Difference between revisions of "Lunatic Pack - Action Beginning and End Effects (YEP)"
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Latest revision as of 10:41, 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.
Required Plugins
The following plugins are required in order to use this plugin.
Place the following plugins above this plugin located in the Plugin Manager.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Introduction
This plugin requires the following plugins: - Battle Engine Core Place this plugin beneath the above listed plugin(s) in the plugin manager. Sometimes, we'd like to add additional effects to our actions in battle. These effects can range from adding more HP, applying a new state to the user after everything else has happened, removing debuffs, playing an animation, or even absorbing a fraction of all the total damage directly dealt by the action this turn. This Lunatic Pack provides a new batch of effects that you can use to empower your items and skills, or to even globalize them as a result of states. *NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.
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.
---
Insert the following notetags into a skill, item, or state's notebox to give it one of these effects: --- Skill, Item, and State Notetags: <timing Action: effect> - Most of this plugin's notetags will follow the above format. 'timing' is to be replaced with either 'Begin' or 'End' while 'effect' is to be replaced by the entries in the following EFFECT section below. Insert multiple notetag entries to give your skills/items more effects. If a multitude of effects are present, then the order they'll occur will be: skill/item first, state effects based off of their state priority order from highest priority to lowest priority. =-=-=-= Action TIMING =-=-=-= <Begin Action: effect> - If the timing is 'begin', then this effect will occur after the action's cost is used. <End Action: effect> - If the timing is 'end', it will occur after all action sequences are completed at the end of the current action. =-=-=-= Action EFFECTS =-=-=-= --- Animation Effects --- <timing Action: Animation x> <timing Action: Animation x, Mirror> <timing Action: Animation x, Delay y> <timing Action: Animation x, Mirror, Delay y> - This will make the animation x play on the user performing the action. If you insert 'Mirror' into the effect line, then the animation will be mirrored. If you insert 'Delay y' and replace 'y' with a number value, the animation will be delayed y frames before playing the animation. SUGGESTED BY: Yanfly --- HP Effects --- <timing Action: +x HP> <timing Action: -x HP> - Replace 'effect' with the above format. Replace 'x' with a flat amount of HP you wish to apply to the user. SUGGESTED BY: Yanfly <timing Action: +x HP%> <timing Action: -x HP%> - Replace 'effect' with the above format. Replace 'x' with a HP equal to x% of the user's MaxHP to apply to the user. SUGGESTED BY: Yanfly <End Action: Drain x% Total HP Damage> - Can only work with end actions. Use the above format. Replace 'x' with the percentage of all total HP damage dealt directly by the user this action to recover as HP. SUGGESTED BY: Yanfly <End Action: Recoil x% Total HP Damage> - Can only work with end actions. Use the above format. Replace 'x' with the percentage of all total HP damage dealt directly by the user this action to self-damage as HP. SUGGESTED BY: Yanfly --- MP Effects --- <timing Action: +x MP> <timing Action: -x MP> - Replace 'effect' with the above format. Replace 'x' with a flat amount of MP you wish to apply to the user. SUGGESTED BY: Yanfly <timing Action: +x MP%> <timing Action: -x MP%> - Replace 'effect' with the above format. Replace 'x' with a MP equal to x% of the user's MaxMP to apply to the user. SUGGESTED BY: Yanfly <End Action: Drain x% Total MP Damage> - Can only work with end actions. Use the above format. Replace 'x' with the percentage of all total MP damage dealt directly by the user this action to recover as MP. SUGGESTED BY: Yanfly <End Action: Recoil x% Total MP Damage> - Can only work with end actions. Use the above format. Replace 'x' with the percentage of all total MP damage dealt directly by the user this action to self-damage as MP. SUGGESTED BY: Yanfly --- TP Effects --- <timing Action: +x TP> <timing Action: -x TP> - Replace 'effect' with the above format. Replace 'x' with a flat amount of HP you wish to apply to the user. SUGGESTED BY: Yanfly <timing Action: +x TP%> <timing Action: -x TP%> - Replace 'effect' with the above format. Replace 'x' with a TP equal to x% of the user's MaxTP to apply to the user. SUGGESTED BY: Yanfly --- Buff/Debuff Effects --- <timing Action: Add x Buff> <timing Action: Add x Buff, y Turns> <timing Action: Add x Debuff> <timing Action: Add x Debuff, y Turns> - Replace 'effect' with the above format(s). Replace 'x' with any of the following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to have the effect alter the respective stat. If using the format with 'y' turns, replace 'y' with the number of turns you wish for the buff or debuff to last. If 'y' is not used, it will last for 5 turns instead. SUGGESTED BY: Yanfly <timing Action: Remove x Buff> <timing Action: Remove x Debuff> - Replace 'effect' with the above format(s). Replace 'x' with any of the following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to have the effect remove the respective buff/debuff from the user if the conditions are met. If 'y' is not used, it will last for 5 turns instead. SUGGESTED BY: Yanfly --- State Effects --- <timing Action: Add State x> - Replace 'effect' with the above format(s). Replace 'x' with the state ID you wish to add to the user. SUGGESTED BY: Yanfly <timing Action: Remove State x> - Replace 'effect' with the above format(s). Replace 'x' with the state ID you wish to remove from the user. SUGGESTED BY: Yanfly
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.
For experienced users that know JavaScript and have RPG Maker MV 1.5.0+, you can add new notetag effects that can be used by the plugin or alter the effects of currently existing notetag effects from the plugin parameters entry: Effect Code. It should look something like this: --- // --------- // Animation // --------- if (data.match(/ANIMATION[ ](\d+)/i)) { var animationId = parseInt(RegExp.$1); var mirror = data.match(/MIRROR/i); if (data.match(/DELAY[ ](\d+)/i)) { var delay = parseInt(RegExp.$1); } else { var delay = 0; } user.startAnimation(animationId, mirror, delay); ... // ------------------------------- // Add new effects above this line // ------------------------------- } else { skip = true; } --- Here's what each of the variables used in this code bit refer to: -------------------- --------------------------------------------------- Variable: Refers to: -------------------- --------------------------------------------------- item The item being used by this action skill The skill being used by this action isItem Returns true if action is an item isSkill Returns true if action is a skill a Returns the action user user Returns the action user subject Returns the action user b Returns the action's current target target Returns the action's current target s[x] Return switch x (true/false) v[x] Return variable x's current value user._result The current results for the user target._result The current results for the target userPreviousResult The results for the user before any changes targetPreviousResult The results for the target before any changes totalHpDamage The total amount of HP damage dealt this action totalMpDamage The total amount of MP damage dealt this action skip Default: false. If true, popups --- If you need to revert the Effect Code back to its original state, delete the plugin from your plugin manager list and then add it again. The code will be back to default.
Changelog
Version 1.01: - 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 1.00: - Finished Plugin!