YEP.51 – Weapon Unleash

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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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!


Introduction


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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 weapon 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.


Happy RPG Making!