Battle Action Sequences are lots of fun to watch. But for all players alike, seeing the same long-drawn out Battle Action Sequences for the hundredth time will get old. This plugin gives players the ability to fast forward or skip entire Battle Action Sequeneces altogether and show that you, as a game developer, respects the player’s time and decision on how they wish to play your game.
You could change the buttons to perform these actions, but from the plugin’s default settings, you could fast forward by holding down the designated OK button (Z or Space on keyboard or holding the left mouse button down). To toggle Auto-Fast Forward, pressing Page Up or Q can do that or by pressing the Fast Forward button on the screen.
If you haven’t changed the button setup, skipping animations can be done by holding down the designated Cancel Button (X or Escape on keyboard by the right mouse button). To toggle Auto-Skip Forward, pressing Page Down or W will toggle the Auto-Skip Forward feature or by pressing the Skip Forward button on the screen.
Our friendly plugin developers, Fallen Angel Olivia and Atelier Irina, have created two new plugins for a simultaneous release. One is for adding special effects to your battle system while the other adds entirely new Action Sequences for your skills including projectiles! You can buy these separately or purchase them together in a bundle at a discount!
This is a RPG Maker MV plugin that adds a little bit more impact to battle by producing special on screen filter effects to make certain actions like critical hits, adding/removing states or buffs, healing, guarding, and dodging more visibly different adding to the flavor of the battle.
This plugin is plug-n-play, which means you don’t have to do anything other than install it to reap all the benefits. If you wish to turn off certain features, you can do so in the plugin parameters.
This plugin adds new Action Sequences to Yanfly’s Battle Engine Core (so make sure you have that plugin and the Action Sequence Packs installed) to add a couple of new effects such as balloons, move adjustments, easings, projectiles, and if you have Olivia’s Battle Impact plugin, the special impact effects, too!
Great work, you two, especially working together to create these lovely visual effects!
Adapted and improved from Battle Engine Melody, Action Sequences can now be used for the hardcore users of YEP’s Battle Engine Core. Using Action Sequences, you can create, animate, and alter the individual aspects of any battle action in the game.
Weather does not appear in battles in RPG Maker MV by default. This causes a disconnect from entering a battle on a map with weather effects rolling in the background to a battle scene where the skies are suddenly devoid of such weather behavior. This plugin adds in the simple effect of making whatever weather that’s being played on the map also affect the weather played in battle. There’s also new functions to save weather settings and recall them for later in addition to a new action sequence for those using the Battle Engine Core plugin.
If you are using YEP_BattleEngineCore.js, place this plugin underneath it in the Plugin Manager’s plugin list.
I’m sure many of you who have updated to MV version 1.6.0 or higher have encountered that error message. Why does it occur? It’s because ever since MV has updated to version 1.6.0 or above, it uses a newer version of NodeJS, the client that runs your game. For whatever reason, this version of NodeJS removed the isDevToolsOpen() function, making some of the code used in many of my plugins (64 to be exact) to leave behind this error message whenever custom but flawed code is entered in a script call or a Lunatic Mode segment. This issue is now “remedied” by just simply bypassing the check. You will still need to open up the Dev Tools window on your own using the F8 key to see the error stack that’s produced.
In any case, here’s the following plugins that have been affected and are now updated to have this issue fixed:
Player comfort is a major thing to pay attention to when it comes to designing video games nowadays. RPG’s are no exception either. And inside of RPG’s, the player is usually within a battle a large portion of the time. And for this large portion of the time, players are often waiting for battle animations to finish playing.
This plugin adds in the ability for players to choose how fast they want battle animations to play from inside the options menu. From the default speed, which plays one animation frame per four real frames, to the fastest setting, which plays one animation frame per one real frame, the player now has the option to choose how quickly things progress in battle.
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:
RPG Maker MV’s 1.5.0 update contains a lot of new features. Of which, the newest plugin parameters add to a lot of quality of life updates. Yanfly and co. will be working on updating the existing plugins to access these new features!
DragonBones allows your games to use skeletal animation, a type of computer animation in which a character (or object) is represented by skins/textures and a digital set of interconnected bones (called the skeleton). Using a set of instructions, the game will create animations based off these skins, skeletons, and instructions to create beautifully smooth and light-weight movements.
This plugin, made by TheGreenKel, and collaborated with Yanfly, will allow you to use skeletal animations made by DragonBones for your battle system! This means that with skeletal animation, you can make your battles look extremely fluid, more flexible animations outside of only 3 frames per motion, more than 18 possible motions, get rid of sprite based resources for faster loading times, and smaller file sizes for your games! In other words, there’s practically no drawback to using it provided you have the resources.
This is a collaboration plugin by TheGreenKel and Yanfly to ensure compatibility with the Yanfly Engine Plugins library.
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.