39 search results for "passive states"

YEP.13 – Auto Passive States

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:

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Portuguese Mirror

Spanish Translation

Add passive states to your game! They can be innate to actors, classes, appear when a piece of equipment is worn, or after an actor learns a skill! Having a passive state increase gameplay depth by a lot!

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Plugin Optimization Updates for Passives

YEP.013

YEP.117 - Passive Aura Effects

Both Auto Passive States and Passive Aura Effects received optimization updates as of this update.

I’ve been receiving reports from a couple of game devs saying that if they have too many passive states on at a time (namely, 50+), the game gets lag spikes regularly. This happens especially if there are too many passive conditions present. It took quite a bit of work to get this matter replicated for me, but the problem should be fixed (or at least, reduced) for the time being.

Please go to each one of these plugins and download their new versions as well as updating them for your game(s). Your games should run faster now with less lag spikes caused from passives themselves!

To download all available plugins, click here.

YEP.161 – Lunatic Pack – Passive Condition Cases – 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

Passive States can be a powerful addition to a game, but if they are always active throughout a battle, they can be a little too powerful. Sometimes, you will want to limit the extent at which your passive states will be active by imposing conditional cases upon them. If all of the passive’s conditional cases have been met, then the passive will become active. This plugin adds a multitude of conditional cases for you to be able to use in your game and limit certain passive states from having their effects active at all times.

*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.117 – Passive Aura 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:
http://www.rpgmakerweb.com/products/programs/rpg-maker-mv

You can grab the plugin here:

English Mirror

Passive Aura Effects are commonly found in many online multiplayer games with RPG elements. When a battler can give out an aura, it will affect other nearby battlers, too, either ally and/or foe. This plugin will allow states to generate aura effects for other party members, opponents, or specifically for actor and/or enemy parties.

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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

Cheat Menu – Part 1 – “God Mode” – 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.

This is the beginning of a new video series that will explain, step by step, how to create a cheat menu/assist mode for your game! Cheat menus/Assist Mode are features in modern games that are becoming more and more common. As play styles types vary from player to player, so will be what they expect out of their games. And what a better way to start things off than with the ever so staple “God Mode” cheat?

This advice video uses the following plugins:

You can grab the copy/paste code here:

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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

Yanfly Engine Plugins – Batch Update #1 – 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:
http://www.rpgmakerweb.com/products/programs/rpg-maker-mv

You can grab the updated plugins here!

  1. Core Engine
  2. Message Core
  3. Battle Engine Core
  4. Action Sequence Pack 1
  5. Action Sequence Pack 2
  6. Action Sequence Pack 3
  7. Victory Aftermath
  8. Skill Core
  9. Skill Cooldowns
  10. Equip Core
  11. Item Core
  12. Item Upgrade Slots
  13. Auto Passive States
  14. Main Menu Manager
  15. Base Troop Events
  16. Battle A.I. Core
  17. Region Events
  18. Region Restrictions
  19. Save Event Locations
  20. Event Chase Player

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!

Plugin Updates #207

Today, we have a rather MASSIVE update. Roughly 40-ish plugins got updated today because of something in particular I wanted to change. That is namely the fact that if you, as the RPG Maker project creator, make a bad line of code for a script call, it would crash your RPG Maker game and halt everything. The player would have to restart (desktop), refresh (browser), reboot (mobile), etc. The game is completely unable to continue. In my opinion, this is something that is absolutely detrimental to gameplay. While yes, the bug shouldn’t exist in the first place, we as creators are all human so it’s very possible and, in fact, likely that we make mistakes with our script calls.

That said, the YEP Core Engine is now updated where script calls for Script Call events, Movement Routes, Conditional Branches, and Control Variables will no longer crash the game. Instead, if the code is faulty, it will be ignored. If the game is in test play, it will open up the debug console and show you the code that caused the crash and the error message that comes with it. For non-test play, none of this will happen with the exception of browser games. The console won’t pop up, but the error message will still display if you happen to open up the debug console in-browser.

Now, I did this separately for all the other plugins that utilize Lunatic Mode, too. However, I could have easily made this change all refer to the Core Engine for this kind of effect. Yet, I didn’t. My reasoning? The Core Engine, despite contrary belief, is not a required plugin for my plugin library to run. The Core Engine‘s main function is to fix the bugs that exist primarily within RPG Maker MV itself and alter hardcoded core aspects that aren’t adjustable from within the editor itself. For this, I’ve made standalone versions for each plugin that utilizes Lunatic Mode. The plugins that will no longer crash due to bad script calls and/or Lunatic Mode will be as follows:

Core Engine, Base Parameter Control, Class Base Parameters, Extra Parameter Formula, Special Parameter Formula, Action Sequence Pack 1, Battle System – ATB, Battle System – CTB, Counter Control, Weak Enemy Poses, Absorption Barrier, Battle. A.I. Core, Buffs & States Core, State Categories, Damage Core, Armor Scaling, Critical Control, Extra Enemy Drops, Hit Accuracy, Life Steal, Target Core, Selection Control, Item Core, Attachable Augments, Item Disassemble, Item Durability, Item Upgrade Slots, Item Synthesis, Skill Core, Limited Skill Uses, Party Limit Gauge, Skill Cooldowns, Skill Cost Items, Instant Cast, Skill Learn System, Equip Core, Equip Requirements, Weapon Unleash, Auto Passive States, Passive Aura Effects, Enhanced TP, Enemy Levels, Job Points, Row Formation, Steal & Snatch, Map Select Skill

The other plugins that are updated today also received optimization updates. They are the Class Change Core, Battle Engine Core, Animated Sideview Enemies, Battle Status Window, Party System, and Event Chase Player plugins. They are made to go faster now and consume less system resources. Please update them accordingly.

