Sometimes, we’d like a little bit more control over the kinds of things that occur during certain aspects of our RPG Maker projects. What could have been easily done through common events is made more difficult because there are no proper triggers to activate those common events. This plugin enables certain triggers to occur from loading a game, winning a battle, escaping a battle, and more. Continue reading →
This plugin lets you assign certain BGM’s to certain troops so that they will play from the map transition into the battle. Furthermore, when a major enemy’s HP is reduced to certain values, the battle BGM can change as well. This will help add extra feeling to the battle and make battle BGM’s less monotonous for longer battles.
This is a collaboration plugin by Chickie and Yanfly to ensure compatibility with the Yanfly Engine Plugins library. Continue reading →
RPG Maker MV does not provide the ability to utilize custom formulas for any damage or healing over time state effects. This plugin, through aid of Yanfly’s Buffs & States Core, will allow usage for formulas to create custom damage or healing over time values, animations to go with them, variance control, and elemental rate aspects.
This is a collaboration plugin by Tigress and Yanfly to ensure compatibility with the Yanfly Engine Plugins library. Continue reading →
Some plugins have been updated! Mostly for the newer plugins and some unforeseen bugs that have gotten through!
The Extended Message Pack gets a documentation update. There were some errors in the help file. They’re corrected now.
The Battle Engine Core gets a bug fixed where the enemy name windows disappear if you change scenes mid-way through battle and return to it.
The Battle System – STB plugin gets a bug fix that caused escaping to crash the game if not using STB.
Turn Order Display gets three fixes: Fixed some bugs that caused crashes when returning to the battle scene. Fixed a bug that altered the order flow during a Surprise Attack or a Preemptive Attack for battle advantage. Made turn order display not cover up certain windows.
Improved Battlebacks gets a bug fixed that wasn’t returning the proper sequence checks with action sequences.
The Area of Effect plugin receives a plugin update to provide checks against certain selection condition types used with YEP_X_SelectionControl. Unique conditions will disable AoE types to prevent clashing which include enemy/actor switching, certain rows, and toggling between single/multiple. There’s simply too many mechanic conflicts here that I’ll have to post pone looking at them for a later date.
The Standard Turn Battle system functions off of the Default Turn Battle system’s structure. Action orders are determined by the battlers’ AGI values and they go from highest to lowest. However, actions are not selected at the start of the turn. Instead, the turn progresses and the actions are picked as each battler’s turn appears, then proceeds to be executed immediately.
Each battler is only allowed one action per battle turn, meaning a single battler cannot have twice the number of turns as another battler even if the battler’s AGI value is double that of the other. This is to prevent any balancing issues that come from tick-based battle systems as they tend to be far more difficult to balance compared to turn-based battle systems. Continue reading →
For Turn-Based Battle Systems like DTB (Default Turn Battle), letting the player see the turn order visually can add a whole lot more depth to the battle system. This plugin will add a display of icons showing the turn order of the player’s party and the enemy party within a corner of the screen (modifiable).
NOTE! This plugin does NOT work with tick-based Battle Systems like ATB or CTB! It is specifically made to work only with turn-based battle systems.
Hey all! For those who frequent the RPG Maker How-To Subreddit, a Discord chat has been opened for those who’d like a bit more real time chit-chat!
You are all invited to join our growing community in which you will be able to share not only Tips & Tricks ideas and suggestions but also Action Sequences, Game Mechanics, Game Design and even self-promoting your project!
For those of you who are not familiar with the app, Discord is a kind of hybrid between live chat and blog, in which you can chat with people but also tag emojis to other people’s comments and with a pin message system.