YEP.22 – Instant Cast

Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

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A popular request from the RPG Maker VX and Ace versions of Yanfly Engine, Instant Cast makes its way into RPG Maker MV’s plugin library with a few more features now! Instant Cast allows for skills and items to be instantly used after being selected without using up the user’s turn!


Introduction


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When an action has an instant cast property, that action is used immediately on the spot without needing to wait for the turn to start. After using it, the actor can perform another action. This can add a whole new dimension of battle depth to your game as instant cast actions do not consume a turn. Note that if your actors can perform multiple actions, the instant cast will only occur if it is the very first action selected and not a subsequent one.

In the event an enemy uses an instant cast skill, once the enemy’s turn comes up, it will perform the instant cast skill and then immediately after, perform another skill.

It is highly recommended to use this plugin with another plugin that enables skill restrictions.


Notetags


The following are some notetags you can use to apply Instant Cast properties to your actions.

Skill and Item Notetags:
<Instant>
<Instant Cast>
Both notetags work the same. This causes this action when selected as the first action for an actor to be instantly cast. When used by an enemy, this will cause the enemy to have a follow up action without consuming the enemy’s turn.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Instant Skill: x>
<Instant Skill: x, x, x>
<Instant Skill: x to y>
This makes skill(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using ‘x to y’, it will be applied to all the skills from x to y.

<Instant Item: x>
<Instant Item: x, x, x>
<Instant Item: x to y>
This makes item(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using ‘x to y’, it will be applied to all the items from x to y.

<Cancel Instant Skill: x>
<Cancel Instant Skill: x, x, x>
<Cancel Instant Skill: x to y>
This makes skill(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using ‘x to y’ then it will be applied to all skills from x to y.

<Cancel Instant Item: x>
<Cancel Instant Item: x, x, x>
<Cancel Instant item: x to y>
This makes item(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using ‘x to y’ then it will be applied to all items from x to y.


Lunatic Mode – Conditional Instants


In the event you wish to have an action be dynamic in whether or not it is an instant cast, you can use this notetag setup:

Skill and Item Notetags:
<Instant Eval>
code
code
</Instant Eval>
The code can be anything. However, what you want to define is the variable ‘instant’ to be true or false. ‘instant = true’ means the action will be instant cast while ‘instant = false’ means the action will not. If the variable ‘instant’ comes to no conclusion, it will resume like normal to determine instant properties via other modifiers. It is recommended to use an if/else statement with this notetag.

*Note: This will take priority over <Cancel Instant> notetags. This is the only exception to the rule, but only because it can function as its own <Cancel Instant> if done in such a way.

Example:
<Instant Eval>
if (user.atk >= 300) instant = true;
</Instant Eval>

In the above example, if the user’s ATK value is equal to or greater than the value of 300, the action with this notetag will be considered to have instant cast properties.


Instant Cast Priority Settings


Since there are a lot of properties now that determine if a skill or item will have instant cast properties, here’s the priority order:

1. Instant Eval Notetags
If a skill/item’s <Instant Eval> notetag dictates ‘instant = true’ or ‘instant = false’, that setting will take priority over everything else.

2. Cancel Instant Notetags
If there’s a property that will cancel out instant casting on the actor, class, enemy, weapon, armor, or state, this will take priority over all except for anything dictated by the Instant Eval notetag.

3. Instant Skill/Item Granting Notetags
The actor, class, enemy, weapon, armor, and state notetags that grant Instant Cast properties will to skills and items will take priority over all except those shown above in this list.

4. Inherent Instant Cast Property
If nothing above is used or applied, whether or not a skill or item will have an Instant Cast property will be determined by it having <Instant Cast> in its notebox.


Happy RPG Making!