As for other changes, the Core Engine got some new plugin parameters. Some of you may have noticed that as you enter battle, during the battle transition, all the sprites on the screen disappear. This involves anything that includes players, characters, doors, treasure chests, torches, other lighting effects. And it looks really really bad in some cases. The new plugin parameters now have a way for you to decide if you want them to disappear or not (and whether or not they appear in the background snapshot for battle). The Event Mini Label plugin also gets an update for this letting you decide if you want the mini-label windows to disappear or remain visible as the battle transition occurs.

The Animated Sideview Battlers plugin also got a new update to add the “Floating Death” plugin parameter. This will allow you to enable whether or not you want floating enemies to remain floating or instantly fall to the ground when collapsing. There are also new notetags that will allow one or the other for this, too, if you want to set them individually.

Whew, what an update!

Plugin Updates as of Launch Date to 2016.11.20~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Updates #206

Hi, RPG Makers! A couple of plugin updates today!

Auto Passive States gets a functionality update. <Custom Passive Condition> to now affect passive state ID’s added by Equip Battle Skills.

Enhanced TP gets a new plugin parameter: ‘Dead TP Gain’ plugin parameter. Enabling this will allow dead actors to gain TP from TP modes while in battle. Disabling this will prevent dead actors from doing so.

Equip Battle Skills gets an optimization update to make raw skill data collection faster and less laggy when there are 100+ equippable skills (unlikely that anyone will use this plugin to utilize 100+ equippable skills but you never know…)

Grid-Free Doodads gets an update that adjusted calculations for grid-snapping when graphic resolutions aren’t divisible by tile width or height (usually 48). Previously, it made the grid-snap calculations off by 1 pixel, which can make a big difference. Big thanks to Quite Toxick for finding this one.

Plugin Updates as of Launch Date to 2016.11.06~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Update #200!

The 200th plugin update is here!!! There’s quite a few plugins updated today~

The Battle A.I. Core and Change Battle Equip received optimization updates.

The Battle Engine Core gets an update to work with compatible functions for other plugins.

The Buffs & States Core gets a bug fixed involving Lunatic state effects not occuring in the right order when a state is removed.

The Selection Control plugin gets a fix for an exploit with skills that gain TP across Disperse Damage.

Skill Cooldowns gets a compatibility update with Equip Battle Skills and a documentation update.

Auto Passive States gets a new plugin parameter for Global Passives that affect both enemies and actors for those who wish to keep them the same and not within the each plugin parameter.

Slippery Tiles gets a “Slippery Speed” plugin parameter to let you change the speed of a character when its on a slippery tile.

Plugin Updates as of Launch Date to 2016.09.18~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Updates #194~

Quite a few plugins have been updated tonight!

Message Core – Added a failsafe where if the name box window would be off the screen, it will automatically reposition itself to under the main message window.

Buffs & States Core, Attachable Augments, and Item Durability all got Optimization Updates.

Auto Passive States – Added compatibility functionality for Equip Battle Skills to add the equipped passive states during battle test.

Actor Party Switch – Fixed a bug that caused the on-map party layout to not update if switching has been used in battle.

Event Chase Player – Fixed a bug with this._seePlayer causing them to see stealthed players.

Region Restrictions – Plugin parameters have been upgraded to now accept multiple region ID’s. Insert a space in between them to add more than one region ID.

Plugin Updates as of Launch Date to 2016.08.07~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.

Plugin Update #189~

There’s quite a few updates today.

The Message Core plugin gets a new plugin parameter: the ‘Name Box Close’ plugin parameter. If this is enabled, the message window will check for the Name Window speaker each time a follow up message occurs. If the name in the currently Name Window matches the name in the following Name Window, the message window will remain open. If it doesn’t, the Name Window will close and reopen to indicate a new speaker.

Animated Sideview Enemies gets a bug fixed. Previously hidden animated battlers will now no longer appear earlier than usual.

Battle A.I. Core gets a compatibility bug fixed that caused certain conditions to bypass taunts.

For the Selection Control, the target selection process has sorting algorithm changed to better fit actors based on their visual position on the screen.

The Equip Core gets an optimization update.

Auto Passive States gets new plugin parameters: the ‘Actor Passives’ and ‘Enemy Passives’ plugin parameters. This will cause all actors and enemies respectively to be affected by the listed states as passives.

Fixed a bug in Actor Party Switch that caused subsequent battles to have actors appear in the wrong positions.

Row Formations gets a feature update: Updated <Default Row: x> notetag to also include <Default Row: x, x, x> so that actors or enemies can start in any of those default rows. If multiple rows are included, then at the start of the game (for actors) or start of battle (for enemies), the battler will start in a random row included.

Swap Enemies also gets a feature update: if a swap enemy swaps into another swap enemy, it will then draw out a swap target from that enemy for up to 100 loops.

Plugin Updates as of Launch Date to 2016.07.03~

To download all available plugins, click here.

View the changelog here.

To download all available plugins, click here.