60 search results for "buffs"

YEP.50 – Buffs & States Core

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.

You can grab the plugin here:

English Mirror

Alter the basic mechanics behind buffs and states that aren’t adjustable within the RPG Maker editor. Such mechanics include altering the maximum number of times buffs can stack, changing the turns remaining on buffs and states, and the rules involved when reapplying states.

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Fallen Angel Olivia and Atelier Irina’s Dual Plugin Release: Battle Action Sequence Impact!

BattleImpactActSeqImpact

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!

Battle Impact Plugin by Fallen Angel Olivia

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.

Action Sequence Impact Plugin by Atelier Irina

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!

Battle Effects Pack 2 plugin for RPG Maker MV by Fallen Angel Olivia

Our friend, Fallen Angel Olivia, brings us yet another plugin for RPG Maker MV!

This is a RPG Maker MV plugin that adds more features to battle. These new features include a new critical hit flash coloration because the previous one is a slight red glow that is easy to miss. Damage popups have the option of having rolling numbers before they land on a finalized number. This is to help players in figuring out which numbers are still new when multiple popups appear at the same time. These two options can be turned off.

New notetag effects have been added. These notetag effects include giving parameter bonuses depending on how high or low HP currently is, a damage cut function that stacks additively on global damage or on certain elemental damage, the ability to overheal past a battler’s MaxHP, MaxMP, or MaxTP, a new notetag trait to allow switching two parameters with each other, and some notetags to ease the usage of Yanfly’s Buffs & States Core counters.

The OctoPack Battler sample project is also updated with the new plugin and updates to the OTB plugin (for compatibility with Dragonbones and synchronizing turn order flashing). Please take your time to look at the new features!

Sep 30 2018 OctoPack Battler Big Update 3

Our friend, Fallen Angel Olivia, has a new update to her OctoPack Battler Sample Project!

Some more content has been added into the sample project and OctoPack Battler today!

An update has been made to Order Turn Battle. I’ve received some reports of certain Yanfly’s Buffs & States Core Lunatic Mode codes failing to work properly with Order Turn Battle. I don’t know why this happens, but I suspect it has to do with turn order calculation. This comes as a big surprise to me because I use a lot of Lunatic Mode notetags inside the sample project, too, and they have been working fine as far as I can tell. But since I cannot know how every single user is placing their notetags inside their projects, I have made a fail safe to organize it properly to prevent future problems with it.

That is the only major change I have done to the plugin code itself. Now, I will explain the new content added to the sample project!

The Trickster is the newest class I’ve added to the sample project. It has 8 new skills added to it!

This is Yanfly’s Jump Tips & Tricks added into the sample project to show it does indeed work with OTB despite what many people claim otherwise. This skill makes the user jump into the air for 2 turns, becoming untargetable. After 2 turns is up, the user falls down from the sky and lands on the selected enemy, dealing critical damage to it.

The Trickster is a class that brings in a lot of mechanics from the Persona series by using Yanfly’s Lunatic Mode alone! It can give an ally a state that makes a special effect: if the ally hits an enemy’s weakness, that ally will gain an extra action immediately after, as long as the enemy’s weakness hasn’t been exploited already during that turn.

There is a hidden passive effect, too: if all enemies become stunned by having their Break Shields reach 0, the Trickster will ask you if you want to do an All-Out Attack, which brings in the total ATK power of the party to deal damage to the enemy.

If you want to add the Trickster to your party, you can find him in the bar in the sample project!

This is a pretty unique class! It also shows the type of potential gameplay that can happen with different mechanics added to it like Persona’s 1-More system and All-Out Attack. Please take your time exploring the the new features!

You can check out the article here!

Battle System STB Bug Fix Update and Comparing Battle Systems

YEP.130 - Battle System - STB

It’s been brought to my attention multiple times across the past few months that there’s been bugs with STB and forced actions. This has been finally fixed as of today’s update. Or rather, it’s been fixed for about a week ago, but has been in testing throughout the week before I decided to make it official. This is mostly thanks to Olivia asking me various questions in the making of her OTB battle system, which made me go back to reference STB on where to go for her as the two systems are very similar. Not only are forced actions fixed but so are instant casts for enemies, too. This, too, is also thanks to my interactions with Olivia once again.

You can get the updated and fixed version of the STB plugin here.

That said, I can imagine many of you have questions in regards to this update. Three of which, I can picture already so I’ll go ahead and answer them.

1. Does this mean you will continue to support STB once again?

I won’t say it will leave the discontinued status, but rather, it will be subject to bug fixes when the opportunity arises. After all, the three points made in this post remain true even in the current situation. The recent update to STB is what I consider to be an exception to the rule, if only to tie up loose ends.

2. Will you add in Action Times+ to STB?

Short answer: no. Long answer: It’s not something that fits in the scheme of STB due to the constant reliance and cyclical calculation of the AGI stat to determine the turn order (as that is an integral part of what makes STB work). The other reason is that the update to STB is mostly to tie up loose ends, as answered by the previous question, not an update to continue support and eventually add more features to it. However, if Action Times+ is a big part of your battle system and you would like for it to play a big role, STB would need to drop off the AGI stat’s influence on the turn order for it to be possible. When this happens, it actually becomes Olivia’s OTB battle system. I recommend you give that a try.

