Difference between revisions of "Weapon Unleash (YEP)"

From Yanfly.moe Wiki
Jump to navigation Jump to search
(Created page with "{{MvPlugin |preview=<youtube>https://www.youtube.com/watch?v=HaUCIaEMzhs</youtube> |link1=<html><iframe src="https://itch.io/embed/398790" height="167" width="552" frameborder...")
 
Line 1: Line 1:
 
{{MvPlugin
 
{{MvPlugin
|preview=<youtube>https://www.youtube.com/watch?v=HaUCIaEMzhs</youtube>
+
|preview = <youtube>https://www.youtube.com/watch?v=HaUCIaEMzhs</youtube>
|link1=<html><iframe src="https://itch.io/embed/398790" height="167" width="552" frameborder="0"></iframe></html>
+
|link1 = <html><iframe src="https://itch.io/embed/398790" height="167" width="552" frameborder="0"></iframe></html>
|link2=[http://yanfly.moe/plugins/en/YEP_WeaponUnleash.js Mirror]
+
|link2 = [http://yanfly.moe/plugins/en/YEP_WeaponUnleash.js Mirror]
  
 
}}
 
}}
Line 9: Line 9:
 
{{Yanfly Engine Plugins}}
 
{{Yanfly Engine Plugins}}
  
== Help File ==
+
== Introduction ==
  
 
  <nowiki>
 
  <nowiki>
============================================================================
 
Introduction
 
============================================================================
 
 
 
This plugin allows your game to be able to replace the Attack and Guard
 
This plugin allows your game to be able to replace the Attack and Guard
 
commands or give them the option of having a skill randomly occur when using
 
commands or give them the option of having a skill randomly occur when using
Line 24: Line 20:
 
equipment in origin, but also from actors, classes, enemies, equipment, and
 
equipment in origin, but also from actors, classes, enemies, equipment, and
 
states, too!
 
states, too!
 +
</nowiki>
  
============================================================================
+
== Notetags ==
Notetags
 
============================================================================
 
  
 +
<nowiki>
 
There's a few notetags you can use to replace the default attack and provide
 
There's a few notetags you can use to replace the default attack and provide
 
any weapon unleash effects. Note: If you're using notetags that write out
 
any weapon unleash effects. Note: If you're using notetags that write out
Line 141: Line 137:
 
   using the <Command Text: x> notetag, this will apply to both Attack and
 
   using the <Command Text: x> notetag, this will apply to both Attack and
 
   Guard names.
 
   Guard names.
 +
</nowiki>
  
============================================================================
+
== Lunatic Mode - Conditional Replace Attack & Guard ==
Lunatic Mode - Conditional Replace Attack & Guard
 
============================================================================
 
  
 +
<nowiki>
 
For those who have JavaScript proficiency and would like to make attack or
 
For those who have JavaScript proficiency and would like to make attack or
 
guard replacement work off conditional means, you can use the following
 
guard replacement work off conditional means, you can use the following
Line 179: Line 175:
 
   'id' variable is 0, the check has failed and will continue on with the
 
   'id' variable is 0, the check has failed and will continue on with the
 
   list to the next target.
 
   list to the next target.
 +
</nowiki>
  
============================================================================
+
== Lunatic Mode - Conditional Weapon Unleash and Guard Unleash ==
Lunatic Mode - Conditional Weapon Unleash and Guard Unleash
 
============================================================================
 
  
 +
<nowiki>
 
For those who have JavaScript proficiency and would like to add Weapon or
 
For those who have JavaScript proficiency and would like to add Weapon or
 
Guard Unleashes with conditional success rates, you can use the following
 
Guard Unleashes with conditional success rates, you can use the following
Line 243: Line 239:
 
   guard unleashes later in the list, that guard unleash will take priority
 
   guard unleashes later in the list, that guard unleash will take priority
 
   and override all the following guard unleashes.
 
   and override all the following guard unleashes.
 +
</nowiki>
  
============================================================================
+
== Changelog ==
Changelog
 
============================================================================
 
  
 +
<nowiki>
 
Version 1.05:
 
Version 1.05:
 
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
 
- Bypass the isDevToolsOpen() error when bad code is inserted into a script

Revision as of 01:21, 22 June 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

This plugin allows your game to be able to replace the Attack and Guard
commands or give them the option of having a skill randomly occur when using
them in reference to Golden Sun's Weapon Unleash system!

When replacing the Attack and Guard commands, the text can be changed out
for the command names as well. These replacements aren't limited to just
equipment in origin, but also from actors, classes, enemies, equipment, and
states, too!

Notetags

There's a few notetags you can use to replace the default attack and provide
any weapon unleash effects. Note: If you're using notetags that write out
the skill's name and you have multiple skills in your database with the same
name, priority will be given to the skill with the highest ID.

Actor, Class, Enemy, Weapon, Armor, State notetags:

  --- Replace Attack ---

  <Replace Attack: x>
  <Replace Attack: name>
  This will replace the attack skill used by the battler. If a battler would
  have multiple attack replacements, priority will be given in the following
  order in a first-come-first-serve aspect:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  --- Replace Guard ---

  <Replace Guard: x>
  <Replace Guard: name>
  This will replace the guard skill used by the battler. If a battler would
  have multiple guard replacements, priority will be given in the following
  order in a first-come-first-serve aspect:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  --- Weapon Unleash ---

  <Weapon Unleash x%: y>
  <Weapon Unleash x%: name>
  This causes the Attack skill to have a x% chance to randomly use skill y
  (or named). This will apply only to the Attack Command. Insert multiple
  copies of this notetag to give more weapon unleashes. If a battler would
  have multiple weapon unleashes, the randomization check will occur in the
  following order:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  If a weapon unleash check passes earlier in the list while there are still
  weapon unleashes later in the list, that weapon unleash will take priority
  and override all the following weapon unleashes.

