEBACK id CHANGE TO: folder, filename
BATTLEBACK id CHANGE TO: folder, filename, hue
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Replace 'folder' with
the exact folder name in your project's 'img' folder (case sensitive).
Replace 'filename' with the image filename without the file extension (case
sensitive). This will change the designated battleback's image to use the
desired image depicted by the folder and filename. If 'hue' is used, replace
'hue' with a number between 0 and 360 to change the hue of the image used.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 change to: parallaxes, SeaofClouds
               battleback 2 change to: battlebacks2, Ship, 180
=============================================================================

=============================================================================
BATTLEBACK id FADE OUT
BATTLEBACK id FADE OUT: duration
BATTLEBACK id FADE IN
BATTLEBACK id FADE IN: duration
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. This will cause the
designated battleback to fade out/in. If 'duration' is used, replace it with
a number to indicate how many frames will be used for the fade out/in. If
no duration is specified, it will default to 20 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 fade out
               battleback 2 fade out: 120
               battleback 1 fade in
               battleback 2 fade in: 180
=============================================================================

=============================================================================
BATTLEBACK id OPACITY: n
BATTLEBACK id OPACITY: n%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Replace 'n' with the
opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the
opacity rate you wish to set the battleback to (from 0% to 100%). This will
set the designated battleback's opacity to that value. If there are any fade
in or out commands occurring as this command is issued, they'll be disabled.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 opacity: 127
               battleback 2 opacity: 50%
=============================================================================

=============================================================================
BATTLEBACK id SCROLL SPEED X: +n
BATTLEBACK id SCROLL SPEED X: -n
BATTLEBACK id SCROLL SPEED Y: +n
BATTLEBACK id SCROLL SPEED Y: -n
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Replace 'n' with the
value you wish to change the scroll speed X or scroll speed Y of. The higher
the 'n' value, the faster it scrolls.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 scroll speed x: +1
               battleback 1 scroll speed y: +2
               battleback 2 scroll speed x: -3
               battleback 2 scroll speed y: -4
=============================================================================

=============================================================================
BATTLEBACK id RESET SCROLL SPEED
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Resets the scroll
speeds for X and Y back to 0.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 reset scroll speed
=============================================================================

Changelog

Version 1.02:
- Updated for RPG Maker MV version 1.5.0.

Version 1.01:
- Fixed a bug that wasn't returning the proper sequence checks with action
sequences.

Version 1.00:
- Finished Plugin!