3. What is the difference between CTB, STB, and OTB?

This is a question I’ve seen asked often. And as it’s asked often, it’s better that it gets answered properly, as it is the responsibility of the game’s developer to understand each of the facets that govern his/her game’s mechanics.

CTB: Charge Turn Battle is a tick-based battle system. This means there are no such thing as a “battle turn” count. While “battle turns” are added in artificially through the plugin to just tie in the works of the Troop Event Condition, “battle turns” do not fundamentally play a role in determining the turn order of everything. In place of turn counts, “ticks” are used instead where a tick is a singular calculation that determines the proper positioning and relativity of each unit to each other in the grand scheme of calculating the turn order to determine which unit will have an action earlier or later. These “ticks” can be thought of as a clock ticking in seconds, only that the time in between battlers is removed and the time during a battler’s input is frozen. The said ticks will govern state “turns”, too, as they are automatically converted into ticks. In CTB, AGI is the king, the single most important stat in the whole game. A unit with a high enough AGI can potentially have multiple action turns before a unit with far lower AGI and will outlap the slower unit even after. With this in mind, CTB is the hardest to balance AGI out of the three mentioned battle systems thanks to “haste” and “slow” states being able to completely throw the battle system’s balance out the window.

STB: Part of the reason why CTB is so hard to balance properly is due to the fact that the editor is built completely around turn-based combat. STB makes a return to that from the tick-based STB back to turn-based. STB will also attempt to artificially balance the AGI stat by utilizing the rule of the “battle turn” imposed on by the battle system: Each unit is only allowed one turn by default regardless of their AGI value. Units with higher AGI values go earlier while units with lower AGI values go later. Because of this rule, AGI still has an immensely strong grasp on the battle system but not as strong as CTB did. AGI is constantly being calculated after each action to restructure the turn order in order to keep the balance and flow of the battle system. Exceptions can exist to this rule like Instant Casts, but Action Times+ aren’t as they are fundamentally different. In STB, those who stack AGI either before or during battle will often come out on top provided everything else is balanced. Maintaining “haste” on the player party and “slow” on the enemy troop is the key and core way of winning in nearly any game that uses STB and gives access to those play states/buffs.

OTB: Like STB, OTB is turn-based instead of being tick-based. However, it does a couple of interesting things.

  1. First, it maintains a mild dependence on AGI. Each unit’s AGI is only used for the calculation of the initial turn order when it’s being made and nothing else. Any changes to a unit’s AGI once the turn has started will not influence that unit’s position in the turn order, unlike STB. At least, not until the next time AGI is used for calculating the unit’s position in the turn order.
  2. The second thing of interest, however, is that instead of using one turn order to calculate the order of the units, it actually uses two: the current turn and the next turn. This means when turns are calculated, it actually does it for the next turn whenever a battle turn rolls over. This means the new “current turn” was the previous “next turn”. What makes this interesting is that this means that AGI changes not only do not affect the current turn nor the next turn, but instead, are effective only after the turn following the next turn. This makes changing AGI during battle seem nearly delayed, yet, that doesn’t actually happen… But why is that?
  3. That brings us to the third thing of interest: because OTB has a mild hold on AGI and thrives on utilizing two turn orders, it becomes the ideal candidate for a mechanic called Turn Order Manipulation. Having two turn orders (and visible) allows for the player to manipulate it calculatingly. And because AGI only affects the initial calculation of the order in the turns, the player does not have to worry about a sudden reversal due to a change in a unit’s AGI. Changes to the turn order through manipulation are there to stay unless further manipulated by other similar effects or when a new turn is to occur. This makes the manipulation only temporary and not lingering but still remains impactful.

So what does this say about OTB? Its mild AGI dependency, flexible turn order mechanics, and all around openness to turn order changes means that it’s actually NOT a battle system where the only way to combat AGI is to get better AGI (which is seen in the case of CTB and STB). And because of the all around openness in the battle system, things like Action Times+ can be utilized and included into it and flow just fine. So what anyone can conclude is that out of the three battle systems we’ve compared, OTB is the most AGI-balanced and flexible.

This isn’t to say OTB isn’t going to be without problems. In fact, making a battle system flawless is next to impossible. Not all plugins or the Tips & Tricks effects we’ve learned and made will be necessarily compatible with it. However, this isn’t the fault of OTB, but instead, the fault of RPG Maker MV’s original battle structure. A lot of the original battle structure throws a lot of chaos into making it structurally compatible with old and/or future plugins. Fortunately, by Olivia tying her OTB to the Battle Engine Core, a lot of potential plugin compatibility issues are fixed but not all.

Whew, typed a lot more than I expected to. While I am definitely in favor of OTB, I also recognize that for certain games out there, CTB or STB is better suited for them. For this reason alone, I made these small updates to STB to hopefully make the lives of some certain people a little easier.