  --- Guard Unleash ---

  <Guard Unleash x%: y>
  <Guard Unleash x%: name>
  This causes the Guard skill to have a x% chance to randomly use skill y
  (or named). This will apply only to the Guard Command. Insert multiple
  copies of this notetag to give more guard unleashes. If a battler would
  have multiple guard unleashes, the randomization check will occur in the
  following order:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  If a guard unleash check passes earlier in the list while there are still
  guard unleashes later in the list, that guard unleash will take priority
  and override all the following guard unleashes.

  --- Unleash Rate Modifiers ---

  <Weapon Unleash: +x%>
  <Weapon Unleash: -x%>
  This alters the weapon unleash rate for all weapon unleashes by +x%/-x%.

  <Weapon Unleash x: +y%>
  <Weapon Unleash x: -y%>
  <Weapon Unleash name: +y%>
  <Weapon Unleash name: -y%>
  This alters the weapon unleash rate for skill x (or name) by +y%/-y%. If
  you are using the named notetag and you have multiple skills in your
  database that use multiple names, priority will be given to the skill with
  the highest ID.

  <Guard Unleash: +x%>
  <Guard Unleash: -x%>
  This alters the guard unleash rate for all weapon unleashes by +x%/-x%.

  <Guard Unleash x: +y%>
  <Guard Unleash x: -y%>
  <Guard Unleash name: +y%>
  <Guard Unleash name: -y%>
  This alters the guard unleash rate for skill x (or name) by +y%/-y%. If
  you are using the named notetag and you have multiple skills in your
  database that use multiple names, priority will be given to the skill with
  the highest ID.

Skill Notetags:

  <Command Text: x>
  <Attack Text: x>
  <Guard Text: x>
  If you are using Replace Attack or Replace Guard, you can change the way
  the command name appears in the actor command window to x. If you are
  using the <Command Text: x> notetag, this will apply to both Attack and
  Guard names.

Lunatic Mode - Conditional Replace Attack & Guard

For those who have JavaScript proficiency and would like to make attack or
guard replacement work off conditional means, you can use the following
Lunatic Mode notetags:

Actor, Class, Enemy, Weapon, Armor, State notetags:

  --- Replace Attack ---

  <Custom Replace Attack>
  if (user.level > 50) {
    id = 50;
  } else {
    id = 0;
  }
  </Custom Replace Attack>
  This will run a custom conditional check to see if the Attack command gets
  replaced. The 'id' variable is the skill ID that it will change to. If the
  'id' variable is 0, the check has failed and will continue on with the
  list to the next target.

  --- Replace Guard ---

  <Custom Replace Guard>
  if (user.level > 50) {
    id = 50;
  } else {
    id = 0;
  }
  </Custom Replace Guard>
  This will run a custom conditional check to see if the Guard command gets
  replaced. The 'id' variable is the skill ID that it will change to. If the
  'id' variable is 0, the check has failed and will continue on with the
  list to the next target.

Lunatic Mode - Conditional Weapon Unleash and Guard Unleash

For those who have JavaScript proficiency and would like to add Weapon or
Guard Unleashes with conditional success rates, you can use the following
Lunatic Mode notetags:

Actor, Class, Enemy, Weapon, Armor, State notetags:

  --- Weapon Unleash ---

  <Custom Weapon Unleash: x>
  rate = user.hp / user.mhp;
  </Custom Weapon Unleash: x>

  <Custom Weapon Unleash: name>
  rate = user.hp / user.mhp;
  </Custom Weapon Unleash: name>

  This causes the Attack skill to have a chance to randomly use skill x
  (or named). The 'rate' variable will determine the success rate of the
  unleash. This will apply only to the Attack Command. Insert multiple
  copies of this notetag to give more weapon unleashes. If a battler would
  have multiple weapon unleashes, the randomization check will occur in the
  following order:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  If a weapon unleash check passes earlier in the list while there are still
  weapon unleashes later in the list, that weapon unleash will take priority
  and override all the following weapon unleashes.

  --- Guard Unleash ---

  <Custom Guard Unleash: x>
  rate = user.hp / user.mhp;
  </Custom Guard Unleash: x>

  <Custom Guard Unleash: name>
  rate = user.hp / user.mhp;
  </Custom Guard Unleash: name>

  This causes the Guard skill to have a chance to randomly use skill x
  (or named). The 'rate' variable will determine the success rate of the
  unleash. This will apply only to the Guard Command. Insert multiple
  copies of this notetag to give more guard unleashes. If a battler would
  have multiple guard unleashes, the randomization check will occur in the
  following order:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  If a guard unleash check passes earlier in the list while there are still
  guard unleashes later in the list, that guard unleash will take priority
  and override all the following guard unleashes.

Changelog

Version 1.05:
- 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 1.04:
- Bug fixed for replaced attacks that do not have a selection target.
- Documentation update. Fixed a help file error.

Version 1.03:
- Lunatic Mode fail safes added.

Verison 1.02:
- If a battler is afflicted with berserk, charm, or confusion and they use a
scope other than a single target action, the scope will now be adjusted to
fit the scope of the action if it targets multiple enemies or allies.

Version 1.01:
- Updated for RPG Maker MV version 1.1.0.

Version 1.00:
- Finished Plugin!