Lots of Plugin Updates

DevToolsError

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:

For main plugins:

For the extension plugins:

Whew! Be sure to take the time to update your plugins, everyone!

Happy RPG Making!

Cheat Menu – Part 2 – Anti-Grief – RPG Maker MV

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.

Support Team Yanfly on Patreon

Part 2 of the Cheat Menu series is here! Today, we’ll be exploring Anti-Grief options to reduce player stress while playing your game(s). The four options we’ll be exploring today will be Resist Ailments, Resist Debuffs, No Encounters, and No Surprise Attacks.

This advice video uses the following plugins:

You can grab the copy/paste code here: Continue reading

2018.04.15 – Plugin Update!

~Plugin Update

For some reason, the plugins I’ve listed yesterday didn’t update upon uploading on Dropbox and the Yanfly.moe links. They should be updated properly today. Sorry for the inconvenience.

Plugin Updates as of Launch Date to 2018.04.14~

To download all available plugins, click here.

Core Plugins

Battle Plugins

Item Plugins

Equip Plugins

Gameplay Plugins

Quest Plugins

Options Menu

Utility Plugins

View the changelog here.

To download all available plugins, click here.

RPG Maker MV 1.6.1 (beta) Update

1.6.1

RPG Maker MV has updated to version 1.6.1! Well, the beta version. You can either update it on Steam or get the standalone download from here. Overall, this is the second attempt to go back to 1.6.x, where RPG Maker MV will use updated Node JS. This will increase performance. Only this time, it looks to me like they’ve fixed the majority of the bugs (others either unknown or otherwise outside of their control).

A large number of plugins have been updated as a response to this, mostly in preparation for 1.6.1’s finalization.

Plugin Updates as of Launch Date to 2018.04.14~

To download all available plugins, click here.

Core Plugins

Battle Plugins

Item Plugins

Equip Plugins

Gameplay Plugins

Quest Plugins

Options Menu

Utility Plugins

View the changelog here.

To download all available plugins, click here.

Anyway, here’s the changelog/differences between 1.5.2 and 1.6.1 beta here: Continue reading

YEP.159 – Lunatic Pack – Action Beginning and End Effects – RPG Maker MV

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.

You can grab the plugin here:

English Mirror

Support Team Yanfly on Patreon

Sometimes, we’d like to add additional effects to our actions in battle. These effects can range from adding more HP, applying a new state to the user after everything else has happened, removing debuffs, playing an animation, or even absorbing a fraction of all the total damage directly dealt by the action this turn. This Lunatic Pack provides a new batch of effects that you can use to empower your items and skills, or to even globalize them as a result of states.

*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.

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YEP.158 – Lunatic Pack – Critical Sway – RPG Maker MV

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.

You can grab the plugin here:

English Mirror

Support Team Yanfly on Patreon

Ever wanted to have a bit more variety in how critical hits are determined in your game? This plugin gives you the ability to sway the critical hit rate of skills, items, and states in your game! Users affected by it can have their actions result in criticals based off their own HP values or the enemy’s! Or perhaps the idea of linking the critical hit rate to the element rate of the action, too? You can also alter the critical hit rate based off the number of states, buffs, or debuffs on either the user or the target!

*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.

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YEP.157 – Lunatic Pack – State Protection – RPG Maker MV

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.

You can grab the plugin here:

English Mirror

Support Team Yanfly on Patreon

This plugin allows you to add a variety of protection effects to your states to allow them to reduce HP or MP damage in more unique ways, from cutting off a percentage of the original damage, blocking off damage entirely once certain break points are met, capping damage in certain ways, and surviving fatal damage. And should any of those effects trigger, you can set the state to perform special effects, too!

*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.

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YEP.155 – Lunatic Pack – Skill Rewards – RPG Maker MV

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.

You can grab the plugin here:

English MIrror

Support Team Yanfly on Patreon

This plugin allows you to add a variety of effects to your items and skills to reward the player for good (or bad) gameplay. Certain effects can only trigger under specific conditions, such as defeating the target, landing a critical hit, or striking the target’s weakness. After these conditions have been met, the effects can range from refunding skill costs, adding buffs, removing debuffs, or even applying states.

*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.

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Yanfly Engine Plugins – Batch Update #3 – RPG Maker MV

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.

You can grab the updated plugins here:

  1. Actor Variables
  2. Battle Status Window
  3. Skill Cost Items
  4. Animated Sideview Enemies
  5. Swap Enemies
  6. Gab Window
  7. Extra Enemy Drops
  8. Profile Status Page
  9. Credits Page
  10. Buffs & States Core
  11. Weapon Unleash
  12. Region Battlebacks
  13. Shop Menu Core
  14. Row Formation
  15. Enhanced TP
  16. Limited Skill Uses
  17. More TP Modes
  18. Item Synthesis
  19. Aftermath Level Up
  20. More Currencies

To download all available plugins, click here.

Support Team Yanfly on Patreon

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!

YEP.131 – Extended Damage Over Time – RPG Maker MV

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.

You can grab the plugin here:

English Mirror

Support Team Yanfly on Patreon.

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